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* Save the default terrain texture UUIDs for a new region instead of leaving ↵Justin Clark-Casey (justincc)2011-09-091-1/+36
| | | | | | | | | | | them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
* Comment out Scene.CleanDroppedAttachments() and calls.Justin Clark-Casey (justincc)2011-09-021-36/+36
| | | | | This method wasn't actually doing anything since dropped attachments retain a PCode of 9. Also, behaviour of dropped attachments in other places appears to be that they persist after avatar logout rather than get deleted.
* Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-10/+4
| | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
* Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)2011-09-011-44/+38
| | | | | The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.
* minor: remove already processed avatar null check in Scene.RemoveClient()Justin Clark-Casey (justincc)2011-08-301-1/+1
| | | | remove some now duplicated method doc
* refactor: move SP.SaveChangedAttachments() fully into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-2/+2
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* refactor: Move ScenePresence.RezAttachments() into AttachmentsModuleJustin Clark-Casey (justincc)2011-08-301-1/+1
| | | | This adds an incomplete IScenePresence to match ISceneEntity
* refactor: migrate DropObject handling fully into AttachmentsModule from SceneJustin Clark-Casey (justincc)2011-08-301-2/+0
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* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-2/+2
| | | | pointless duplication of identical values
* Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-191-14/+28
| | | | | This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
* Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)2011-08-181-4/+5
| | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
* Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer2011-08-151-2/+37
| | | | region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-8/+7
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* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-021-2/+2
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵Justin Clark-Casey (justincc)2011-07-291-4/+8
| | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606
* Pass the first name and last name from the agent circuit data to the ↵Justin Clark-Casey (justincc)2011-07-231-2/+3
| | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip
* Generate the initial maptile asynchronouslyOren Hurvitz2011-07-221-11/+11
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵Justin Clark-Casey (justincc)2011-07-191-2/+2
| | | | consistency
* Rename UpdatePrimRotation() to UpdatePrimGroupRotation() since this is what ↵Justin Clark-Casey (justincc)2011-07-191-4/+8
| | | | it actually does and is more consistent with other method names.
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-2/+3
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-111-0/+1
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* fix build break I just introducedJustin Clark-Casey (justincc)2011-07-011-2/+1
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* Add an async inventory details sender to respond to FetchInventory packets.Justin Clark-Casey (justincc)2011-07-011-2/+3
| | | | | | | If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests. Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling. This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads. Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-1/+3
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Fixed "Unknown User" listed as creator/owner on prims created with the Build ↵Diva Canto2011-06-081-0/+4
| | | | button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
* Added EventManager.OnPrimsLoaded, an event that modules can hook up onto so ↵Diva Canto2011-06-081-0/+1
| | | | that they know when the scene's objects have been loaded from the DB.
* This makes the display names work better for foreignersDiva Canto2011-06-071-0/+26
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* HG Landmarks now working.Diva Canto2011-06-031-22/+1
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* Moved CreateNewInventoryItem to the InventoryAccessModule in preparation for ↵Diva Canto2011-06-031-2/+2
| | | | supporting HG landmarks.
* Adding an event to signal that logins are enabledBlueWall2011-05-281-0/+3
| | | | Added an event to signal the eabling of logins and added an alert to send to a configured service.
* Add option to disable loginsBlueWall2011-05-281-1/+17
| | | | This just covers script loading for now. More to come.
* Allow disabling the legacy backup mechanism to avoid the object clone ifMelanie2011-05-241-0/+9
| | | | backup is not used.
* Add an event for an orderly region shutdown that fires once per region beforeMelanie2011-05-241-0/+2
| | | | the SceneGraph is torn down.
* refactor Scene.RezObject() to use AddNewSceneObject() rather than ↵Justin Clark-Casey (justincc)2011-05-211-3/+3
| | | | copy/pasting code with small differences
* implement Scene.GetSceneObjectGroup(string name) to match the equivalent ↵Justin Clark-Casey (justincc)2011-05-201-2/+13
| | | | GetSOP method
* implement Scene.GetSceneObjectGroup(UUID fullID) using existing indexJustin Clark-Casey (justincc)2011-05-201-0/+10
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* add test for rezzing an object from a prim itemJustin Clark-Casey (justincc)2011-05-201-1/+2
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* correct small mistake in "delete object name <name>" usage summaryJustin Clark-Casey (justincc)2011-05-181-1/+1
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* Add commands to delete objects by name, UUID, creator or ownerMelanie2011-05-091-0/+67
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* Bug fix: iars under Library weren't being loaded.Diva Canto2011-05-061-0/+2
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* Broke down Caps.cs into a generic Caps object that simply ↵Diva Canto2011-05-011-4/+4
| | | | | | | registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps. Renamed a few methods that were misnomers. Compiles but doesn't work.
* When coming in from a legacy region without fatpacks, start scripts theMelanie2011-04-301-0/+16
| | | | usual way
* Delaying starting the scripts on TPs and crossings until the agent is root.Diva Canto2011-04-291-14/+8
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* Fatpack message on agent transfers: 1 message only (UpdateAgent) containing ↵Diva Canto2011-04-281-1/+3
| | | | the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
* Implement agent limitsMelanie2011-04-211-0/+20
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* Adjust the quanterions used in the rez coalsced object tests to get sensible ↵Justin Clark-Casey (justincc)2011-04-131-0/+4
| | | | | | bounding box and offset numbers. Extend test to check position of objects in the rezzed coalescence.
* Add coalesced scene objects class and serializer. This is currently only ↵Justin Clark-Casey (justincc)2011-04-131-1/+14
| | | | | | | | | used by the TestRezCoalescedObject() regression test. This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc. Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item. Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place. This bug will be addressed shortly.
* Change some text to make the autoreturn mechanism more obvious, and align ↵Justin Clark-Casey (justincc)2011-04-051-1/+4
| | | | with the fact that it's one word rather than two.
* remove now unused individual LandData prim counts.Justin Clark-Casey (justincc)2011-04-051-14/+0
| | | | | However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc. This is probably why prim counts were being done there in the first place.
* Implement taking of coalesced objects.Melanie2011-04-031-0/+9
| | | | | | | WARNING!!!!! You can TAKE them, but you can't REZ them again. Only the first of the contained objects will rez, the rest is inaccessible until rezzing them is implemented. Also, rotations are not explicitly stored. This MAY work. Or not.