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path: root/OpenSim/Region/Framework/Scenes/SceneManager.cs (follow)
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* Modify SceneManeger to use a DoubleDictionary and work without locks.Melanie2012-05-281-176/+90
| | | | | Changes to the scenes dictionary are exceedingly rare and using atomic operations makes the chance of collisions nearly nil in any case.
* Comment debug spamMelanie2011-12-131-1/+1
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* Remove unused SceneManager.TryGetAvatarsScene()Justin Clark-Casey (justincc)2011-12-071-20/+0
| | | | | It makes far more sense anyway to use TryGetRootScenePresence().Scene, in common with the rest of the code This method could also return any scene for child or root agents, depending in which order the scenes happened to lie in the list
* Implement XMLRPCAdmin command admin_teleport_agent.Justin Clark-Casey (justincc)2011-12-071-0/+33
| | | | This allows someone with access to this command on the XMLRPCAdmin interface to teleport an avatar to an arbitrary region and/or position.
* When setting packet level logging via "debug packet", apply to all clients, ↵Justin Clark-Casey (justincc)2011-11-241-14/+10
| | | | | | not just root ones. Also adds scene name and client type (root|child) to logged information.
* Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-031-1/+1
| | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
* Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-031-6/+6
| | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake2011-10-271-5/+4
| | | | passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
* Allow an avatar to be explicitly named to the "debug packet" commandJustin Clark-Casey (justincc)2011-10-171-2/+3
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* refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter ↵Justin Clark-Casey (justincc)2011-10-171-1/+1
| | | | without a getter
* Merge branch 'master' into bulletsimMic Bowman2011-08-191-87/+139
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs
| * Do proper locking of m_localScenes list in SceneManagerJustin Clark-Casey (justincc)2011-08-061-93/+140
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* | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-0/+7
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* Make console backup command do a forced backup rather than non-forcedJustin Clark-Casey (justincc)2010-09-061-1/+1
| | | | Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
* Renamed TryGetAvatar to TryGetScenePresence on SceneManager, SceneBase, ↵Dan Lake2010-03-191-3/+3
| | | | Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
* Cleaned up access to scenepresences in scenegraph. GetScenePresences and ↵Dan Lake2010-03-191-2/+4
| | | | GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
* Inconsistent locking of ScenePresence array in SceneGraph. Fixed by ↵Dan Lake2010-03-171-12/+5
| | | | | | eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class. This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
* remove references to OpenSim.Framework.Commuications.Tests.dll since all ↵Justin Clark-Casey (justincc)2010-03-031-1/+1
| | | | | | relevant test code has been obsoleted this allows the tests to pass on my local system
* * General cleanup of Teleports, Crossings and Child agents. They are now in ↵Diva Canto2010-01-151-2/+2
| | | | | | | the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic. * HGSceneCommunicationService has been deleted * SceneCommunicationService will likely be deleted soon too
* pass all command parameters to load/save oar, not just the filenameJustin Clark-Casey (justincc)2009-11-241-6/+6
| | | | unfortunately, these commands cannot yet be properly relocated to the region modules due to deficiencies in the region module infrastructure
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-231-24/+29
| | | | avoiding locking and copying the list each time it is accessed
* Merge branch 'master' into diva-texturesMelanie2009-10-021-6/+6
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| * Formatting cleanup.Jeff Ames2009-10-011-6/+6
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* | Remove predecode-j2k and it's assoaciated logicMelanie2009-09-301-122/+0
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* | Attempting to improve the robustness of texture decoding by always ignoring ↵John Hurliman2009-09-301-1/+1
|/ | | | | | | | LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug Replacing openjpeg-dotnet decoding with managed CSJ2K decoding. Should be much more reliable, faster, and use less memory * Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K * Renamed IJ2KDecoder and J2KDecoder member names to follow standard naming conventions * Removed j2kDecodeCache cruft and replaced it with the OpenSim cache system * Rewrote the default layer boundary algorithm to use percentages instead of an exponent * Switched from an infinite in-memory cache to an expiring cache (10 minute timeout) * Slightly quieted logging errors for failed texture decodes
* Formatting cleanup.Jeff Ames2009-06-101-1/+1
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-1/+1
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* Add check in SceneManager to stop opensim.exe crashing if no regions/scenes ↵MW2009-02-261-1/+8
| | | | were loaded.
* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-1/+1
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
* * refactor: remove AssetCache field hanging off SceneJustin Clarke Casey2009-02-161-1/+1
| | | | | | * This is always available at Scene.CommsManager.AssetCache
* * refactor: move alert commands from Scene to DialogModuleJustin Clarke Casey2009-02-131-10/+0
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* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+669
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!