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path: root/OpenSim/Region/Framework/Scenes/Serialization/SceneXmlLoader.cs (unfollow)
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2012-05-16Route OAR SOG loading through the common ↵Justin Clark-Casey (justincc)1-68/+4
SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG(). Remove buggy Xml2ToSOG().
2010-10-15Made OARs use the new serialization procedure. (TPs/crossings still on the ↵Diva Canto1-91/+121
old one) Added an options argument down the pipeline. For the time being it takes --old-guids as an option to produce <Guid> instead of <UUID>.
2010-10-14Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems ↵Diva Canto1-1/+7
to be generating xml's that are successfully parsed. Needs more testing.
2010-10-13New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for ↵Diva Canto1-7/+28
load oar and load xml2, but not for packing objects on crossings/TPs yet.
2010-09-10First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman1-13/+10
2010-04-19All scripts are now created suspended and are only unsuspended when the objectMelanie1-0/+1
is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable.
2009-10-01Formatting cleanup.Jeff Ames1-1/+1
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-14* refactor: move SceneXmlLoader into subpackageJustin Clarke Casey1-2/+2
2009-05-14* refactor: break some of xml2 serialization out of sogJustin Clarke Casey1-2/+2
2009-05-08* break out 'xml2' deserialization from sogJustin Clarke Casey1-3/+3
2009-05-08* refactor: break out sog original xml serialization to a separate classJustin Clarke Casey1-1/+1
2009-05-08* minor: rename xml sog serialization method for readabilityJustin Clarke Casey1-1/+1
2009-05-08* refactor: Break out original xml object serialization into a separate classJustin Clarke Casey1-1/+2
* No functional change
2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-1/+1
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!
2008-12-19* refactor: move saved named prims to xml2 method out into the serialization ↵Justin Clarke Casey1-3/+26
module
2008-11-09Script region crossing. This has not user functionality, but lays all theMelanie Thielker1-1/+1
groundwork.
2008-11-07* refactor: allocate local ids to prims only when an object is attached to a ↵Justin Clarke Casey1-1/+1
scene
2008-09-30Add two more default script engine paramsMelanie Thielker1-1/+1
2008-09-21Change the scirpt engine loading mechanism. Script engines are nowMelanie Thielker1-1/+1
ordinary region modules and are able to coexist in one instance. See http://opensimulator.org/wiki/ScriptEngines for details. There were changes to OpenSim.ini.example, please note DefaultScriptEngine. Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-8/+7
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-08-18Formatting cleanup.Jeff Ames1-7/+7
2008-08-15From: Richard Alimi <ralimi@us.ibm.com>Dr Scofield1-9/+55
The following patch makes some enhancements to loading/saving the Xml2 format. - Add streamed version of functionality for saving prims to Xml2 format. The streamed version (optionally) allows for saving the prims whose positions appear within a particular bounding box. - Expose stream versions of LoadPrimsFromXml2 and SavePrimsToXml2 in the Scene class - Extend loading from Xml2 (the streamed version) to optionally start scripts for the loaded scene objects)
2008-07-18* refactor: break out sog loading code into two parts so that ↵Justin Clarke Casey1-5/+5
post-deserialization changes can be carried out before adding it to a scene
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-1/+1
this before (doh) * Not quite perfect yet
2008-07-12* On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey1-4/+5
they already exist in the scene * (ability to give objects new uuids will come later)
2008-07-07* Start scripts loaded from an archiveJustin Clarke Casey1-4/+10
2008-07-01Added "save-prims-xml2 <PrimName> <FileName>", as we were lacking a method ↵MW1-4/+9
to save a single primitive or small group of them. This command will save all prims in the current scene that name matches the "PrimName" parameter. The saved file is in standard xml2 format, so can be loaded using load-xml2
2008-06-27* refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey1-1/+1
2008-06-27* Add extra backup parameter to InnerScene.AddRestoredSceneObject()Justin Clarke Casey1-1/+1
2008-06-21* refactor: Making some of the serialization names consistent, both within ↵Justin Clarke Casey1-2/+2
their pairings and with the others * This does make some of the names less ideal than others - this should change in the future
2008-06-21* Remove redundant <scene> tag from individual object xml representationJustin Clarke Casey1-7/+19
* WARNING: Until both regions upgrade to this revision, prim crossings from regions on this revision to earlier region revisions will not work properly * e.g. in the attachments cases, the attachments will remain visible but won't be individually detachable * This change may seem to have more costs than benefits, but I'm doing it because I can soon reuse this changed existing code in another context - it seems better not to proliferate similar but slightly different xml serializations.
2008-06-21* Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey1-0/+1
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
2008-06-17* Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey1-32/+1
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
2008-06-17* refactor: Remove largely duplicate code from ↵Justin Clarke Casey1-25/+1
SceneXmlLoader.CreatePrimFromXml2()
2008-06-13Update svn properties, clean up formatting, refactor out duplicate ↵Jeff Ames1-2/+2
hard-coded port numbers.
2008-06-12* refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey1-3/+2
scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
2008-06-12* refactor: rename CreatePrimFromXml to CreatePrimFromXml2Justin Clarke Casey1-3/+10
2008-06-04Formatting cleanup, minor refactoring, svn properties.Jeff Ames1-8/+8
2008-05-30* Hook up archive loading to load in prim xml dataJustin Clarke Casey1-17/+34
* This now has equivalent functionality to load-xml2 - no asset data is restored yet
2008-05-30* Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey1-34/+24
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-2/+2
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey1-2/+3
basis that they all take SOG parameters to improve code readability for now
2008-05-16Formatting cleanup.Jeff Ames1-4/+4
2008-05-01* Rolled back a few changes.Adam Frisby1-4/+6
2008-05-01* Spring cleaning on Region.Environment. Adam Frisby1-6/+4
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
2008-04-30* Patch by Melanie. Implements proper objectflags on child objects. Thanks ↵Teravus Ovares1-4/+4
Melanie! RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
2008-04-23From: Dr Schofield <hud@zurich.ibm.com>Justin Clarke Casey1-5/+15
the attached patch fixes http://opensimulator.org/mantis/view.php?id=936 aka load-xml/load-xml2 crashing. problem lies with basic physics not creating physics actors. the solution was already present in SceneObjectPart.cs.
2008-03-18Formatting cleanup.Jeff Ames1-26/+25
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-0/+4