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* Added code to quaternion deserialization to try to cope with an exception ↵Diva Canto2010-10-191-4/+15
| | | | | | seen in Wright Plaza related to SitTargetOrientation. 17:23:05 - [SceneObjectSerializer]: exception while parsing SitTargetOrientation: System.Xml.XmlException: Expecting X tag from namespace , got w and instead Line 1, position 30064.
* Added TextureAnimation and ParticleSystem to serialization.Diva Canto2010-10-191-0/+27
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* COmmented the wrong line instead, now I commented them all to be on the safe ↵Melanie2010-10-191-2/+2
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* Comment a spammy debug message in the serializerMelanie2010-10-191-1/+1
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* Deleted all [XmlIgnore] from SOP, since those are meaningless now.Diva Canto2010-10-172-58/+58
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* .NET automagical serialization of SOPs replaced by manual serialization ↵Diva Canto2010-10-172-59/+21
| | | | across the board.
* Made OARs use the new serialization procedure. (TPs/crossings still on the ↵Diva Canto2010-10-152-120/+153
| | | | 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>.
* Added manual xml2 serialization. Rewired only save xml2, not oars yet. Seems ↵Diva Canto2010-10-142-105/+164
| | | | to be generating xml's that are successfully parsed. Needs more testing.
* Added SOP.MediaUrl and Shape.Media to the deserializationDiva Canto2010-10-131-204/+14
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* Comment a debug message so that it doesn't spew the console upon ↵Diva Canto2010-10-131-1/+1
| | | | encountering unknown xml elements.
* New SOG/SOP parser using XmlTextReader + delegates dictionary. Active for ↵Diva Canto2010-10-132-7/+1381
| | | | load oar and load xml2, but not for packing objects on crossings/TPs yet.
* Change the part for sound playback to be the root part / object UUID insteadMelanie2010-10-101-8/+8
| | | | of the child prim because using the child prim plain doesn't work.
* Guard against locking a nullref to avoid build breakMelanie2010-10-081-0/+3
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* Change the order of actions to address a possible nullrefMelanie2010-10-081-3/+2
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* Fix autoreturn to not return zero objectsMelanie2010-10-071-6/+2
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* Plumb the path for multiple object deletesMelanie2010-10-064-40/+18
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* Formatting cleanup.Jeff Ames2010-10-043-4/+4
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* I really have to say it again and again: e.Message is NOT enough data forMelanie2010-10-031-2/+1
| | | | | | troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must be used. Fix one more instance of that cr.p
* Fix an inventory fetch issueMelanie2010-09-301-0/+3
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* Prevent setting arbitrary groups on your objects.Melanie2010-09-271-0/+3
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* Fix build breakMelanie2010-09-271-37/+38
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* if you can't edit a prim's inventory, you don't need to see the asset ids.Melanie2010-09-271-3/+11
| | | | | | Prevents stealing IDs of animations, sounds and textures from prim inventories. Prevents copybot from gathering the wearable UUIDs needed for pirating things from vendors.
* Restrict inventory items added in a transaction to folder belongingMelanie2010-09-271-0/+6
| | | | to the connected client.
* Add UUID to physics prim name parameter so that diagnostic messages can be ↵Justin Clark-Casey (justincc)2010-09-252-3/+3
| | | | | | made more useful. If a separate UUID parameter is better for the future then this can be added later on.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-251-10/+0
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-212-2/+41
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| * | Refactor script create permission into the perms moduleMelanie2010-09-211-10/+0
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* | | If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)2010-09-241-0/+7
| |/ |/| | | | | | | | | | | then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977
* | If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the ↵Justin Clark-Casey (justincc)2010-09-212-2/+41
|/ | | | | | | | scene, remove the old uuid reference from m_parts as well as adding the new one. The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene) Added unit test for this behaviour. Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
* Fixed a regression in SOG.Copy()John Hurliman2010-09-161-1/+1
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2010-09-162-1/+29
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| * Fix build break by replacing Items.LockItemsForWrite() with lock (Items) {}Justin Clark-Casey (justincc)2010-09-171-22/+21
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| * Removing debugroot2010-09-161-1/+0
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| * JustinCC is evil. f7b28dd3 broke script persistence. This fixes it.root2010-09-163-1/+31
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* | Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-1612-943/+682
|/ | | | MapAndArray collection
* rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)2010-09-153-3/+3
| | | | code readability
* Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)2010-09-151-15/+17
| | | | | | | | scene, iterate over an unlocked list instead Previously, deadlock was possible because deleting a group took a SOG.Children lock then an m_entityUpdates.SyncRoot lock in LLClientView At the same time, a thread starting from LLClientView.ProcessEntityUpdates() could take an m_entityUpdates.SyncRoot lock then later attempt to take a SOG.Children lock in PermissionsModule.GenerateClientFlags() and later on Taking a children list in SOG appears to be a better solution than changing PermissionsModule to not relook up the prim. Going the permission modules root would require that all downstream modules not take a SOG.Children lock either
* Comment out SOG storing debug log messageJustin Clark-Casey (justincc)2010-09-141-3/+3
| | | | This can get very spammy with regularly changing objects. Please uncomment if required.
* minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2010-09-132-0/+6
| | | | various points in the main scene loop and associated methods
* Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)2010-09-131-10/+0
| | | | being migrated to AttachmentsModule
* minor: Clean up log messages generated when an item is attachedJustin Clark-Casey (justincc)2010-09-131-9/+3
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* MergedJohn Hurliman2010-09-1216-72/+99
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| * Formatting cleanup.Jeff Ames2010-09-1216-74/+74
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| * Add copyright headers.Jeff Ames2010-09-121-0/+27
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* | * Added ISimulationDataService and IEstateDataServiceJohn Hurliman2010-09-125-37/+77
|/ | | | | * Removed StorageManager * CONFIG CHANGE: There are no more database settings in OpenSim.ini. Check the config-include configuration files for region store and estate store database settings
* Shuffling fields and properties around in Scene to make Scene.cs more readableJohn Hurliman2010-09-111-138/+124
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* Fixed the naming mess around data connectors for simulation dataJohn Hurliman2010-09-113-4/+4
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* Made it impossible to create a user with names containing spaces and ↵randomhuman2010-09-101-2/+3
| | | | prevented passwords from being echoed after enter is pressed.
* Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-103-58/+35
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* First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-107-344/+219
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