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* Moved RegionUp to REST/LocalComms. The original functionality has been ↵diva2009-02-142-5/+16
| | | | entirely maintained, although it will have to be revisited soon, because it's buggy.
* * Change static field "initialized" in RestInterregionComms to an instance fieldJustin Clarke Casey2009-02-132-13/+11
| | | | | | * This was the cause of teleport tests interfering with each other
* * refactor: move alert commands from Scene to DialogModuleJustin Clarke Casey2009-02-132-40/+0
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* * Quieten down log messages from the Friends moduleJustin Clarke Casey2009-02-131-1/+0
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* * refactor: Move LazySaveGeneratedMapTile from scene to WorldMapModuleJustin Clarke Casey2009-02-131-56/+4
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* * Remove old Scene.CreateTerrainTexture code that is now handled by the ↵Justin Clarke Casey2009-02-131-392/+5
| | | | world map module
* * refactor: Move export map function to world map module from sceneJustin Clarke Casey2009-02-131-53/+1
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* Commented the tests for region crossings for now -- they need to be ↵diva2009-02-131-2/+4
| | | | substantially changed because of the callback from region B triggered by the client.
* And finally... region crossings entirely over RESTComms/LocalComms. No more ↵diva2009-02-131-54/+66
| | | | remoting for agent movements. WARNING: This breaks region crossing compatibility with previous versions.
* Add copyright headers. Minor formatting cleanup. Fix some compiler ↵Jeff Ames2009-02-133-11/+7
| | | | warnings. Fix some m_log declarations.
* Bug fix in prim crossing: making it clear when the local object needs to be ↵diva2009-02-131-1/+1
| | | | cloned (regions on the same instance) and when it doesn't (regions on different instances).
* Fixes a bug in the ScenePresence test itself.diva2009-02-121-1/+1
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* Makes region crossings asynchronous. Moved the bulk of the original code out ↵diva2009-02-124-134/+219
| | | | | | | | of ScenePresence and into SceneCommunicationService, where it should be (next to RequestTeleportToLocation). No changes in the crossing mechanism itself, yet. But this change opens the way to doing crossings as slowly as it needs to be, outside the simulator Update loop. Note: weirdnesses may occur!
* * Remove some pointless CachedUserInfo != null tests since these are already ↵Justin Clarke Casey2009-02-121-134/+133
| | | | made in earlier code
* * refactor: Move RequestInventoryForUser() from service to CachedUserInfoJustin Clarke Casey2009-02-122-7/+14
| | | | | | * This simplifies callers in most cases - CachedUserInfo is already handling the rest of the fetch inventory work anyway
* * optimized usings.lbsa712009-02-1211-65/+31
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* Sending this to Justin, so that he can see what's wrong with the ↵diva2009-02-122-12/+22
| | | | StandaloneTeleportTests when we add RESTInterregionComms module to the ScenePresenceTests.
* Enforce estate bans on Teleports.diva2009-02-111-1/+27
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* * minor: remove some mono compiler warningsJustin Clarke Casey2009-02-112-3/+3
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* Add proper handling for shared vs. unshared modules to the commandMelanie Thielker2009-02-101-2/+15
| | | | | | | | interface. Shared modules will now only get added once, so the command handler is called once per module, not once per scene. Removal of scenes has no adverse effects. Nonshared modules will be called for each scene.
* Fixes the problem of attachment offset after crossings/TPs. Hopefully it ↵diva2009-02-103-38/+39
| | | | fixes mantis #3126, as well as other random displacements. The problem was that the new object at the receiving region was being marked as attachment before AttachObject was called. That made its AbsolutePosition be the position of the avie, and that was what was being given to AttachObject.
* * minor: Remove SOG XML2 serialization log messages for nowJustin Clarke Casey2009-02-101-3/+2
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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-108-9/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
* Commented out a problematic test that needs more careful revision.diva2009-02-101-1/+2
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* Fixes a failed unit test on ScenePresences tests. That test unit needs some ↵diva2009-02-091-1/+2
| | | | fixing too.
* Moved prim crossing out of OGS1 and into RESTComms and ↵diva2009-02-095-102/+245
| | | | | | | | | | LocalInterregionComms. This breaks interregion comms with older versions in what concerns prim crossing. In the process of moving the comms, a few things seem to be working better, namely this may address mantis #3011, mantis #1698. Hopefully, this doesn't break anything else. But I'm still seeing weirdnesses with attchments jumping out of place after a cross/TP. The two most notable changes in the crossing process were: * Object gets passed in only one message, not two as done before. * Local object crossings do not get serialized, as done before.
* From Alan Webb <awebb@linux.vnet.ibm.com>Sean Dague2009-02-094-5/+5
| | | | | | | | | | | These changes replace all direct references to the AssetCache with IAssetCache. There is no change to functionality. Everything works as before. This is laying the groundwork for making it possible to register alternative asset caching mechanisms without disrupting other parts of OpenSim or their dependencies upon AssetCache functionality.
* a last set of files that seem to have embedded ^M in themSean Dague2009-02-093-203/+203
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* * Once again, fixing linked prim collisions by putting AbsolutePosition = ↵Teravus Ovares2009-02-081-1/+23
| | | | | | | AbsolutePosition; back in the linking routine. Why was it removed? It's critical to the physics scene. * Fixes mantis #3108
* * Removed the duplicate AddCapsHandler that existed in ↵diva2009-02-082-6/+7
| | | | | | | | ScenePresence.MakeRootAgent; CAPs are already in place when this runs. * Moved MoveAgentIntoRegion further down in the CompleteMovement method. * changed a couple of methods from protected to public in SceneCommunicationService
* Bug fix related to the filling out the remoting port in RegionInfo. It still ↵diva2009-02-071-1/+1
| | | | must be there because of attachments.
* Adds support for HG linking to specific regions within an instance. The ↵diva2009-02-071-0/+192
| | | | format is Host:Port:Region. Refactored the linking code from MapSearchModule to HGHyperlink, so that it can be used both by the MapSearchModule and the Console command.
* Replace the console for all OpenSim apps with a new console featuring commandMelanie Thielker2009-02-072-4/+22
| | | | | | | | | line editing, context sensitive help (press ? at any time), command line history, a new plugin command system and new appender features thet let you type while the console is scrolling. Seamlessly integrates the ICommander interfaces.
* * reinstate OpenSim/Region/Framework/Scenes/TestsJustin Clarke Casey2009-02-063-4/+3
| | | | | | * should bring us back up to 240 tests
* * Implement help <command> from the region consoleJustin Clarke Casey2009-02-061-4/+47
| | | | | | | * So at the moment once can type 'help terrain fill' as well as 'terrain fill help' * Current implementation is a transient hack that should be tidied up soon
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-0642-0/+30531
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!