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* 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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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-083-3/+10
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| * * Cache null account responses in the SimianUserAccountServiceConnector to ↵John Hurliman2010-09-071-1/+3
| | | | | | | | | | | | avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
| * Make sure unlinked child prims get persistedMelanie2010-09-071-0/+5
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2010-09-071-2/+2
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| * | Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-076-42/+58
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* | | If a scene object part UUID is changed (only possible when not in a scene), ↵Justin Clark-Casey (justincc)2010-09-072-2/+11
| |/ |/| | | | | then adjust the inventory items to point to the new uuid as well
* | minor: comment out some excessive test loggingJustin Clark-Casey (justincc)2010-09-071-1/+1
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* | Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)2010-09-076-42/+58
|/ | | | | | | | | | Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
* Add test that checks correct persistence when an unlink is quickly followed ↵Justin Clark-Casey (justincc)2010-09-061-9/+40
| | | | | | by deletion of a linked part This test is temporarily not running since it currently fails due to a bug in this area
* Make console backup command do a forced backup rather than non-forcedJustin Clark-Casey (justincc)2010-09-062-6/+1
| | | | Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
* extend TestNewSceneObjectLinkPersistence() to check for presence of non-root ↵Justin Clark-Casey (justincc)2010-09-061-2/+3
| | | | linked prim
* Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)2010-09-067-21/+78
| | | | | Added a MockRegionDataPlugin to do in-memory persistence for tests since adding this to OpenSim.Data.Null.NullDataStore doesn't seem appropriate NullDataStore can do nothing because OpenSim only ever retrieve region objects from the database on startup. Adding an in-memory store here would be unecessary overhead.
* Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, becauseMelanie Thielker2010-09-061-1/+25
| | | | modules need to see it (Search!) even if it comes in via CAPS
* Logout the presence if client IP verification fails.Diva Canto2010-09-041-0/+2
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* Move code that allows llGiveInvetory() to move item into appropriate system ↵Justin Clark-Casey (justincc)2010-09-041-8/+40
| | | | | | | folder up from connectors into Scene.Inventory.cs This fixes the problem for all architectures (hg as well as local and grid) and means we don't have to dupe code between connectors. Not ideal in that it becomes non-modular, but methods in Scene.Inventory.cs should eventually be modularized anyway.
* Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)Justin Clark-Casey (justincc)2010-09-041-8/+27
| | | | The agentID in AddInventoryItem(UUID agentID, InventoryItemBase item) is redundant since it's contained in item.Owner, and it doesn't make sense for agentID != item.Owner, hence the method is deprecated.
* Fix an issue with rezzing scripted objects.Melanie Thielker2010-09-031-2/+2
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* Remove commented code and the comment, as the change has proven outMelanie Thielker2010-09-021-3/+0
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* Experimentally comment the sending of unbaked avatarsMelanie Thielker2010-09-021-1/+3
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* refactor: move SOG.AttachToAgent() into AttachmentsModuleJustin Clark-Casey (justincc)2010-09-011-71/+0
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2010-09-013-3/+3
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| * Adjust the "Magic numbers" we use because we can't reference the actualMelanie Thielker2010-08-313-3/+3
| | | | | | | | script state enum to reflect recent changes.
* | Add ScenePresence.GetAttachments(uint attachmentPoint)Justin Clark-Casey (justincc)2010-08-311-0/+21
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* Improve liveness by operating on list copies of SOG.Children where appropriateJustin Clark-Casey (justincc)2010-08-285-75/+84
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* minor: remove mono compiler warningJustin Clark-Casey (justincc)2010-08-261-3/+4
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* refactor: Move Scene.Inventory.UpdateKnownItem() into Attachments module ↵Justin Clark-Casey (justincc)2010-08-261-47/+0
| | | | since this appears to relate solely to attachments
* refactor: break out attachment position change code in ↵Justin Clark-Casey (justincc)2010-08-261-24/+13
| | | | | | Scene.UpdatePrimPosition() and move into AttachmentsModule This allows region modules to change attachment positions.
* Remove mono compiler warningsJustin Clark-Casey (justincc)2010-08-267-36/+7
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* Use SOP.ParentGroup in Prioritizer instead of Scene.GetGroupByPrim()Justin Clark-Casey (justincc)2010-08-261-2/+16
| | | | By the time a scheduled update is triggered, a sog may have been removed from the scene. This change prevents NullReferenceExceptions in these situations.