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2010-09-15rename SceneObjectGroup.DeleteGroup() to DeleteGroupFromScene() to improve ↵Justin Clark-Casey (justincc)3-3/+3
code readability
2010-09-15Instead of locking SOG.Children when a group is being removed from the ↵Justin Clark-Casey (justincc)1-15/+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
2010-09-14Comment out SOG storing debug log messageJustin Clark-Casey (justincc)1-3/+3
This can get very spammy with regularly changing objects. Please uncomment if required.
2010-09-13minor: Add comments which explain what's going on wrt avatar movements at ↵Justin Clark-Casey (justincc)2-0/+6
various points in the main scene loop and associated methods
2010-09-13Remove SceneGraph.DetachObject() which was accidentally left around after ↵Justin Clark-Casey (justincc)1-10/+0
being migrated to AttachmentsModule
2010-09-13Remove IAttachmentsModule.SetAttachmentInventoryStatus() from public interfaceJustin Clark-Casey (justincc)1-11/+0
No core module is calling and it makes more sense to call methods such as AttachObject() which attach both to the avatar and update inventory appropriately
2010-09-13minor: Clean up log messages generated when an item is attachedJustin Clark-Casey (justincc)1-9/+3
2010-09-12* Added ISimulationDataService and IEstateDataServiceJohn Hurliman8-118/+123
* 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
2010-09-12Formatting cleanup.Jeff Ames21-88/+88
2010-09-12Add copyright headers.Jeff Ames1-0/+27
2010-09-12Added a stub for ↵John Hurliman2-20/+102
OpenSim.Services.Connectors.Simulation.SimulationDataServiceConnector
2010-09-11Shuffling fields and properties around in Scene to make Scene.cs more readableJohn Hurliman1-138/+124
2010-09-11Changed all string references of "IRegionDataStore" to "ISimulationDataStore"John Hurliman1-2/+2
2010-09-11Fixed the naming mess around data connectors for simulation dataJohn Hurliman6-11/+11
2010-09-10Made it impossible to create a user with names containing spaces and ↵randomhuman1-2/+3
prevented passwords from being echoed after enter is pressed.
2010-09-10Second pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman3-58/+35
2010-09-10First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman8-346/+221
2010-09-07* Cache null account responses in the SimianUserAccountServiceConnector to ↵John Hurliman1-1/+3
avoid repeated requests for missing avatar IDs * Updated to OpenMetaverse r3442 to fix a timezone issue with ExpiringCache
2010-09-07Make sure unlinked child prims get persistedMelanie1-0/+5
2010-09-07If a scene object part UUID is changed (only possible when not in a scene), ↵Justin Clark-Casey (justincc)2-2/+11
then adjust the inventory items to point to the new uuid as well
2010-09-07minor: comment out some excessive test loggingJustin Clark-Casey (justincc)1-1/+1
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)6-42/+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.
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)6-42/+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.
2010-09-06Add test that checks correct persistence when an unlink is quickly followed ↵Justin Clark-Casey (justincc)1-9/+40
by deletion of a linked part This test is temporarily not running since it currently fails due to a bug in this area
2010-09-06Make console backup command do a forced backup rather than non-forcedJustin Clark-Casey (justincc)2-6/+1
Remove no-arg backup method for simplicity as it only make sense to call non-forced backup internally
2010-09-06extend TestNewSceneObjectLinkPersistence() to check for presence of non-root ↵Justin Clark-Casey (justincc)1-2/+3
linked prim
2010-09-06Add test to check persistence of newly added pre-linked objectsJustin Clark-Casey (justincc)7-21/+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.
2010-09-06Reflect the ParcelPropertiesUpdateRequest into Scene.EventManager, becauseMelanie Thielker1-1/+25
modules need to see it (Search!) even if it comes in via CAPS
2010-09-05Add missing IDwellModule interfaceMelanie1-0/+37
2010-09-04Logout the presence if client IP verification fails.Diva Canto1-0/+2
2010-09-04Move code that allows llGiveInvetory() to move item into appropriate system ↵Justin Clark-Casey (justincc)1-8/+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.
2010-09-04Create Scene.Inventory.cs.AddInventoryItem(InventoryItemBase item)Justin Clark-Casey (justincc)1-8/+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.
2010-09-03Fix an issue with rezzing scripted objects.Melanie Thielker1-2/+2
2010-09-02Remove commented code and the comment, as the change has proven outMelanie Thielker1-3/+0
2010-09-02Experimentally comment the sending of unbaked avatarsMelanie Thielker1-1/+3
2010-09-01refactor: move SOG.AttachToAgent() into AttachmentsModuleJustin Clark-Casey (justincc)1-71/+0
2010-08-31Adjust the "Magic numbers" we use because we can't reference the actualMelanie Thielker3-3/+3
script state enum to reflect recent changes.
2010-08-31Add ScenePresence.GetAttachments(uint attachmentPoint)Justin Clark-Casey (justincc)1-0/+21
2010-08-30Implements parcel media setting persistence and packet / CAPS handlingJonathan Freedman1-1/+2
properly for the new media settings. Signed-off-by: Melanie <melanie@t-data.com>
2010-08-30local commit with parcel media bitsJonathan Freedman1-1/+2
Signed-off-by: Melanie <melanie@t-data.com>
2010-08-28Improve liveness by operating on list copies of SOG.Children where appropriateJustin Clark-Casey (justincc)5-75/+84
2010-08-26minor: remove mono compiler warningJustin Clark-Casey (justincc)1-3/+4
2010-08-26refactor: Move Scene.Inventory.UpdateKnownItem() into Attachments module ↵Justin Clark-Casey (justincc)1-47/+0
since this appears to relate solely to attachments
2010-08-26refactor: break out attachment position change code in ↵Justin Clark-Casey (justincc)2-24/+21
Scene.UpdatePrimPosition() and move into AttachmentsModule This allows region modules to change attachment positions.
2010-08-26Remove mono compiler warningsJustin Clark-Casey (justincc)7-36/+7
2010-08-26Use SOP.ParentGroup in Prioritizer instead of Scene.GetGroupByPrim()Justin Clark-Casey (justincc)1-2/+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.
2010-08-26replace m_parts.Count linknum with 0 in CopyRootPart since m_parts.Count is ↵Justin Clark-Casey (justincc)1-1/+1
always 0 (and any other number would cause an error anyway)
2010-08-26Improve consistency of locking for SOG.m_parts in order to avoid race ↵Justin Clark-Casey (justincc)6-136/+205
conditions in linking and unlinking
2010-08-25Make scene object directories more robust and prevent deleted SOP's fromMelanie Thielker2-18/+29
sticking around
2010-08-25If setting SOG.UUID, update the SOG.m_parts index as well as the root part UUIDJustin Clark-Casey (justincc)1-1/+10
Being able to change a SOG.UUID is useful for region modules that want to supply their own UUID, before the object is rezzed