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2011-11-17If the entire simulator is shutting down then don't bother to unload the ↵Justin Clark-Casey (justincc)1-7/+19
scripts from the appdomain in XEngine. All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.
2011-11-03Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake3-11/+11
from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
2011-11-03Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake3-15/+14
the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
2011-11-02Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake1-9/+6
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
2011-11-02Restore the recursive calling of PRIM_LINK_TARGET because the version I madeMelanie1-327/+334
breaks LINK_SET et al.
2011-11-02Some positioning fixes from AVN trunkMelanie1-1/+42
2011-11-02Streamline PRIM_LINK_TARGET, eliminating a recursion and a failure scenarioMelanie1-4/+3
2011-10-29Remove completely unused SOG.Rotation parameterJustin Clark-Casey (justincc)1-1/+1
We always use SOP.Rotation instead
2011-10-27Continuation of previous checkin. Found more places where ↵Dan Lake1-15/+9
ForEachScenePresence can be changed to ForEachRootScenePresence.
2011-10-27Added new ForEachRootScenePresence to Scene since almost every delegate ↵Dan Lake1-10/+10
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
2011-10-27For now, comment out error message on new script engine console commands.Justin Clark-Casey (justincc)1-1/+4
This causes false positives if a simulator has more than 1 region and the current region is 'root' since this sends the command separately to each region and each region has its own XEngine
2011-10-26Added optional owner classes to existing OSSL agent PermissionsMichelle Argus1-6/+61
PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes. Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-10-26Implementation of PRIM_OMEGA, but only for settingSignpostMarv Martin2-4/+18
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-10-26Implementing PRIM_LINK_TARGET, but only for setting paramsSignpostMarv Martin2-4/+14
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-10-22Add case to Lightshare/WindlightBlueWall1-0/+3
Thanks thomax for a patch to add handling for Sun/Moon pos.
2011-10-19Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake1-1/+1
scene presence by client ID.
2011-10-19Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)1-67/+91
a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
2011-10-19Add "scripts stop" and "scripts start" console commands.Justin Clark-Casey (justincc)1-2/+48
These will stop all running scripts and start all stopped scripts respectively. A stopped script does not save any events for later processing.
2011-10-19minor: improve command help on scripts suspend/resumeJustin Clark-Casey (justincc)1-2/+5
2011-10-19Fix resume scripts.Justin Clark-Casey (justincc)2-9/+33
On resume, we need to place requeue the script for event processing if there are any events on the queue. Also need to do this under m_Script lock in order to avoid a race
2011-10-19Add "scripts suspend" and "scripts resume" commands.Justin Clark-Casey (justincc)2-3/+53
These aim currently to suspend and resume all scripts. However, resume isn't currently working due to what looks like a bug in resume functionality itself.
2011-10-19on log and "show scripts" messages, show script item UUID rather than asset UUIDJustin Clark-Casey (justincc)1-4/+4
The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
2011-10-19add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)3-7/+31
2011-10-19Add "show scripts" command to show all scripts currently known to the script ↵Justin Clark-Casey (justincc)2-2/+28
engine in the current region. Also added synonym of "scripts show"
2011-10-17refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)1-1/+1
GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-17rename OS_NPC_SIT_IMMEDIATE to OS_NPC_SIT_NOW since it's shorter and more ↵Justin Clark-Casey (justincc)1-1/+1
understandable This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW); This is why it's in development :)
2011-10-17Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)3-0/+17
Allows you to stand an NPC that has sat.
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)4-0/+19
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-14Don't execute rest of code in XEngine.RemoveRegion() and Close() if the ↵Justin Clark-Casey (justincc)1-0/+6
module is disabled.
2011-10-12Get rid of some traces of the old pre-ROBUST grid architecture configJustin Clark-Casey (justincc)1-2/+0
2011-10-12When shutting down XEngine, log how many scripts are being shutdown so the ↵Justin Clark-Casey (justincc)2-2/+5
user knows why they are waiting.
2011-10-11osSetParcelDetails - PARCEL_DETAILS_CLAIMDATEPixel Tomsen2-21/+32
this new flag set parcels claim date value 0 for this flag set current unixstamp http://opensimulator.org/mantis/view.php?id=5725
2011-10-10Convert getLastReportedSimFPS() and getLastReportedSimStats() into more ↵Justin Clark-Casey (justincc)2-2/+2
idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
2011-10-10refactor: have lsl and ossl interrogate scene.StatsReporter directly rather ↵Justin Clark-Casey (justincc)2-2/+2
than going through scene I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
2011-10-04Removed all refs to IClientAPI from IAttachmentsModule. Separated client ↵Dan Lake1-1/+1
handlers for attachments to call public interface and rearranged module file into sections
2011-10-03Removed redundant code in AttachmentsModule and simplified interfaces which ↵Dan Lake1-2/+1
converted back and forth between ScenePresence and IClientAPI. More to be done still.
2011-10-04trival tweak to trigger the continuous integration systemJustin Clark-Casey (justincc)1-1/+1
2011-10-04Return NULL_KEY from llGetTexture if a non-existent face is indicated, ↵Justin Clark-Casey (justincc)1-1/+1
rather than "" As per http://wiki.secondlife.com/wiki/LlGetTexture
2011-10-04For llGetTexture(), if the face texture asset is in the inventory, return ↵Justin Clark-Casey (justincc)1-1/+16
the inventory name rather than the asset UUID This is as per http://wiki.secondlife.com/wiki/LlGetTexture Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early. Thanks Michelle Argus!
2011-10-01llGetLinkKey, llGetLinkName Fix for sitting AvatarPixel Tomsen1-0/+41
when an avatar sits on a prim, we get now his key & name ;-) http://opensimulator.org/mantis/view.php?id=4476
2011-09-29llAvatarOnLinkSitTarget ImplementationPixel Tomsen3-0/+20
http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
2011-09-15refactor: rename SOG/SOP.GetProperties() to SendPropertiesToClient() to ↵Justin Clark-Casey (justincc)1-1/+1
reflect what it actually does This also makes it consistent with some other methods that send data to the client.
2011-09-12minor: if the script engine fails to find a prim for a script, also print ↵Justin Clark-Casey (justincc)1-1/+1
out that prim's local id in the error message.
2011-09-09Delay loading scripts until the scene has finished loadingOren Hurvitz1-0/+3
2011-09-09llSetPrimitiveParams Prim type params precision errorsMicheil Merlin2-44/+90
2011-09-07When invoking any of the OSSL teleport functions, do it on a separate thread ↵Justin Clark-Casey (justincc)1-6/+13
rather than the script thread. This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport. This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
2011-09-01refactor: use SOG register target waypoints and rots directly instead of ↵Justin Clark-Casey (justincc)1-4/+6
calling through the SOP, which doesn't make conceptual sense anyway.
2011-09-01Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)3-13/+3
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
2011-09-01Fix issue with llGetTorque() where it would only ever return a zero vector.Justin Clark-Casey (justincc)1-1/+1
2011-09-01Remove pointless cluttering SOP.ParentGroup != null checks.Justin Clark-Casey (justincc)5-114/+63
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database. At all other times it's not possible for a SOP not to have a SOG parent.