From f106ba87ca92b477b32a84aa246e4b4481b0980b Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Wed, 18 Sep 2013 15:55:42 +0300 Subject: Made terrain uploads thread-safe --- OpenSim/Region/Framework/Interfaces/IEstateModule.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'OpenSim/Region/Framework/Interfaces') diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs index d49b24e..944c66b 100644 --- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs +++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs @@ -54,5 +54,10 @@ namespace OpenSim.Region.Framework.Interfaces void setEstateTerrainBaseTexture(int level, UUID texture); void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); + + /// + /// Returns whether the transfer ID is being used for a terrain transfer. + /// + bool IsTerrainXfer(ulong xferID); } } -- cgit v1.1 From d0c17808391e93964dcaf0ffcf06899c5669f4ff Mon Sep 17 00:00:00 2001 From: Oren Hurvitz Date: Wed, 25 Sep 2013 10:56:05 +0300 Subject: Fixed rezzing coalesced objects from a prim's inventory Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed. --- OpenSim/Region/Framework/Interfaces/IEntityInventory.cs | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Framework/Interfaces') diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs index 150193d..9ffda51 100644 --- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs +++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs @@ -234,15 +234,17 @@ namespace OpenSim.Region.Framework.Interfaces List GetInventoryItems(InventoryType type); /// - /// Get the scene object referenced by an inventory item. + /// Get the scene object(s) referenced by an inventory item. /// /// /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have /// been adjusted to reflect the part and item from which it originates. /// - /// - /// The scene object. Null if the scene object asset couldn't be found - SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item); + /// Inventory item + /// The scene objects + /// Relative offsets for each object + /// true = success, false = the scene object asset couldn't be found + bool GetRezReadySceneObjects(TaskInventoryItem item, out List objlist, out List veclist); /// /// Update an existing inventory item. -- cgit v1.1