| Commit message (Collapse) | Author | Age | Files | Lines |
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and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
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immediately before a copy of the group is persisted to storage
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immediately after a scene object is loaded from storage.
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THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
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Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received.
This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
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this should enable persistence now
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A line starting * can only be applied to the domain, not the path
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scripts using these functions should now compile but I don't know how well the methods themselves work yet
llSetPrimMedia(), at least, appears to have problems when a current url is set for a face that doesn't yet have a texture
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serverside url whitelist checks
at the moment, only checking for the exact name prefix is implemented
for some reason, whitelists are not persisting
this commit also fixes a very recent problem where setting any media texture parameters after the initial configuration would not work
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naughty clients
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textures than the prim has faces
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untested
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Untested
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Exposes method to get media entry via IMoapModule
As yet untested.
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This is currently persisting media as an OSDArray serialized to LLSD XML.
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Other avatars can now see the webpages that you're navigating to.
The requirement for an initial prim click before the texture displayed has gone away.
Flash (e.g. YouTube) appears to work fine.
Still not persisting any media data so this all disappears on server restart
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this allows other avatars to see it, but still only after they've clicked on the face
still not handling navigation yet
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not yet persisted or sent in the update
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libopenmetaverse
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This allows the media texture to persist in memory - logging in and out will redisplay it (after a click) though navigation will be lost
Next need to implement media uri on prim and delegate more incoming llsd parsing to libomv
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actually, this is probably wrong anyway if there's a default texture
it's going to be easier just to gather the object media updates and retain those in-memory now
but what the hell
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currently, for smoe reason the page only appears when you click a face.
also, actually navigating anywhere always snaps you back to the google search box, for some unknown reason
you can still change the url and normal navigation will work again
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Not sure if these are correct, but just supplying these to the viewer is enough to allow it to put media textures on prims (previously the icons were greyed out).
This is not yet persisted even in-memory, so no other avatars will see it yet.
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compiles but not tested. please test and correct if necessary!
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and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
|
| | | |
| | | |
| | | |
| | | | |
immediately before a copy of the group is persisted to storage
|
| | | |
| | | |
| | | |
| | | | |
immediately after a scene object is loaded from storage.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
|
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|
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| | | |
| | | |
| | | |
| | | | |
Media flags is cleared via a direct TextureEntry update from the client. If the clearing leaves no media textures on the prim, then a CAP ObjectMediaUpdate is not received. If there are still media textures present then one is received.
This change fixes drag-and-drop on Windows (and Mac?) clients. It may also fix problems with clearing and then subsequently setting new media textures.
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this should enable persistence now
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