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* Stop performing the asset save part of baked texture uploading on the ↵Justin Clark-Casey (justincc)2011-12-011-5/+9
| | | | | | | | | UploadBakedTexture cap asynchronously. This prevents a possible race condition where the client would be told all baked textures had updated before they were in the asset service. The client would then trigger a set appearance which, after a delay, would send the avatar appearance out to other clients. The race condition seems unlikely because of this delay but it's still possible. Might help with grey avatar appearances.
* refactor: Separate the upload baked texture handler out from BunchOfCapsJustin Clark-Casey (justincc)2011-12-012-3/+180
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* Rip out unused Scene.HandleFetchInventoryDescendentsCAPS().Justin Clark-Casey (justincc)2011-11-261-0/+13
| | | | This has been handled by WebFetchInvDescHandler.Fetch() for some time.
* Stop locking the requests coming in to WebFetchInvDecHandler.Justin Clark-Casey (justincc)2011-11-261-8/+8
| | | | There's no technical reason for this as the methods are thread safe. However, it might have served to slow down requests.
* Resolve error where an unknown asset type would cause the fetch inventory ↵Justin Clark-Casey (justincc)2011-11-251-40/+43
| | | | | | descendents cap to fail. Introduced just a few commits ago in 0688861
* Implement the FetchInventoryDescendents2 capability using the same code as ↵Justin Clark-Casey (justincc)2011-11-251-1/+1
| | | | | | WebFetchInventoryDescendents. Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
* Use the more extensive Utils.AssetTypeToString()/InventoryTypeToString() ↵Justin Clark-Casey (justincc)2011-11-251-2/+3
| | | | conversion rather than the arrays in TaskInventoryItem
* Fix WebFetchInventoryDescendents cap to use ↵Justin Clark-Casey (justincc)2011-11-251-8/+15
| | | | | | Utils.AssetTypeTostring/InventoryTypeToString to convert types to strings These cover a wider range of types.
* Save the default terrain texture UUIDs for a new region instead of leaving ↵Justin Clark-Casey (justincc)2011-09-091-3/+2
| | | | | | | | | | | them as UUID.Zero. Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white. On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero. This commit resolves the problem by saving the default texture UUIDs instead of Zero. However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed. This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones. However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
* Don't need to try both AssetService.Get and GetCached in GetMesh since Get ↵Justin Clark-Casey (justincc)2011-08-181-36/+9
| | | | always calls GetCached and code paths were identical
* Comment verbose debug message in GetTextureDiva Canto2011-05-081-1/+1
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* Squish a warningMelanie2011-05-051-1/+0
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* Fix the GetTexture path to /CAPS/GetTexture for now until we have real ↵Diva Canto2011-05-021-1/+1
| | | | capabilities.
* WebFetchInventoryDescendents working. Tested with robust.Diva Canto2011-05-022-0/+375
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* Refactored the GetMesh module into a handler and a module, to be the same as ↵Diva Canto2011-05-024-0/+222
| | | | GetTexture.
* Works!Diva Canto2011-05-022-9/+6
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* Added OpenSim.Capabilities.Handlers. For the moment it has only the ↵Diva Canto2011-05-012-0/+429
GetTexture handler. The region module in Linden space uses it. WARNING: nothing of this works yet, it just compiles.