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2012-02-29Use correct casing of RegionSettings.Sandbox in the various database modules.Justin Clark-Casey (justincc)1-1/+1
MySQL and MSSQL have it as Sandbox, sqlite as sandbox. In various different places in every plugin the wrong casing is used... Consistency, who needs it? Or one day sqlite can change to Sandbox.
2012-02-03Fix: Covenant changed time not set ↵PixelTomsen1-3/+4
http://opensimulator.org/mantis/view.php?id=5869 Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2012-02-02Replace ParcelAccessEntry with a new struct, LandAccessEntry, which moreMelanie1-8/+9
accurately reflects the data sent by the viewer. Add times bans and the expiration of timed bans. Warning: Contains a Migration (and nuts)
2012-01-30Add ParcelImageID to RegionSettings so we can have that overlay.Melanie1-2/+4
Warning: Contains a Migration. Warning: May contain nuts.
2012-01-24Add a forgotten parameterMelanie1-1/+1
2012-01-24Change Telehubs to store only the data that is really needed and notMelanie1-40/+13
additional redundant information.
2012-01-22Fix up some parameter namingMelanie1-2/+2
2012-01-22Finish connecting Telehub to databaseBlueWall1-3/+19
2012-01-22Hooking up new telehub data to the databaseBlueWall1-0/+14
2012-01-22Move Telehub tables and data from EstateSettings to RegionSettings.Melanie1-0/+70
This is damage control es EstateSettings is not the place this can be put. EstateSettings is nt unique to a region and therefore would introduce a hard limit of one telehub per estate, completely shutting off the option of having SL style telehubs, e.g. one per region. Whole estate teleport routing can still be implemented id desiresd, this way all options are open while the other way most options get closed off.
2011-09-09Save the default terrain texture UUIDs for a new region instead of leaving ↵Justin Clark-Casey (justincc)1-1/+0
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.
2011-09-01Remove code which was automatically deleting non-root prims from scene ↵Justin Clark-Casey (justincc)1-17/+0
objects that had previous been attachments. Looks like this code was accidentally uncommented in e1b5c612 from feb 2010. Appears to resolve the rest of http://opensimulator.org/mantis/view.php?id=5664
2011-03-08Pull up Assembly of the MySQL classes as a protected property, so that it ↵Diva Canto1-2/+6
can be overwritten in subclasses. That way extensions can decide in which assembly migration resources should be looked up. This is just a refactor -- no functional changes whatsoever.
2010-11-21Added creator info across the board -- TaskInventoryItems and InventoryItems ↵Diva Canto1-2/+2
themselves. Tested. Seems to be working, main tests pass. Nothing done for IARs or HG transfers yet -- this only works for OARs for the time being. New migration in inventory table in order to make CreatorID varchar(255).
2010-11-21Global creator information working on MySQL DB and on load/save OARs. ↵Diva Canto1-2/+2
Creator name properly shown on the viewer as first.last @authority. New option added to save oar -profile=url. Migration on RegionStore making CreatorID be 255 chars. Moved Handling of user UUID -> name requests to a new module UserManagement/UserManagementModule.
2010-11-03Add lsClearWindlightScene() to the lightshare module to remove WL settingsMelanie1-0/+15
from a region and allow normal day cycles to be reestablished
2010-11-03When LightShare is enabled, the standard day cycle is bypassed and replaced byMelanie1-0/+1
midday defaults when no specific LightShare profile is set. This prevents LightShare info being send out when the region has no LightShare profile, allowing normal day/night cycles to happen.
2010-10-15UPdated the MySql driver to 6.2.4. Also established a much larger ↵Diva Canto1-0/+1
MySqlCommand timeout on fetching prims.
2010-09-16Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman1-1/+1
MapAndArray collection
2010-09-12* Added ISimulationDataService and IEstateDataServiceJohn Hurliman1-0/+9
* 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 Ames1-11/+11
2010-09-11Fixed the naming mess around data connectors for simulation dataJohn Hurliman1-1/+1
2010-09-07Fix deletion persistence when freshly delinked prims are removedJustin Clark-Casey (justincc)1-0/+2
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)1-0/+2
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.
2010-09-05Remove "Dwell" support from core and replace it with calls to methodsMelanie Thielker1-4/+2
on IDwellModule
2010-08-30Implements parcel media setting persistence and packet / CAPS handlingJonathan Freedman1-2/+20
properly for the new media settings. Signed-off-by: Melanie <melanie@t-data.com>
2010-08-30local commit with parcel media bitsJonathan Freedman1-2/+20
Signed-off-by: Melanie <melanie@t-data.com>
2010-08-26Remove parts locking from data classes since these are using a copy of the ↵Justin Clark-Casey (justincc)1-107/+104
scene object
2010-08-26Improve consistency of locking for SOG.m_parts in order to avoid race ↵Justin Clark-Casey (justincc)1-103/+107
conditions in linking and unlinking
2010-08-13refactor: Use SOP.Flags rather than SOP.ObjectFlagsJustin Clark-Casey (justincc)1-2/+2
2010-08-04fix mysql/mssql prim serialization problemJustin Clark-Casey (justincc)1-6/+2
2010-08-03Implement MediaUrl persistence for MySQL and MsSQLJustin Clark-Casey (justincc)1-2/+8
Not sure how I forgot this. This may resolve problems with media textures not persisting over restart for these databases.
2010-08-03get rid of PrimitiveBaseShape.MediaRaw staging postJustin Clark-Casey (justincc)1-3/+5
using an OSD serialization rather than auto forces serialization code to be placed in OpenSim.Framework this makes the media texture raw data staging post in PrimitiveBaseShape redundant, now we just directly call the code in PrimitiveBaseShape.MediaList itself
2010-07-26add mysql support for media on a primJustin Clark-Casey (justincc)1-2/+6
2010-07-26add mysql support for media on a primJustin Clark-Casey (justincc)1-2/+6
2010-05-19All (?) MySQL stores fixed to use DBGuid.FromDB()AlexRa1-42/+40
This was needed if we want to update to the latest MySQL connector dll. It automatically converts CHAR(36) to Guids, so getting them as strings no longer works. By using DBGuid.FromDB(), we unlink from any particular storage format of GUIDs, could even make them BINARY(16) if we like. Actually not all MySql units are touched, but the remaining ones don't seem to be affected (they don't read GUIDs from DB)
2010-05-09OK, this really fixes it, I promise.Diva Canto1-2/+2
2010-05-09Yey for unit tests. The previous commit had a couple of bugs on SQL ↵Diva Canto1-2/+2
statements. Fixed here.
2010-05-09* Fixed spamming the assets table with map tiles. The tile image ID is now ↵Diva Canto1-1/+5
stored in regionsettings. Upon generation of a new tile image, the old one is deleted. Tested for SQLite and MySql standalone. * Fixed small bug with map search where the local sim regions weren't found.
2010-03-31Committing the LightShare code, which was developed by TomMeta of Meta7.Melanie1-0/+199
This allows scripts to set WindLight parameters for clients connecting to a region. Currently, this is only supported by the Meta7 viewer.
2010-02-05Updated MySQL connection management to use the MySQL connection pooling. ↵Master ScienceSim1-443/+481
This should accommodate various timeout problems that exist with the current connection pool code in a more general and standard way.
2009-12-11Refix the fixMelanie1-1/+1
2009-12-11Kill a NRE caused by an error message trying to print unavailable datagrid1-2/+2
2009-12-02Log old position and region information when an orphaned child prim is foundJustin Clark-Casey (justincc)1-1/+3
2009-11-02Removing duplicate SceneObjectPart.RotationalVelocity propertyJohn Hurliman1-4/+4
2009-10-27* Tweak to region module loading to check for a matching constructor first ↵John Hurliman1-14/+18
instead of throwing and catching exceptions * Commenting out the MySQL startup sequence that cleans out dropped attachments under the advice that it is no longer relevant. If anything, it could be brought back as a database cleanup console command * Updated to the latest libomv 0.8.0-pre. UUID.TryParse() will no longer throw and catch exceptions for most failed UUID parses
2009-10-25Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman1-27/+26
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
2009-10-18* Big performance increase in loading prims from the region database with MySQLJohn Hurliman1-133/+138
* Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
2009-10-16* Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman1-6/+14
statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
2009-10-16* Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman1-0/+5
cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions