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so threw and exception when attempting to log that we missed an asset and
were waiting for it.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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IInventoryServices so that a check can be done to see if a inventory set exists for a certain user.
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mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
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below the average maximum MTU of 1500 bytes inc. header. Thanks Alex for reporting this.
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thanks!
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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to aid in debugging.
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* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
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I blame all bugs on the age of my brain cells.
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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recent release client(RC) on the linden labs download page.
* Don't forget, you need -loginuri *and* -loginpage
* Ex: -loginpage http://10.1.1.2:8002/?method=login -loginuri http://10.1.1.2:8002/
* The ?method=login is important, don't forget to add it
* If you customize your http_loginform.html file, be sure to keep the form post address as is.
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* Remember, the client doesn't support web_login to other grids in the current RC, however the next RC will.
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last database changes in before sdauge changes them significantly.
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subdirectory of bin instead of cluttering up your bin directory (Thanks CharlieO!)
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Thanks CharlieO!
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* I'm keeping it deactivated until some issues are resolved.
* I'm patching it in deactivated so the patch doesn't get outdated
* I've deactivated it by commenting out the handler for the application/xml+llsd content type.
* While I've tested this as much as possible on my setup and found the deactivated code doesn't cause any problems, consider this update experimental (event though it's deactivated)
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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This commit dedicated to 'Mohawk - Bad Girls (Need Love Too)'
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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the default OpenSimLibrary files. Additional library folders and items can be added in a separate
directory
and linked in by an entry to inventory/Libraries.xml
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* Don't forget to run prebuild
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inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
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that already has a root folder
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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However, even before these change the five textures moved
are not displaying (which is why default cubes are coming up as grey plywood unless you happen to have that texture cached). These
were working before so they must have broken in the last month. Might be something to do with the fact that these identify (using file
under linux) as jpeg2000 files, while all the other working textures identify simply as data.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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mantis:0000246
* Deletes the solution file from OpenSim.Gui
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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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resolving inventory problems
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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