| Commit message (Collapse) | Author | Age | Files | Lines |
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* Weeded out multiple AvatarPickerAvatar classes
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* changed the semantics of SQLiteBase to SQLiteUtils
* Added abstract placeholder files for the other db providers
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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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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* 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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* 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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db directly when needed
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last database changes in before sdauge changes them significantly.
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* Added the web_login_key to the users table
* Added happy configurable http error message pages
* This update is large enough to have 'awe' value.. so backup your users or weep.
* Not tested on MSSQL, even though I added code to update the tables!
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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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* Don't forget to run prebuild
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* Added Friends List methods to IUserData interface
* Created Stub friendslist Database Methods
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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the current NullReferenceException based one
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notice of doom
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reference exception.
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and then tries to save it to the database.. where it was going wrong, is the database had a check to do *nothing* when it got a null useragent. I made it delete the userAgent row. This should be a good enough fix to solve the problem. It still needs to be looked at by a DB guy
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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groups. :)
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of things. Reverting 2056.
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* Moved InventoryData to Framework.Types/InventoryItemBase.cs
* Moved UserData to Framework.Interfaces/IUserData.cs
* Moved UserProfileData to Framework/Types/UserProfileData.cs
* Deleted ass-backwards Framework dependency on Framework.Data (now it's the other way round)
* Changed some namespaces to reflect file structure
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the exception dalien found during crash-a-thon
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These cause some issues with the ADO.NET mapping
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however lookup isn't working
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with this checkin, though it's not tested. Will do that
tommorrow.
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isn't functional enough to use yet, but does compile. Should be
ready for testing in another day or so.
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