| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Melanie <melanie@t-data.com>
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unknown asset type, and log an error if it ever does happen
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the transfers that never happen.
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before the file data to be transfered is ready.
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out exactly what is and isn't needed
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and UDP code
* Changing the cache modules to only initialize the caches if they are actually enabled. Should save a bit of resources from unused cache systems
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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* Rewrote the logic in J2KImage.RunUpdate()
* Added a default avatar texture (I made it myself)
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LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug Replacing openjpeg-dotnet decoding with managed CSJ2K decoding. Should be much more reliable, faster, and use less memory
* Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K
* Renamed IJ2KDecoder and J2KDecoder member names to follow standard naming conventions * Removed j2kDecodeCache cruft and replaced it with the OpenSim cache system * Rewrote the default layer boundary algorithm to use percentages instead of an exponent * Switched from an infinite in-memory cache to an expiring cache (10 minute timeout) * Slightly quieted logging errors for failed texture decodes
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ignoring LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug"
This reverts commit 22cc31135e2989df28e0756eb3b03f85530d5555.
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LayerInfo.End values and creating guessed default layer boundaries on failed decodes Changed a noisy J2K decode log message from Info to Debug
Replacing openjpeg-dotnet decoding with managed CSJ2K decoding. Should be much more reliable, faster, and use less memory
* Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K
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sweep every 10 minutes. If any texture data is older than 12 hours, it is
regenerated and the memory cache is refreshed. After each decode, the thread
delays for 5 seconds.
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system load. This commit effectively disables expiration.
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setting the path for it. This commit introduces NEW DEFAULT BEHAVIOR. To
retain the old behavior (eternal cache) you will need to change your OpenSim.ini
and set the timeout to 0.
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Redirection of the RootFolder property is still todo. This compiles but probably inventory will be inconsistent.
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upon client close.
Commented remote call on GetSystemFolders again, so that it's not live yet.
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and UserTextureDownloadService modules.
* These have been mostly replaced by the PriorityQueue sender in LLClientView (it was still using threads and poll processing!)
* Thread Reduction!
* Might have been sending more image packets then necessary previously, texture times 2. We'll see if this reduces the texture packet load.
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* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
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the ball rolling on replacable modules. No user functionality yet
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Change all uses of the HttpServer properties to use the new singleton
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* "luke, use the sed"
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LICENSE.txt.
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NOTE: we currently have a gazillion warnings caused stuff flagged as
"obsolete" (OGS1 stuff) --- what's up with that?
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Applied with changes (commented the logging entirely, since Linux defaults
to debug level)
Fixes Mantis #3689
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because it will be removed soonish. This is NOT the way to go.
Thanks, mpallari, for pointing this out.
Fixes Mantis #3684
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-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
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* User interface is ... primitive at best right now.
* Loads bans from bans.txt and region ban DB on startup, bans.txt is in the format of one per line. The following explains how they are read;
DNS bans are in the form "somewhere.com" will block ANY matching domain (including "betasomewhere.com", "beta.somewhere.com", "somewhere.com.beta") - make sure to be reasonably specific in DNS bans.
IP address bans match on first characters, so, "127.0.0.1" will ban only that address, "127.0.1" will ban "127.0.10.0" but "127.0.1." will ban only the "127.0.1.*" network
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figure
out where that pesky deadlock is during test runs.
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routine for when the asset we're looking up isn't an image at all. (did someone set the texture on the side of a primitive to some other kind of asset with the script engine?)
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as UUIDs
* All existing functionality should be unaffected.
* Database schemas have not been changed.
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(as WebStatsModule was doing)
* Assume that StatsReporter is always present (possibly as a no-op impl) rather than doing null checks
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some of the situations that we see in mantis 3049 .
* This may help people on certain 64 bit systems where the end byte position of each layer data packet is incorrect but the start positions are correct.
* The console will still be extremely chatty with 'Inconsistent packet data in JPEG2000 stream:' messages, however.. if OpenSimulator was able to recover the data, it will say HURISTICS SUCCEEDED
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to wear outfits in the future.
This functionality will be upstreamed later.
** Fixed call of new AvatarAppearance without arguments, which caused bots look like clouds of gas
** Added a SendAvatarData in ScenePresence.SetAppearance, which is expected after SetAppearance is run
** Fixed AssetXferUploader: CallbackID wasn't being passed on on multiple packets asset uploads
** Set VisualParams in AvatarAppearance to stop the alien looking bot from spawning and now looks a little better.
*** TODO: Set better VisualParams value then 150 to everything
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