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path: root/OpenSim/Region/Framework/Scenes/UuidGatherer.cs (follow)
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* In UuidGatherer, gather materials referenced in the prim's TextureEntryOren Hurvitz2014-02-011-2/+15
| | | | Signed-off-by: dahlia <dahlia@nomail>
* Add back code to UuidGatherer to retrieve UUIDs for materials stored in ↵dahlia2014-01-201-0/+73
| | | | DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
* Materials module: a) Store materials as assets; b) Finalized it (removed the ↵Oren Hurvitz2014-01-201-91/+47
| | | | | | "Demo" label; removed most of the logging); c) Enabled by default Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
* Wrap analysis of the particle system in the UUID Gatherer in a separate ↵Justin Clark-Casey (justincc)2013-12-141-3/+12
| | | | | | try/catch as sometimes it appears that this can be corrupt. As per Oren's suggestion.
* UUID Gatherer: find assets used in Light Projection, Particle Systems, and ↵Oren Hurvitz2013-09-191-1/+14
| | | | Collision Sounds.
* Add materials store null check into UuidGatherer code.Justin Clark-Casey (justincc)2013-06-281-0/+4
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* Reinsert code for gathering uuids reference by materials back directly into ↵Justin Clark-Casey (justincc)2013-06-281-1/+70
| | | | | | | UuidGatherer for now. This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes. There needs to be some way for modules to register for events which are not connected with a particular scene.
* refactor: Move code for gathering textures referenced by materials into ↵Justin Clark-Casey (justincc)2013-06-271-67/+2
| | | | | | MaterialsDemoModule from UuidGatherer This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
* Make the concept of namespaces explicit in dynamic attributesJustin Clark-Casey (justincc)2013-06-271-8/+10
| | | | | | | | This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc. All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace. This does alter the underlying dynattrs data structure. All data in previous structures may not be available, though old structures should not cause errors. This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release. However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace.
* UUIDGatherer now includes UUIDs which reference texture assets used as materialsdahlia2013-04-241-0/+66
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* minor: change comment about assuming script references are textures in ↵Justin Clark-Casey (justincc)2013-02-021-1/+2
| | | | UuidGatherer since this is no longer the behaviour.
* Log missing assets on "fcache assets" found. This ignores references found ↵Justin Clark-Casey (justincc)2013-02-021-2/+5
| | | | | | | | by scanning LSL/notecard files since these are the source of false positives. This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures. This is added to help people in determining when they have missing assets such as textures, etc. In this case, one wants to run "fcache clear" first.
* minor: Rename assetCache constructor param in UUIDGatherer to assetService ↵Justin Clark-Casey (justincc)2012-10-201-2/+2
| | | | which is what it is.
* This fixes HG attachments' missing assets (textures, etc).Diva Canto2012-09-211-10/+17
| | | | Also, further improvements on HGUuidGatherer: if the assets are already in this grid don't fetch them again.
* Moved the small HGUuidGatherer class to the file where its parent class is. ↵Diva Canto2012-09-211-0/+36
| | | | No need to keep 2 separate files.
* Rename UuidGather.m_assetCache to m_assetService. If HGUuidGatherer hasn't ↵Justin Clark-Casey (justincc)2012-09-211-7/+4
| | | | been instantiated with an assetServerURL then call down to overriden UuidGatherer.GetAsset() instead of calling m_assetService.GetAsset() itself - these two codepaths are now identical.
* Simplify UuidGatherer by performing asset fetch synchronously rather than ↵Justin Clark-Casey (justincc)2012-09-211-40/+44
| | | | using the async call but waiting for completion anyway!
* Comment out the uuid gatherer lines that I accidentally left in.Justin Clark-Casey (justincc)2011-10-231-4/+4
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* Get UUIDGatherer to scan notecards in the graph for asset uuids.Justin Clark-Casey (justincc)2011-10-221-16/+22
| | | | | This is to support npc baked texture saving in oars and iars. May address http://opensimulator.org/mantis/view.php?id=5743
* minor: put <remarks> tags around some method docJustin Clark-Casey (justincc)2011-09-121-5/+6
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* Alter uuid gather so that it properly analyzes coalesced objects.Justin Clark-Casey (justincc)2011-04-211-4/+14
| | | | This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
* Try to fix a IAR problem reported by nebadon, where save iar seems stuck ↵Diva Canto2011-01-071-0/+4
| | | | forever.
* If we fail to gather asset uuids for a particular asset, log the failing ↵Justin Clark-Casey (justincc)2010-11-271-15/+25
| | | | asset id and type
* If the uuid gatherer fails to find the asset containing gesture metadata, ↵Justin Clark-Casey (justincc)2010-09-241-0/+7
| | | | | | | then simply return rather than generating an exception This matches existing behaviour, though better diagnostics for missing assets may be good later on. This addresses http://opensimulator.org/mantis/view.php?id=4977
* Changed SceneObjectGroup to store parts with the fast and thread-safe ↵John Hurliman2010-09-161-1/+4
| | | | MapAndArray collection
* add prim item and test asset save in save oar unit testJustin Clark-Casey (justincc)2010-05-211-3/+5
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* Fixed several unhandled exceptions and performance issues with ↵John Hurliman2010-03-161-11/+12
| | | | PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
* * UuidGatherer now tracks asset types for assets it discovers. The asset ↵John Hurliman2010-03-151-14/+15
| | | | | | types are inferred from context * OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
* Fixes the broken build of the previous commit.Diva Canto2009-12-231-1/+2
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* Add saving assets from gestures to IARMelanie2009-12-231-1/+41
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* Stop iar save failing on corrupt assetsJustin Clark-Casey (justincc)2009-11-121-1/+3
| | | | Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail
* Formatting cleanup.Jeff Ames2009-10-011-6/+6
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* * Updates libOMV to version 0.7.0Teravus Ovares2009-07-251-0/+1
| | | | | | | | * 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
* * minor: tiny tweak just to trigger another panda buildJustin Clarke Casey2009-06-051-1/+1
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* * A bug fix for the last mantis 3741 bugfixJustin Clarke Casey2009-06-051-10/+7
| | | | | | * Hopefully now, the nre should not occur and the lock should be correctly unlocked during the initial save oar process
* * A further fix for mantis 3641 (oar saves do not complete)Justin Clarke Casey2009-06-051-12/+15
| | | | | | | | * For some reason, if a null was recieved (indicating a missing asset), the code had stopped passing that on to the waiting lock, resulting in a perpetual freeze * This change passes the null on correctly * Many thanks to thomax for being insistent in presenting his analysis of the problem :)
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This should make HG asset transfers work much better. It now uses ↵diva2009-05-231-1/+1
| | | | HGUuidGatherer, which is a subclass of UuidGatherer. Hence, on-line HG asset transfers use exactly the same UUID collection code as save oar/xml. If it doesn't work, it's Justin's fault :D
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-3/+10
| | | | | | | | | | | | -- 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
* * minor: rename xml sog serialization method for readabilityJustin Clarke Casey2009-05-081-1/+1
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* * refactor: Break out original xml object serialization into a separate classJustin Clarke Casey2009-05-081-1/+2
| | | | | | * No functional change
* * minor: remove load oar logging I accidentally left in a few commits agoJustin Clarke Casey2009-03-241-2/+2
| | | | | | | * reduce noisiness of uuid gatherer * stop bothering to pointless complain about directory tar entries when loading an oar
* * Consistently lock part.TaskInventory as pointed out in ↵Justin Clarke Casey2009-02-201-2/+4
| | | | | | | | | | | http://opensimulator.org/mantis/view.php?id=3159 * Not locking causes enumeration exceptions as described in this matis * part.TaskInventory needs to be locked for every access as it's a dictionary * Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is cloned instead
* * refactor: Rename new class AssetGatherer to UuidGatherer to reflect what ↵Justin Clarke Casey2009-02-191-0/+269
it actually does