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* Merge branch 'master' into careminster-presence-refactorroot2011-07-091-3/+12
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| * When loading library asset set, only store an asset if it's different from ↵Justin Clark-Casey (justincc)2011-07-081-3/+12
| | | | | | | | | | | | | | | | | | an existing one with the same id. We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store. This cuts asset library load time from 10 seconds to <1 sec. Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear. This is unrelated to this commit and needs to be fixed at some subsequent time.
* | Merge branch 'master' into careminster-presence-refactorMelanie2011-05-081-5/+51
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| * minor: slightly shorten "show digest" printing codeJustin Clark-Casey (justincc)2011-05-061-5/+5
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| * on asset "show digest" command, print out the asset type name (e.g. texture) ↵Justin Clark-Casey (justincc)2011-05-061-1/+1
| | | | | | | | as well as its number
| * Say which filename an asset has been dumped to on a successful dumpJustin Clark-Casey (justincc)2011-05-061-2/+6
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| * remove the NDesk.Options using since didn't end up needing itJustin Clark-Casey (justincc)2011-05-061-1/+0
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| * Add "dump asset" command to the asset service for debugging purposes.Justin Clark-Casey (justincc)2011-05-061-0/+43
| | | | | | | | This command dumps the asset with the given id to a file with the same name.
* | Merge branch 'master' into careminster-presence-refactorMelanie2011-04-171-0/+6
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| * Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-151-1/+9
| | | | | | | | | | | | | | IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
* | Merge branch 'master' into careminster-presence-refactorMelanie2011-02-161-1/+1
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| * TypoDiva Canto2011-02-121-1/+1
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-12-031-33/+40
|\ \ | |/ | | | | Also prevent god takes from ending up in Lost and Found
| * WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added ↵Diva Canto2010-11-251-33/+40
| | | | | | | | capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
* | Return a UUID.Zero if the asset fails to uploadTom Grimshaw2010-06-281-1/+4
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* * Fixed spamming the assets table with map tiles. The tile image ID is now ↵Diva Canto2010-05-091-0/+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.
* Implement the "delete" path for assets. Adds a new option to allow remote ↵Melanie2010-05-091-0/+11
| | | | asset deletion in robust handler.
* Add a field asset_flags and a corresponding enum to the asset database. ThisMelanie2010-05-091-0/+1
| | | | | | | CHANGES THE ASSET SERVER PROTOCOL and means you CAN NOT MIX PRIOR VERSIONS WITH LATER ONES. It may also eat your babies, yada, yada, yada. The usual cautions for migrations to the assets table apply. Coding: Can not guarantee nut free.
* * Thanks cmickeyb, for a patch that sanity checks if the response from ↵John Hurliman2010-04-271-1/+4
| | | | m_Database.GetAsset(assetID) is null in AssetService.cs
* * Adds IAssetService.GetCached() to allow asset fetching from the local ↵John Hurliman2010-04-081-0/+5
| | | | | | | cache only * Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer * Sanity check for null reference in LLClientView.RefreshGroupMembership()
* Formatting cleanup.Jeff Ames2010-02-151-2/+2
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* Fix http://opensimulator.org/mantis/view.php?id=4224Justin Clark-Casey (justincc)2010-02-121-3/+5
| | | | | | | This resolves the problem where eyes and hair would turn white on standalone configurations When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it. This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white. This bug did not affect grids since they use a different service connector.
* * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-141-6/+11
| | | | | | * OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* * Switching IAssetData to follow the new naming schema, removing the ↵Kunnis2009-08-191-5/+5
| | | | separate insert and update methods.
* Add "show digest <id>" console commdn to the ROBUST asset handlerMelanie2009-08-091-0/+75
| | | | | | | | | R.O.B.U.S.T.# show digest b8d3965a-ad78-bf43-699b-bff8eca6c975 Name: Terrain Dirt Description: Type: 0 Content-type: image/jp2 0000: FF-4F-FF-51-00-2F-00-00-00-00-00-80-00-00-00-80
* 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 ↵diva2009-05-231-2/+3
| | | | 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
* HG asset transfers starting to work -- GETs only for now. diva2009-05-171-0/+1
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* * Resolve bug where save oar would never complete if any assets were missingJustin Clarke Casey2009-05-151-0/+4
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* Plumb the HG asset broker. More naming changes to clarify things. Lots moreMelanie Thielker2009-05-111-0/+2
| | | | | | config options.
* Connect up the new asset cache and introduce an asynchronous call pathMelanie Thielker2009-05-101-0/+14
| | | | | | for asset retrieval (full asset only) to ease migration to the new system
* FInish basic asset server functionality on the new asset serverMelanie Thielker2009-05-091-3/+17
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* The new asset server now actually serves existing assetsMelanie Thielker2009-05-081-1/+7
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* More additions to the nextgen reference UGAIMMelanie Thielker2009-05-081-0/+94