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* * 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