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m_maxAssetRequestConcurrency mistakenly passed in as a timeout to SynchronousRestObjectRequester.MakeRequest()
For a long time, possibly forever, the m_maxAssetRequestConcurrency was mistakenly passed in as a 30 ms timeout rather than as a concurrent connection limiter.
This didn't come to light until the timeout was actually used in recent commit faf9ba53
Since this hasn't been operational for a long time and in release candidate phase, commenting it out for now though will need to revisit this.
Relates to http://opensimulator.org/mantis/view.php?id=7165
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already exists, and this isn't an error
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value
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list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
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differentiates between local & grid storage. The Temporary property just
says that which service handles the it, the asset can be safely removed
in the future.
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of 30 is still hanging badly on some mono versions. The switch defaults to
30 to preserve current behavior.
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the actual class names.
This is usually because the file name was singular (*Service*) but the class name was plural (*Services*).
This is to make configuration easier rather than having to look in the c# code itself to find the slightly different name of the connector.
This does not affect existing configuration since the files are being renamed rather than the classes.
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pattern as suggested in the patch mantis #5921. Testing it in this smaller context to see how it works.
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Make them conform with service side commands.
This stops them appearing twice when Hypergrid is enabled.
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hunting. No functional changes.
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it once
Signed-off-by: root <root@grid00001.t-data.com>
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OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
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instantiate the right network connectors. Tested on Robust only.
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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()
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* Performance improvement in the expensive GenerateClientFlags()
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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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.
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unknown asset type, and log an error if it ever does happen
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retrieval was not synchronous.
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cache at all)
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cache at all)
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LICENSE.txt.
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https://lists.berlios.de/pipermail/opensim-dev/2009-May/006673.html
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Them being synchronous in certain cases (asset in cache, for example) may account for slowness reported by folks in osgrid when they have the cache module on. Turns out that some of the provided handlers do non-trivial processing (the ones coming from J2KImage, for example), which means that the several asset requests that hit the cache end up being synchronous. The jury is still out on this.
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whatever reason, but it won't crash the sim.
Addresses mantis #3707, mantis #3713, mantis #3686.
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the user server skeleton in preparation for introducing a generic server
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