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2014-04-20Better error-handling when storing assets: recognize that 'null' is an error ↵Oren Hurvitz1-1/+1
value
2014-04-02Added assets service method AssetsExist(), which returns whether the given ↵Oren Hurvitz1-0/+7
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.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus1-5/+1
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-10-30Add method doc to IAssetService.Get(string, object, AssetRetrieved) ↵Justin Clark-Casey (justincc)1-1/+5
outlining the situations in which AssetRetrieved may be called back with a null AssetBase. These situations include asset not found and remote service not responding.
2011-08-18Don't need to try both AssetService.Get and GetCached in GetMesh since Get ↵Justin Clark-Casey (justincc)1-2/+6
always calls GetCached and code paths were identical
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)1-0/+5
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.
2010-04-08Backported GetTextureModule and IAssetService.GetCached()John Hurliman1-1/+9
2010-04-08* Adds IAssetService.GetCached() to allow asset fetching from the local ↵John Hurliman1-0/+7
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()
2010-04-07* Fixing incorrect documentation for the continuation passing style ↵John Hurliman1-1/+2
IAssetService.Get() method * Changing the SimianGrid asset service connector to match the corrected documentation
2009-08-14Add standard doc and standard doc formatting to IAssetServiceJustin Clark-Casey (justincc)1-9/+37
2009-05-10Connect up the new asset cache and introduce an asynchronous call pathMelanie Thielker1-0/+5
for asset retrieval (full asset only) to ease migration to the new system
2009-05-08More additions to the nextgen reference UGAIMMelanie Thielker1-1/+21
2009-05-05Add copyright header. Formatting cleanup. Ignore some generated files.Jeff Ames1-0/+27
2009-05-05Some refactoring. Database is now active in the new user serverMelanie Thielker1-1/+1
2009-05-05Add an interface skeleton for user servicesMelanie Thielker1-0/+6