From fd1a7f28abc734865b3917ff3bcbb4803395dc5a Mon Sep 17 00:00:00 2001 From: MW Date: Tue, 12 Jun 2007 15:24:12 +0000 Subject: Created OpenSim.Caches project and moved the assetcache to that. --- OpenSim/OpenSim.Caches/AssetCache.cs | 618 +++++++++++++++++++++ OpenSim/OpenSim.Caches/OpenSim.Caches.csproj | 97 ++++ OpenSim/OpenSim.Caches/Properties/AssemblyInfo.cs | 35 ++ OpenSim/OpenSim.RegionServer/Assets/AssetCache.cs | 3 +- .../OpenSim.RegionServer.csproj | 6 + .../OpenSim.RegionServer.dll.build | 1 + OpenSim/OpenSim/OpenSim.csproj | 6 + OpenSim/OpenSim/OpenSim.exe.build | 1 + 8 files changed, 766 insertions(+), 1 deletion(-) create mode 100644 OpenSim/OpenSim.Caches/AssetCache.cs create mode 100644 OpenSim/OpenSim.Caches/OpenSim.Caches.csproj create mode 100644 OpenSim/OpenSim.Caches/Properties/AssemblyInfo.cs (limited to 'OpenSim') diff --git a/OpenSim/OpenSim.Caches/AssetCache.cs b/OpenSim/OpenSim.Caches/AssetCache.cs new file mode 100644 index 0000000..fb7fd68 --- /dev/null +++ b/OpenSim/OpenSim.Caches/AssetCache.cs @@ -0,0 +1,618 @@ +/* +* Copyright (c) Contributors, http://www.openmetaverse.org/ +* See CONTRIBUTORS.TXT for a full list of copyright holders. +* +* Redistribution and use in source and binary forms, with or without +* modification, are permitted provided that the following conditions are met: +* * Redistributions of source code must retain the above copyright +* notice, this list of conditions and the following disclaimer. +* * Redistributions in binary form must reproduce the above copyright +* notice, this list of conditions and the following disclaimer in the +* documentation and/or other materials provided with the distribution. +* * Neither the name of the OpenSim Project nor the +* names of its contributors may be used to endorse or promote products +* derived from this software without specific prior written permission. +* +* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY +* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY +* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +* +*/ + +using System; +using System.Collections.Generic; +using System.Threading; +using System.Reflection; +using libsecondlife; +using libsecondlife.Packets; +using OpenSim.Framework.Interfaces; +using OpenSim.Framework.Types; +using OpenSim.Framework.Utilities; + +namespace OpenSim.Assets +{ + /// + /// Manages local cache of assets and their sending to viewers. + /// + public class AssetCache : IAssetReceiver + { + public Dictionary Assets; + public Dictionary Textures; + + public List AssetRequests = new List(); //assets ready to be sent to viewers + public List TextureRequests = new List(); //textures ready to be sent + + public Dictionary RequestedAssets = new Dictionary(); //Assets requested from the asset server + public Dictionary RequestedTextures = new Dictionary(); //Textures requested from the asset server + + private IAssetServer _assetServer; + private Thread _assetCacheThread; + private LLUUID[] textureList = new LLUUID[5]; + + /// + /// + /// + public AssetCache(IAssetServer assetServer) + { + Console.WriteLine("Creating Asset cache"); + _assetServer = assetServer; + _assetServer.SetReceiver(this); + Assets = new Dictionary(); + Textures = new Dictionary(); + this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); + this._assetCacheThread.IsBackground = true; + this._assetCacheThread.Start(); + + } + + public AssetCache(string assetServerDLLName, string assetServerURL, string assetServerKey) + { + Console.WriteLine("Creating Asset cache"); + _assetServer = this.LoadAssetDll(assetServerDLLName); + _assetServer.SetServerInfo(assetServerURL, assetServerKey); + _assetServer.SetReceiver(this); + Assets = new Dictionary(); + Textures = new Dictionary(); + this._assetCacheThread = new Thread(new ThreadStart(RunAssetManager)); + this._assetCacheThread.IsBackground = true; + this._assetCacheThread.Start(); + + } + + /// + /// + /// + public void RunAssetManager() + { + while (true) + { + try + { + //Console.WriteLine("Asset cache loop"); + this.ProcessAssetQueue(); + this.ProcessTextureQueue(); + Thread.Sleep(500); + } + catch (Exception e) + { + Console.WriteLine(e.Message); + } + } + } + + public void LoadDefaultTextureSet() + { + //hack: so we can give each user a set of textures + textureList[0] = new LLUUID("00000000-0000-0000-9999-000000000001"); + textureList[1] = new LLUUID("00000000-0000-0000-9999-000000000002"); + textureList[2] = new LLUUID("00000000-0000-0000-9999-000000000003"); + textureList[3] = new LLUUID("00000000-0000-0000-9999-000000000004"); + textureList[4] = new LLUUID("00000000-0000-0000-9999-000000000005"); + + for (int i = 0; i < textureList.Length; i++) + { + this._assetServer.RequestAsset(textureList[i], true); + } + + } + + public AssetBase[] CreateNewInventorySet(LLUUID agentID) + { + AssetBase[] inventorySet = new AssetBase[this.textureList.Length]; + for (int i = 0; i < textureList.Length; i++) + { + if (this.Textures.ContainsKey(textureList[i])) + { + inventorySet[i] = this.CloneImage(agentID, this.Textures[textureList[i]]); + TextureImage image = new TextureImage(inventorySet[i]); + this.Textures.Add(image.FullID, image); + this._assetServer.UploadNewAsset(image); //save the asset to the asset server + } + } + return inventorySet; + } + + public AssetBase GetAsset(LLUUID assetID) + { + AssetBase asset = null; + if (this.Textures.ContainsKey(assetID)) + { + asset = this.Textures[assetID]; + } + else if (this.Assets.ContainsKey(assetID)) + { + asset = this.Assets[assetID]; + } + return asset; + } + + public void AddAsset(AssetBase asset) + { + if (asset.Type == 0) + { + if (!this.Textures.ContainsKey(asset.FullID)) + { //texture + TextureImage textur = new TextureImage(asset); + this.Textures.Add(textur.FullID, textur); + this._assetServer.UploadNewAsset(asset); + } + } + else + { + if (!this.Assets.ContainsKey(asset.FullID)) + { + AssetInfo assetInf = new AssetInfo(asset); + this.Assets.Add(assetInf.FullID, assetInf); + this._assetServer.UploadNewAsset(asset); + } + } + } + + /// + /// + /// + private void ProcessTextureQueue() + { + if (this.TextureRequests.Count == 0) + { + //no requests waiting + return; + } + int num; + + if (this.TextureRequests.Count < 5) + { + //lower than 5 so do all of them + num = this.TextureRequests.Count; + } + else + { + num = 5; + } + AssetRequest req; + for (int i = 0; i < num; i++) + { + req = (AssetRequest)this.TextureRequests[i]; + if (req.PacketCounter != req.NumPackets) + { + // if (req.ImageInfo.FullID == new LLUUID("00000000-0000-0000-5005-000000000005")) + if (req.PacketCounter == 0) + { + //first time for this request so send imagedata packet + if (req.NumPackets == 1) + { + //only one packet so send whole file + ImageDataPacket im = new ImageDataPacket(); + im.ImageID.Packets = 1; + im.ImageID.ID = req.ImageInfo.FullID; + im.ImageID.Size = (uint)req.ImageInfo.Data.Length; + im.ImageData.Data = req.ImageInfo.Data; + im.ImageID.Codec = 2; + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.l= time; + //System.Console.WriteLine("sent texture: "+req.image_info.FullID); + } + else + { + //more than one packet so split file up + ImageDataPacket im = new ImageDataPacket(); + im.ImageID.Packets = (ushort)req.NumPackets; + im.ImageID.ID = req.ImageInfo.FullID; + im.ImageID.Size = (uint)req.ImageInfo.Data.Length; + im.ImageData.Data = new byte[600]; + Array.Copy(req.ImageInfo.Data, 0, im.ImageData.Data, 0, 600); + im.ImageID.Codec = 2; + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.last_used = time; + //System.Console.WriteLine("sent first packet of texture: + } + } + else + { + //send imagepacket + //more than one packet so split file up + ImagePacketPacket im = new ImagePacketPacket(); + im.ImageID.Packet = (ushort)req.PacketCounter; + im.ImageID.ID = req.ImageInfo.FullID; + int size = req.ImageInfo.Data.Length - 600 - 1000 * (req.PacketCounter - 1); + if (size > 1000) size = 1000; + im.ImageData.Data = new byte[size]; + Array.Copy(req.ImageInfo.Data, 600 + 1000 * (req.PacketCounter - 1), im.ImageData.Data, 0, size); + req.RequestUser.OutPacket(im); + req.PacketCounter++; + //req.ImageInfo.last_used = time; + //System.Console.WriteLine("sent a packet of texture: "+req.image_info.FullID); + } + } + } + + //remove requests that have been completed + int count = 0; + for (int i = 0; i < num; i++) + { + if (this.TextureRequests.Count > count) + { + req = (AssetRequest)this.TextureRequests[count]; + if (req.PacketCounter == req.NumPackets) + { + this.TextureRequests.Remove(req); + } + else + { + count++; + } + } + } + + } + public void AssetReceived(AssetBase asset, bool IsTexture) + { + if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server + { + //check if it is a texture or not + //then add to the correct cache list + //then check for waiting requests for this asset/texture (in the Requested lists) + //and move those requests into the Requests list. + if (IsTexture) + { + TextureImage image = new TextureImage(asset); + this.Textures.Add(image.FullID, image); + if (this.RequestedTextures.ContainsKey(image.FullID)) + { + AssetRequest req = this.RequestedTextures[image.FullID]; + req.ImageInfo = image; + if (image.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(image.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.RequestedTextures.Remove(image.FullID); + this.TextureRequests.Add(req); + } + } + else + { + AssetInfo assetInf = new AssetInfo(asset); + this.Assets.Add(assetInf.FullID, assetInf); + if (this.RequestedAssets.ContainsKey(assetInf.FullID)) + { + AssetRequest req = this.RequestedAssets[assetInf.FullID]; + req.AssetInf = assetInf; + if (assetInf.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.RequestedAssets.Remove(assetInf.FullID); + this.AssetRequests.Add(req); + } + } + } + } + + public void AssetNotFound(AssetBase asset) + { + //the asset server had no knowledge of requested asset + + } + + #region Assets + /// + /// + /// + /// + /// + public void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest) + { + LLUUID requestID = new LLUUID(transferRequest.TransferInfo.Params, 0); + //check to see if asset is in local cache, if not we need to request it from asset server. + if (!this.Assets.ContainsKey(requestID)) + { + //not found asset + // so request from asset server + if (!this.RequestedAssets.ContainsKey(requestID)) + { + AssetRequest request = new AssetRequest(); + request.RequestUser = userInfo; + request.RequestAssetID = requestID; + request.TransferRequestID = transferRequest.TransferInfo.TransferID; + this.RequestedAssets.Add(requestID, request); + this._assetServer.RequestAsset(requestID, false); + } + return; + } + //it is in our cache + AssetInfo asset = this.Assets[requestID]; + + //work out how many packets it should be sent in + // and add to the AssetRequests list + AssetRequest req = new AssetRequest(); + req.RequestUser = userInfo; + req.RequestAssetID = requestID; + req.TransferRequestID = transferRequest.TransferInfo.TransferID; + req.AssetInf = asset; + + if (asset.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + + this.AssetRequests.Add(req); + } + + /// + /// + /// + private void ProcessAssetQueue() + { + if (this.AssetRequests.Count == 0) + { + //no requests waiting + return; + } + int num; + + if (this.AssetRequests.Count < 5) + { + //lower than 5 so do all of them + num = this.AssetRequests.Count; + } + else + { + num = 5; + } + AssetRequest req; + for (int i = 0; i < num; i++) + { + req = (AssetRequest)this.AssetRequests[i]; + + TransferInfoPacket Transfer = new TransferInfoPacket(); + Transfer.TransferInfo.ChannelType = 2; + Transfer.TransferInfo.Status = 0; + Transfer.TransferInfo.TargetType = 0; + Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes(); + Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length; + Transfer.TransferInfo.TransferID = req.TransferRequestID; + req.RequestUser.OutPacket(Transfer); + + if (req.NumPackets == 1) + { + TransferPacketPacket TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 0; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + TransferPacket.TransferData.Data = req.AssetInf.Data; + TransferPacket.TransferData.Status = 1; + req.RequestUser.OutPacket(TransferPacket); + } + else + { + //more than one packet so split file up , for now it can't be bigger than 2000 bytes + TransferPacketPacket TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 0; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + byte[] chunk = new byte[1000]; + Array.Copy(req.AssetInf.Data, chunk, 1000); + TransferPacket.TransferData.Data = chunk; + TransferPacket.TransferData.Status = 0; + req.RequestUser.OutPacket(TransferPacket); + + TransferPacket = new TransferPacketPacket(); + TransferPacket.TransferData.Packet = 1; + TransferPacket.TransferData.ChannelType = 2; + TransferPacket.TransferData.TransferID = req.TransferRequestID; + byte[] chunk1 = new byte[(req.AssetInf.Data.Length - 1000)]; + Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length); + TransferPacket.TransferData.Data = chunk1; + TransferPacket.TransferData.Status = 1; + req.RequestUser.OutPacket(TransferPacket); + } + + } + + //remove requests that have been completed + for (int i = 0; i < num; i++) + { + this.AssetRequests.RemoveAt(0); + } + + } + + public AssetInfo CloneAsset(LLUUID newOwner, AssetInfo sourceAsset) + { + AssetInfo newAsset = new AssetInfo(); + newAsset.Data = new byte[sourceAsset.Data.Length]; + Array.Copy(sourceAsset.Data, newAsset.Data, sourceAsset.Data.Length); + newAsset.FullID = LLUUID.Random(); + newAsset.Type = sourceAsset.Type; + newAsset.InvType = sourceAsset.InvType; + return (newAsset); + } + #endregion + + #region Textures + /// + /// + /// + /// + /// + public void AddTextureRequest(IClientAPI userInfo, LLUUID imageID) + { + //check to see if texture is in local cache, if not request from asset server + if (!this.Textures.ContainsKey(imageID)) + { + if (!this.RequestedTextures.ContainsKey(imageID)) + { + //not is cache so request from asset server + AssetRequest request = new AssetRequest(); + request.RequestUser = userInfo; + request.RequestAssetID = imageID; + request.IsTextureRequest = true; + this.RequestedTextures.Add(imageID, request); + this._assetServer.RequestAsset(imageID, true); + } + return; + } + + TextureImage imag = this.Textures[imageID]; + AssetRequest req = new AssetRequest(); + req.RequestUser = userInfo; + req.RequestAssetID = imageID; + req.IsTextureRequest = true; + req.ImageInfo = imag; + + if (imag.Data.LongLength > 600) + { + //over 600 bytes so split up file + req.NumPackets = 1 + (int)(imag.Data.Length - 600 + 999) / 1000; + } + else + { + req.NumPackets = 1; + } + this.TextureRequests.Add(req); + } + + public TextureImage CloneImage(LLUUID newOwner, TextureImage source) + { + TextureImage newImage = new TextureImage(); + newImage.Data = new byte[source.Data.Length]; + Array.Copy(source.Data, newImage.Data, source.Data.Length); + //newImage.filename = source.filename; + newImage.FullID = LLUUID.Random(); + newImage.Name = source.Name; + return (newImage); + } + #endregion + + private IAssetServer LoadAssetDll(string dllName) + { + Assembly pluginAssembly = Assembly.LoadFrom(dllName); + IAssetServer server = null; + + foreach (Type pluginType in pluginAssembly.GetTypes()) + { + if (pluginType.IsPublic) + { + if (!pluginType.IsAbstract) + { + Type typeInterface = pluginType.GetInterface("IAssetPlugin", true); + + if (typeInterface != null) + { + IAssetPlugin plug = (IAssetPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString())); + server = plug.GetAssetServer(); + break; + } + + typeInterface = null; + } + } + } + pluginAssembly = null; + return server; + } + + } + + public class AssetRequest + { + public IClientAPI RequestUser; + public LLUUID RequestAssetID; + public AssetInfo AssetInf; + public TextureImage ImageInfo; + public LLUUID TransferRequestID; + public long DataPointer = 0; + public int NumPackets = 0; + public int PacketCounter = 0; + public bool IsTextureRequest; + //public bool AssetInCache; + //public int TimeRequested; + + public AssetRequest() + { + + } + } + + public class AssetInfo : AssetBase + { + public AssetInfo() + { + + } + + public AssetInfo(AssetBase aBase) + { + Data = aBase.Data; + FullID = aBase.FullID; + Type = aBase.Type; + InvType = aBase.InvType; + Name = aBase.Name; + Description = aBase.Description; + } + } + + public class TextureImage : AssetBase + { + public TextureImage() + { + + } + + public TextureImage(AssetBase aBase) + { + Data = aBase.Data; + FullID = aBase.FullID; + Type = aBase.Type; + InvType = aBase.InvType; + Name = aBase.Name; + Description = aBase.Description; + } + } + +} + diff --git a/OpenSim/OpenSim.Caches/OpenSim.Caches.csproj b/OpenSim/OpenSim.Caches/OpenSim.Caches.csproj new file mode 100644 index 0000000..c59078e --- /dev/null +++ b/OpenSim/OpenSim.Caches/OpenSim.Caches.csproj @@ -0,0 +1,97 @@ + + + Local + 8.0.50727 + 2.0 + {1938EB12-0000-0000-0000-000000000000} + Debug + AnyCPU + + + + OpenSim.Caches + JScript + Grid + IE50 + false + Library + + OpenSim.Caches + + + + + + False + 285212672 + False + + + TRACE;DEBUG + + True + 4096 + False + ..\..\bin\ + False + False + False + 4 + + + + False + 285212672 + False + + + TRACE + + False + 4096 + True + ..\..\bin\ + False + False + False + 4 + + + + + System.dll + False + + + System.Xml.dll + False + + + ..\..\bin\libsecondlife.dll + False + + + + + OpenSim.Framework + {8ACA2445-0000-0000-0000-000000000000} + {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + False + + + + + Code + + + Code + + + + + + + + + + diff --git a/OpenSim/OpenSim.Caches/Properties/AssemblyInfo.cs b/OpenSim/OpenSim.Caches/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..00f5dfe --- /dev/null +++ b/OpenSim/OpenSim.Caches/Properties/AssemblyInfo.cs @@ -0,0 +1,35 @@ +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("OpenSim.Caches")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("OpenSim.Caches")] +[assembly: AssemblyCopyright("Copyright © 2007")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("2b15ddbf-0341-49a6-85c0-cece268a4518")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Revision and Build Numbers +// by using the '*' as shown below: +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/OpenSim/OpenSim.RegionServer/Assets/AssetCache.cs b/OpenSim/OpenSim.RegionServer/Assets/AssetCache.cs index 04f411c..3d17346 100644 --- a/OpenSim/OpenSim.RegionServer/Assets/AssetCache.cs +++ b/OpenSim/OpenSim.RegionServer/Assets/AssetCache.cs @@ -39,6 +39,7 @@ using OpenSim.Framework.Utilities; namespace OpenSim.Assets { + /* /// /// Manages local cache of assets and their sending to viewers. /// @@ -614,5 +615,5 @@ namespace OpenSim.Assets Description = aBase.Description; } } - + */ } diff --git a/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.csproj b/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.csproj index 738dbf8..3da0336 100644 --- a/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.csproj +++ b/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.csproj @@ -116,6 +116,12 @@ {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} False + + OpenSim.Caches + {1938EB12-0000-0000-0000-000000000000} + {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + False + XMLRPC {8E81D43C-0000-0000-0000-000000000000} diff --git a/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.dll.build b/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.dll.build index 8efdf22..a02e3d9 100644 --- a/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.dll.build +++ b/OpenSim/OpenSim.RegionServer/OpenSim.RegionServer.dll.build @@ -44,6 +44,7 @@ + diff --git a/OpenSim/OpenSim/OpenSim.csproj b/OpenSim/OpenSim/OpenSim.csproj index 2308c99..60fd55b 100644 --- a/OpenSim/OpenSim/OpenSim.csproj +++ b/OpenSim/OpenSim/OpenSim.csproj @@ -134,6 +134,12 @@ {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} False + + OpenSim.Caches + {1938EB12-0000-0000-0000-000000000000} + {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} + False + XMLRPC {8E81D43C-0000-0000-0000-000000000000} diff --git a/OpenSim/OpenSim/OpenSim.exe.build b/OpenSim/OpenSim/OpenSim.exe.build index 6038583..6f67b2d 100644 --- a/OpenSim/OpenSim/OpenSim.exe.build +++ b/OpenSim/OpenSim/OpenSim.exe.build @@ -33,6 +33,7 @@ + -- cgit v1.1