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release. Still messy as hell and doesn't really work yet. Will undergo dramatic changes. AND MOST IMPORTANTLY: Will be conformed to work in coop with todays DNE and XEngine, hopefully one day providing a common interface for all components.
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- Add necessary dummy Dispose-methods where they are missing
- Implement the SQLite Dispose-methods
(currently only used for unit tests, in the next commit)
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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upgrade cruft
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that is causing a lot of out of order execution on asset fetches on
multi region sims.
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* Migration should be automatic on sqlite and mysql
* Migration is not automatic on mssql, you will need to drop the invType column manually
* Migration should be fine, but as for any db change, I would recommend making sure you have backups before moving past this revision
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Currently module loading is done ad-hoc. I propose creating a simple
loader class that leverages Mono.Addins (and perhaps the new .NET
addins when they become available in mono). Attached is a basic
patch for review that compiles into HEAD, but doesn't yet replace
any existing ad-hoc loaders.
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kerunix_Flan!
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is now using migrations instead of the old model to
create tables. Tested for existing old tables,
and for creating new ones.
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* Converted a bunch of functions to static functions.
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settings as when an inventoryitems table is newly created
* Normalize logging titles in database code, though this doesn't yet cover invoking code
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this will work for sqlite and nhibernate, but will be ignored for
mysql and mssql (reverting to their ini files) until someone writes
that bit.
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(this took a while to run).
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were implicitly included before). Everything builds again.
Now off to testing.
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* changed the semantics of SQLiteBase to SQLiteUtils
* Added abstract placeholder files for the other db providers
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support replacing a asset with a fixed UUID as this leads to potential collisions and revisioning issues when proxying down the road.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* Apologies, any sqlite databases created between r3069 and this change will now contain unfindable assets.
* But sqlite asset databases used previous to r3069 will now work again.
* This change may have been done on purpose, so it's not impossible it will be re-reverted
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were just having on IRC. Thanks to Grumly57 for helping to sort
this out.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
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notice of doom
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* Shortened type references
* Removed redundant 'this' qualifier
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Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
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no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server.
Introduced an "IPlugin" interface, which plugins can inherit from.
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this also moves commit points around a bit for debuging, though
this will change back now the MW has worked out synchronization
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So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
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but it will current store local and temporary assets as well.
Will fix that later.
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