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compiles but not tested. please test and correct if necessary!
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and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
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THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
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this should enable persistence now
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This is currently persisting media as an OSDArray serialized to LLSD XML.
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compiles but not tested. please test and correct if necessary!
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and save events.
This is better modularity. It also allows MoapModule to be replaced with some other media module that may behave completely differently in the future.
Remaining non-modularity:
PrimitiveBaseShape needs explicit Media and MediaRaw fields. MediaRaw is required in order to shuttle the pre-serialization data back and forth from the database layer.
The database also needs to know about MediaRaw though not about Media.
IMO, it would be extremely nice to remove these hard codings but this is a bridge too far at the present time.
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THIS WILL BREAK EXISTING MEDIA TEXTURE PERSISTENCE. Please delete your existing sqlite databases if you are experimenting with this branch.
This wrapper will make it easier to maintain compatibility if the media texture data evolves.
This will also make it easier to store non-sl media texture data.
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this should enable persistence now
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it was last set' perms flag was set when a prim item was added to a scene object
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Change the slam bit from 3 to 4. Assume the old slam bit is always set.
The new slam bit is a "changed owner" bit, correcting a bug where an item
passed from the creator to another with less than full perms, then back (sale
test) would arrive back full perm. Lots of in-code docs.
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This is currently persisting media as an OSDArray serialized to LLSD XML.
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This is for mantis 4783
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Didn't do what it said on the package!
This reverts commit 8643db3ef0c4dca709d85fc37240a18fd9049520.
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connector have decided that their vision of timeouts is the only valid one.
This uses reflection to show them the finger. Please test.
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This reverts commit 51d30fd34a950e0cd71d61ce0666a6d1e90bf233.
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* Added an error message in initial estate owner creation that makes it clear what needs to happen.
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* Deleted redundant migration for assets in SQLite
* Rewrote XInventory migrations in SQLite in the new style
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better
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OpenSim.Data.Null.UserAuthenticationData plugin
additional tweaks to get this working properly
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estate migrations, change Sandbox to sandbox in sqlite region migrations
re-enabling the sqlite data tests revealed these errors!
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this appears to be okay even though we reuse it between runs without deleting it first.
size of the database appears not to be changing though that could be deceptive
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This addresses mantis http://opensimulator.org/mantis/view.php?id=4739
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(forgot to change test descriptions, has no effect on running the tests)
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The base test class now tries to connect to DB, ignores all tests in the
class if unable to.
Also m_log changed to instance field (which in this case shouldn't cause
any problems), to avoid having to define it separately in each derived
class. Here I touched things that I don't understand well (using log4net),
so please review this commit.
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There was a whole bunch of these SQL files, all empty and apparently
unused. Removing them is just a clean-up, if anybody has a reason for these
files to be there, feel free to revert.
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(some Estate SQL left behind in the Region migration)
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Again, the same thing about potentially having non-GUID CreatorID.
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Besides, AssetData is slightly optimized to StoreAsset in one request
("IF EXISTS() UPDATE ... ELSE INSERT ...")
The main change in the MS SQL Inventory implem. is that it now return
empty list (or whatever) when called with UUID.Zero, which is consistent
with how the code for other DBs work.
I did no changes at all in XInventory, as there is no test set for them.
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ok, so the estate stores now want their own migration files, but as it
happened the SQL definition were inside the Region migrations.
It seems better/cleaner to keep each 'store' separately updatable.
WARNING: any editing in the middle of the migration scripts (as opposite
to just appending to them) has the potential of messing up updates of
existing databases. As far as I can see, this one is (probably) safe,
the worst that could happen is the EstateStore migration silently fail
if the estate the tables are already there.
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The tests have been modified to work under NUnit 2.4.6
(the one currently used in the project).
They will also work with NUnit 2.5+ as is, but will look better
if you #define NUNIT25 for them.
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NOTE that this INI file is currently loaded as a embedded RESOURCE, which is weird and has a
disadvantage of having to rebuild the Tests whenever the conn strings are changed.
The only reason is that I couldn't figure out a reliable way to put this INI into the correct
dir at runtime. If somebody can do it, that would be cool.
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AssetTests: The name has changed to reflect the fact it is no longer a base class,
but the complete asset test for all supported databases.
The test can also check storing of CreatorID, but the feature is
disabled at this commit!
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