| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | | |
wrong key
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Using MyISAM proves vastly faster for persisting scene objects.
For instance, a scene object that took 9 seconds to persist before now takes 1. This also improves the experience of loading large OARs.
We don't use any of the transactional features of InnoDB.
The only thing that may have an impact is that InnoDB does row locking on inserts while MyISAM does table locking.
However, field reports say there is no noticeable difference.
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | | |
characters of each field -- that's the UUIDs. Thanks coyled. WARNING: Again, people who have gone through this migration and failed need to run it manually.
|
| | |
| | |
| | |
| | |
| | |
| | | |
Revert "Changed Friends table to have 165-sized varchars on PrincipalID and FriendID. The reason for this number is the following: there is a combined key of these 2 fields; apparently MySql can't handle keys larger than 1000 bytes; when the table is created with utf8 encoding, this combined key is bigger than 1000 bytes, and the migration fails. WARNING: this is not a new migration! People who have gone through this migration and failed should update the sizes of these fields manually."
This reverts commit 3fa54a156a83e498a7d5d0949a5f848fe82fe86f.
|
| | |
| | |
| | |
| | | |
FriendID. The reason for this number is the following: there is a combined key of these 2 fields; apparently MySql can't handle keys larger than 1000 bytes; when the table is created with utf8 encoding, this combined key is bigger than 1000 bytes, and the migration fails. WARNING: this is not a new migration! People who have gone through this migration and failed should update the sizes of these fields manually.
|
| | |
| | |
| | |
| | | |
support. Needs plenty of testing but clean install and migration from 0.6.9 have been tested and work, a few indexes still need to be added for performance.
|
| | | |
|
| | |
| | |
| | |
| | | |
this would have caused dupe links bugs when using the sqlite adaptor
|
| | |
| | |
| | |
| | | |
security to friendship identifiers so that they can safely be deleted across worlds. Had to change Get(string) to use LIKE because the secret in the identifier is not always known -- affects only HG visitors. BOTTOM LINE SO FAR: HG friendships established and deleted safely across grids, local rights working but not (yet?) being transmitted back.
|
| | |
| | |
| | |
| | | |
FriendsData[] GetFriends(string principalID) to IFriendsData and FriendInfo[] GetFriends(string PrincipalID) to IFriendsService. Refactored some more in the FriendsModule. Made client get notification of local friends permissions upon HGLogin. HG Friends object permissions work.
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | | |
correctly handled. Friends list showing correct foreign names. TODO: GrantRights.
|
|/ / / |
|
| | | |
|
| | |
| | |
| | |
| | | |
data layer can inherit from it
|
|\ \ \
| | |/
| |/| |
|
| |/
| |
| |
| |
| |
| |
| | |
If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
|
| |
| |
| |
| |
| |
| | |
Revert "Allow item links to be deleted even when other deletes and purges are disabled."
This reverts commit 491279f99afc65860d44765ee7829c7dd5e4e38e.
|
| |
| |
| |
| |
| |
| |
| | |
If these links are not deleted, then they will build up in the player's inventory until they can no longer log in.
Accidental deletion of links due to bugs or other causes is potentially inconvenient but on a par with items being
accidentally moved. When a link is deleted, the target of the link is never touched.
This is a general solution that accounts for the use of links anywhere in the user's inventory.
|
|\ \
| |/ |
|
| | |
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
speed with 0.7.x.
|
| | |
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5403 prior to doing something about it.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
main adaptor works on Mac OS X.
The SQLite legacy adapator was also not at all well maintained, even worse than the mainline sqlite adapator.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
IEstateDataStore.GetEstatesByOwner(UUID)
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
|
| |/
| |
| |
| | |
Thanks MisterBlue...
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
region part of an existing estate, then list the existing region names.
|
| |
| |
| |
| |
| | |
Run alter table estate_settings add column AllowLandmark tinyint not null default 1, add column AllowParcelChanges tinyint not null default 1, add column AllowSetHome tinyint not null default 1;
to make this work.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
stored 31 times (1 time for each added part) instead of once at the end, even though only the largest 31 prim scene object was retrieved and tested.
This considerably speeds up the test, when on sqlite it now only takes 2 seconds rather than 30+
|
| |
| |
| |
| | |
this isn't used
|
| |
| |
| |
| | |
This test takes a considerable time on SQLite but should remain since it's testing storage and retrieval of a scene object with 31 parts.
|
| |
| |
| |
| | |
track where we are in the test suite
|