| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
| |
|
|
|
|
| |
of the simulator expect
|
|
|
|
| |
like they've been active for at least 2 and a half years
|
|
|
|
| |
and InventoryStore
|
|
|
|
|
|
| |
5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
them as UUID.Zero.
Leaving them at UUID.Zero meant that when a viewer 2 logged into a region that had been freshly created, it received UUID.Zero for these textures, and hence display the land as plain white.
On a simulator restart, the problem would go away since when the database adapators loaded the new region settings, RegionSettings itself has code to use default textures instead of UUID.Zero.
This commit resolves the problem by saving the default texture UUIDs instead of Zero.
However, we currently have to do this in a roundabout way by resaving once the RegionSettings have been created by the database for the first time. This needless complexity should be addressed.
This change will also have the effect of replacing any existing UUID.Zero terrain textures with the default ones.
However, this shouldn't have any effect since the UUID.Zeros were already being replaced in memory with those same UUIDs.
|
|
|
|
|
|
|
| |
objects that had previous been attachments.
Looks like this code was accidentally uncommented in e1b5c612 from feb 2010.
Appears to resolve the rest of http://opensimulator.org/mantis/view.php?id=5664
|
| |
|
|
|
|
| |
pointless duplication of identical values
|
| |
|
| |
|
|
|
|
|
|
| |
This was causing issues when using specified
paths to database files by using a hard-coded
name.
|
| |
|
| |
|
|
|
|
| |
that it can be overwritten in subclasses. That way extensions can decide in which assembly migration resources should be looked up. This is a refactor similar to commit 9923a2ff1002d722ccebea8bf4d71718ed4e2a03 for MySQL -- no functional changes.
|
|
|
|
| |
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.
|
|\ |
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
|/
|
|
| |
correctly handled. Friends list showing correct foreign names. TODO: GrantRights.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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
|