| Commit message (Collapse) | Author | Files | Lines |
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IAssetDataPlugin being in OpenSim.Data
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rid of ugly CoreModules dependency on AssetServer.exe
* And yes, the IAssetDataPlugin is misnomed, which became apparent on extracting it.
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The change makes two principal implementation changes:
[1] It removes the hard coded set of possible asset server client
implementations, allowing any arbitrary implementation that has been
identified to the PluginLoader as an appropriate extension. The
extension point for asset server client extension
is /OpenSim/AssetServerClient. All of the old configuration rules have
been preserved, and any of the legacy configuration values will still
work as they did before, except the implementation is now loaded as a
plug-in, rather than as a hard-coded instantiation of a specific class.
The re-hashing of IAssetServer as an extension of IPlugin made upgrading
of the implementation classes a necessity.
Caveat: I have not been able to meaningfully test the crypto-grid
clients. I believe they should work correctly, but the refactoring
necessary to handle plug-in based initialization (vs constructor-based
initialisation) admits the possibility of a problem.
[2] The asset cache implementation, previously introduce as a hard-code
class instantiation is now implemented as an IPlugin. Once again the
previous (configurationless) behavior has been preserved. But now it is
possible for those interested in experimenting with cache technologies
to do so simply by introducing a new extension for the asset cache
extension point (/OpenSim/AssetCache).
I've tested all of the configuration settings, after applying the patch
to a newly extracted tree, and they seem to work OK.
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OpenSim/Data/IAssetData.cs
- remove some trailing whitespace
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plugins.
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* This allows configuration of the assetset and library control file paths to be other than ./inventory/Libraries.xml and ./assets/AssetSets.xml
* This is controlled via the LibrariesXMLFile and AssetSetsXMLFile configuration settings in [StandAlone] in OpenSim.ini (in standalone)
and via the user and asset config xml files for grid mode
* Thanks to SirKimba for the patch
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This patch introduces a couple of read-only properties,
so that I can grab the asset server plugin from a region
module. This is needed to set up an http service for
accessing standalone assets remotely.
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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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PluginLoader. Fix issue 1871.
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being done by the lower database layers
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* This includes problems such as connection failures and timeouts. It does not include 'asset not found' replies from the asset service.
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level rather than in the GridAssetClient
* this is to enable logging of asset request exceptions soon
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an asset to be missing
* This prevents repeated requests for the same missing asset to the asset server, hopefully reducing the load a little
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(this took a while to run).
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* Reduce 'asset not found' console debug spam
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* As such, only a request for a non cached asset, the response and failures show up now.
* I know lbsa71 only put these in not long ago, so if they are really still required, I think we should think whether we can move the default log4net level off 'Debug'
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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(my own bug)
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* Add documentation to AssetCache
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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threads so it will be easier to debug.
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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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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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This commit dedicated to 'Mohawk - Bad Girls (Need Love Too)'
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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Works with LibSL rev>1532
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whether an asset was actually found or not
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* The AssetServerBase is now responsible for dequeueing, the server implementations merely recieves ProcessRequest( AssetRequest req )
* Catchall added around queue processing thread so thread won't abort on exceptions.
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* AssetCache now ignores duplicate uploads
* some m_ refactoring
* ignored some bins
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fitting name. As the call shouldn't actually return the data, but just add a request for the data to be sent back via the callback.
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want to test to see if this fixes anything (but it could just as well break grid assets even more).
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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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under the MS .net Runtime, but was fine with mono.
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OpenSimAssetSet.xml file, weren't actually getting added to the database). This should make textures/assets work again with db4o, but still seems a problem with sqlite
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Run this on a major grid, and weep
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