| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
| |
PluginLoader. Fix issue 1871.
|
|
|
|
| |
being done by the lower database layers
|
| |
|
|
|
|
|
|
| |
* This includes problems such as connection failures and timeouts. It does not include 'asset not found' replies from the asset service.
|
|
|
|
|
|
|
|
| |
level rather than in the GridAssetClient
* this is to enable logging of asset request exceptions soon
|
|
|
|
|
|
|
|
| |
an asset to be missing
* This prevents repeated requests for the same missing asset to the asset server, hopefully reducing the load a little
|
| |
|
|
|
|
| |
(this took a while to run).
|
| |
|
|
|
|
|
|
| |
* Reduce 'asset not found' console debug spam
|
|
|
|
|
|
|
| |
* 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'
|
|
|
|
| |
compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
|
|
|
|
| |
(my own bug)
|
|
|
|
|
|
| |
* Add documentation to AssetCache
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
threads so it will be easier to debug.
|
| |
|
| |
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
| |
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
| |
This commit dedicated to 'Mohawk - Bad Girls (Need Love Too)'
|
| |
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
| |
Works with LibSL rev>1532
|
|
|
|
| |
whether an asset was actually found or not
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* AssetCache now ignores duplicate uploads
* some m_ refactoring
* ignored some bins
|
| |
|
|
|
|
| |
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.
|
|
|
|
| |
want to test to see if this fixes anything (but it could just as well break grid assets even more).
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
under the MS .net Runtime, but was fine with mono.
|
|
|
|
| |
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
|
|
|
|
|
| |
Run this on a major grid, and weep
|
| |
|
|
|
|
|
|
|
| |
the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
|
|
|
|
|
|
|
| |
* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
|
| |
|
| |
|
|
* There is now a AssetServerBase
* lolcat in ur assets
|