| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
rather than multi-threaded (which may be behind the occasional test freezes)
|
| |
|
|
|
|
|
|
|
|
|
| |
properties as before
- prefix private variables with m_ in AssetBase.cs
- related to Mantis #3122, as mentioned in
https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html
- all services will likely need to be upgraded after this commit
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
- trim trailing whitespace
|
|
|
|
|
|
| |
asset server doesn't check for the existence of this parameter since
r2744.
|
|
|
|
|
|
|
| |
results in a memory leak which will make the region crash and burn
after a while.
|
| |
|
|
|
|
| |
being done by the lower database layers
|
| |
|
|
|
|
|
|
|
|
| |
level rather than in the GridAssetClient
* this is to enable logging of asset request exceptions soon
|
| |
|
|
|
|
| |
(this took a while to run).
|
|
|
|
| |
to one
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 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'
|
| |
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
|
|
|
|
|
|
|
| |
mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
| |
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.
|
|
|
|
| |
notice of doom
|
|
|
|
| |
somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice.
|
|
|
|
| |
that I haven't set the post url correctly)
|
| |
|
|
|
|
| |
want to test to see if this fixes anything (but it could just as well break grid assets even more).
|
|
|
|
| |
retrieval of assets from the asset server
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
Run this on a major grid, and weep
|