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path: root/OpenSim/Framework/Communications/Cache/SQLAssetServer.cs (follow)
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* * Reverted the AssetServer fix, apparently something was dependent on ↵lbsa712009-02-191-0/+1
| | | | IAssetDataPlugin being in OpenSim.Data
* * Extracted IAssetData and moved it to OpenSim.Framework to prepare to get ↵lbsa712009-02-191-1/+0
| | | | | | | rid of ugly CoreModules dependency on AssetServer.exe * And yes, the IAssetDataPlugin is misnomed, which became apparent on extracting it.
* From: Alan Webb <awebb@linux.vnet.ibm.com>Sean Dague2009-02-161-0/+29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* - move IAssetDataPlugin from OpenSim/Framework/IAssetProvider.cs toMike Mazur2009-02-031-0/+1
| | | | | | OpenSim/Data/IAssetData.cs - remove some trailing whitespace
* Rename IAssetProviderPlugin to IAssetDataPlugin aligning with the other data ↵Mike Mazur2009-02-031-4/+4
| | | | plugins.
* Thanks, sempuki, for a patch that moves all Grid Server's plugins toMike Mazur2008-07-311-4/+4
| | | | | | PluginLoader. Fix issue 1871.
* * remove redundant sync locking in AssetServerBase since this is already ↵Justin Clarke Casey2008-07-071-8/+2
| | | | being done by the lower database layers
* * remove unused CommitAssets() hook for nowJustin Clarke Casey2008-07-071-7/+0
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* changes to allow asset_source to be specified in the opensim.iniSean Dague2008-04-231-4/+4
| | | | | | | | this will work for sqlite and nhibernate, but will be ignored for mysql and mssql (reverting to their ini files) until someone writes that bit.
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+2
| | | | (this took a while to run).
* Formatting cleanup.Jeff Ames2008-03-181-26/+26
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* Converted logging to use log4net.Jeff Ames2008-02-051-6/+7
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Trying to address TextureSender issueslbsa712008-01-021-10/+10
| | | | | | * 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
* * Optimized usingslbsa712007-12-271-4/+4
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * AssetServerBase: _ProcessRequest is now called GetAssetlbsa712007-12-271-1/+1
| | | | | | | * 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.
* Refactor asset request processing for consistent status information on ↵Justin Clarke Casey2007-12-191-9/+3
| | | | whether an asset was actually found or not
* * ARequest changed name to AssetRequest and moved to own file.lbsa712007-12-141-24/+13
| | | | | | * 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.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-2/+2
| | | | notice of doom
* * Optimized usingslbsa712007-10-301-13/+8
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-4/+1
| | | | | | | 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.
* Fixed a bug in SQLAssetServer that only seemed to be a problem when running ↵MW2007-10-291-2/+3
| | | | under the MS .net Runtime, but was fine with mono.
* * Return of R2162. /Take that SVN!/Adam Frisby2007-10-221-2/+2
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* revert r2162 as it completely clobbered all the work onSean Dague2007-10-221-2/+2
| | | | | | | the ChatModule by MW and myself. Couldn't find Adam online after that rev went in.
* * Major ass commit.Adam Frisby2007-10-221-2/+2
| | | | | | | * 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
* get rid of all the ^M line endingsSean Dague2007-10-191-124/+124
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* * some more refactoring + bugfixlbsa712007-10-191-7/+3
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* * Total refactoring of Asset Server for massive winlbsa712007-10-191-196/+10
| | | | | | * There is now a AssetServerBase * lolcat in ur assets
* * Some asset loading refactoringlbsa712007-10-171-0/+5
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* * normalized line endingslbsa712007-10-151-305/+305
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* Asset server implementation. Again one of these "plumbing" releases, where ↵Tleiades Hax2007-10-131-34/+34
| | | | | | | no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server. Introduced an "IPlugin" interface, which plugins can inherit from.
* fixing me some line endingsSean Dague2007-09-171-17/+17
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* Trying some locks on asset database access. MW2007-09-111-10/+21
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* added some debugging for tracing where asset code isn't working with sqliteSean Dague2007-09-101-298/+299
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* A couple of fixes to make sure db4o gets set as the default asset database. ↵MW2007-09-101-0/+1
| | | | Also added a couple of console output lines to try to make it easier to tell which asset storage system is in use.
* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-101-0/+297
So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.