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* further renaming of properties for claritySean Dague2008-04-101-5/+5
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* moved fields to properties for UserDataProfile, which wasSean Dague2008-04-101-5/+5
| | | | | | | actually a little more work than I expected given the copious use of out params.
* further refactor and rename of InventoryFolderBase propertiesSean Dague2008-04-083-10/+10
| | | | | | to reflect what they really are.
* * Adjust some inventory lookup failure messages to reduce confusion as to ↵Justin Clarke Casey2008-04-081-5/+7
| | | | what just went wrong
* more refactoring, this time on InventoryFolderBaseSean Dague2008-04-074-68/+68
| | | | | | | | * wrap attributes in properties * clean up names a little bit * clean up name styles
* Refactor InventoryItemBase to do the following:Sean Dague2008-04-072-37/+37
| | | | | | | | * wrap fields as Properties * rename some fields/properties to more sensible names * set style to PropName to match more standard C# approach
* From: Kurt Taylor <krtaylor@us.ibm.com>Justin Clarke Casey2008-04-041-2/+0
| | | | | | Patch to remove commented NotImpemented calls from within implemented script functions
* * Minor change on region grid asset client to change two store log messages ↵Justin Clarke Casey2008-03-311-4/+7
| | | | to one
* * Various 1.19.0.5 grid inventory request fixes. These will only take ↵Justin Clarke Casey2008-03-292-23/+140
| | | | | | | | | | | | affect once the region and the grid servers have upgraded to this revision * You may also need to clear your cache before seeing any effect. * These fixes may or may not affect inventory on the RC client. * These fixes should make non-root folders work better, stop inventory failure on first login, allow trash to be emptied and make texture picker in object edit view work properly * Fixes are 1) make initial root folder request wait for async inventory delivery, 2) deliver all folders in the initial login skeleton, not just the root child ones and 3) deal with situations where we receive child folders from the inventory service before their parent is received.
* * Send full inventory folder skeleton to standalone client logins rather ↵Justin Clarke Casey2008-03-282-9/+12
| | | | | | | | | than just the root child folders * This may resolve some current problems with non root child folders on standalone installations. * A fix for the same problem in grid mode will come soon.
* * Just inserting some exploratory comments into inventory codeJustin Clarke Casey2008-03-181-0/+12
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* Formatting cleanup.Jeff Ames2008-03-1811-501/+490
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* Part 2 of fixing inventory for client 1.19.1 (RC), inventory items should ↵MW2008-03-151-0/+60
| | | | | | | now show up. Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
* * Add comments and slight corrections to ClientView.AgentTextureCachedJustin Clarke Casey2008-03-121-2/+2
| | | | | | * Reduce 'asset not found' console debug spam
* * Very minor error message change in GridAssetClientJustin Clarke Casey2008-03-111-3/+1
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* disabled AssetDownloadModule and re-enabled the asset download code in the ↵MW2008-02-271-17/+18
| | | | asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
* small fix in the showstate data in AssetCache to reflect that now some ↵MW2008-02-271-1/+1
| | | | functions are no longer in AssetCache
* After seeing sdague do his happy dance over trunk working "the best he has ↵MW2008-02-271-17/+18
| | | | | | | | ever seen". I'm not sure I should be doing this commit, but oh well. So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule). So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
* another attempt at fixing asset lockupsMW2008-02-271-224/+247
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* Hopefully fixed the bug that was causing a lot of the freezing. Which was ↵MW2008-02-271-33/+51
| | | | happening due to locks in the AssetCache and Texturedownload module. Where the thread from the Asset thread would be take a lock on a list in the asset cache and then try to call the Callback into the texturedownload module and hit a lock in there which was held by a ClientView thread- which at the same time would be trying to request another texture from the cache and be hitting the lock in there held by the IClientAPI. The result each thread waiting for the other one to release a lock. And as one of those was the ClientView process packet thread. No more packets from that client could be processed. For now I've made a copy of the list in AssetCache so that it can release the lock. I'm doing more work on assets (moving the client asset downloading to a module ), so will hopefully change this into a better method once I've cleaned over things up a bit.
* * Start sending "ImageNotFound" packet back to the client if we can't find ↵Justin Clarke Casey2008-02-251-24/+8
| | | | | | | | | | | | an image * This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak * If a texture is not found then the "Image not found" texture will now be displayed clientside * If it works, this should resolve mantis 676 * Non texture image requests do not receive this packet yet * This will require a prebuild
* * Improve alignment of packet queue stats headignsJustin Clarke Casey2008-02-221-1/+1
| | | | | | | * Correct asset cache stats table heading * Correct spelling mistake in AssetCache (thanks ChrisD!)
* * Winnow the debug and info messages associated with stat fetchingJustin Clarke Casey2008-02-223-14/+29
| | | | | | | * 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'
* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-212-0/+2
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* * Eliminate AssetCache.CopyAsset()Justin Clarke Casey2008-02-201-26/+4
| | | | | | | * Resolve a bad logic bug in AssetCache.GetAsset() * This may make some asset related things work better (possibly getting main map images will now be improved).
* * Only count download requests for assets which are not already waiting for ↵Justin Clarke Casey2008-02-201-5/+6
| | | | | | | | | data from the asset server * This should stop the constant increase in the download requests statistics * If you see stat numbers for download requests which are far from what you'd expect, please report
* * Properly guard removal of asset request lists on AssetCache.AssetNotFound ↵Justin Clarke Casey2008-02-202-14/+16
| | | | (my own bug)
* * Remove unused texture dictionaries from AssetCacheJustin Clarke Casey2008-02-202-48/+73
| | | | | | * Add documentation to AssetCache
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* Report command string on ConsoleBase.RunCommand exceptionJustin Clarke Casey2008-02-201-2/+2
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* * Report 'asset not found' situations back to UserTextureDownloadServiceJustin Clarke Casey2008-02-202-25/+54
| | | | | | | * 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
* * re-enabled AssetNotFound codelbsa712008-02-201-15/+16
| | | | | | * turned script asset fetching asynchronous
* * Fixed xml loading bug (the xml was scheduled for update before added to a ↵lbsa712008-02-201-70/+101
| | | | | | | | scene) * Fixed ClickAction situation on the same note (properties shouldn't cause big changes) * Added some more debug output to AssetCache
* Playing "Name that thread". Adding names and isbackground=true to all ↵Tedd Hansen2008-02-192-0/+2
| | | | threads so it will be easier to debug.
* Moved the AgentAssetTransactionsManager (and AgentAssetTransactions) out of ↵MW2008-02-162-1/+7
| | | | | | | CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though. But its one more thing out of the CommsManager. One day we will kill the CommsManager!
* Clean up more unnecessary String.Format callsJeff Ames2008-02-135-31/+18
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* * Clean up LIBRARY INVENTORY messagesJustin Clarke Casey2008-02-131-13/+12
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* Commenting and a spelling correctionJustin Clarke Casey2008-02-132-5/+15
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* * Clean up the agent's asset transactions when it is removed from the sceneJustin Clarke Casey2008-02-131-2/+17
| | | | | | * This may or may not help with the memory leak, need to assess
* * Refactor: Move last commit's refactor back to AgentAssetTransactionsManagerJustin Clarke Casey2008-02-132-35/+128
| | | | | | | | * Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others * I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you. * Add/correct comments
* Refactor: factor a method out of AgentAssetTransactionsManagerJustin Clarke Casey2008-02-121-13/+2
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* * Add missing locking to mysql inventory pluginJustin Clarke Casey2008-02-121-0/+3
| | | | | | * Should resolve mantis 542
* * Refactoring: Rename AssetTransactions.cs and AssetTransactionsManager and ↵Justin Clarke Casey2008-02-122-13/+31
| | | | | | | | | align classes with file names * Small amount of ndoc * This will probably require a prebuild and nant clean
* Re-enabled Inventory creation of body partsMW2008-02-112-4/+9
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* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-106-10/+10
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* * fixed typo. thanks, nebadon!lbsa712008-02-091-1/+1
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* * Refactored some asset code and in the process uncovered a bug; now, I ↵lbsa712008-02-091-10/+14
| | | | think first transfer of asset should start faster.
* * added count of texture data bytes and asset byteslbsa712008-02-091-6/+18
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* * Added count of temporary assetslbsa712008-02-091-0/+23
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* * added two new commands (for debug/disaster recovery)lbsa712008-02-091-25/+55
| | | | | | | | 'show assets' shows the current state of the asset cache (number of cached assets, requests, et c) 'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items. 'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.