| Commit message (Collapse) | Author | Age | Files | Lines |
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starting to get on my nerves.
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inventory code can be written with the async inventory fetch
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Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
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handlers yet, this is just the OUT part for now. It's not active and nothing in the simulator uses this yet. Just checking it in to start sharing with others. There are a couple of interesting software design points that could use other devs opinions.
Hopefully I added all needed files.
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LICENSE.txt.
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the number of times we are going to take this lock in a row (which is
just wasted resource), and to keep us from attempting to array access a
list which might be changing right now. Extremely curious if this helps
prevent some of our mono segfaults.
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RunAssetCache error code
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don't become stale
* Add corresponding unit test
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than relying on another thread
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rather than multi-threaded (which may be behind the occasional test freezes)
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having Initialise() and Initialize() in the same class - very difficult to read.
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* Introduced preprocess step in FetchAsset (Might revert this later)
* Some minor CCC
* Added actual implementation of GetUserProfile( uri ) and the corresponding handler to OGS1.
* Introduced non-functioning GetUserUri( userProfile) awaiting user server wireup (this might move elsewhere)
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as UUIDs
* All existing functionality should be unaffected.
* Database schemas have not been changed.
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* Fixed minor typo
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pre-process step on the asset cache
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Changes to AssetCache and DynamicTextureModule to eliminate
opportunities for lost texture updates.
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provide additional information the HG needs.
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MySQL only, stubs for the others. This allows updating the cache with a single
item from the database.
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these are now inaccurate
* Correct count of assets in cache
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* No functional changes
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* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache.
* This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more
restructuring.
* I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
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* Fixed an issue with AssetCache where it would break unit tests randomly.
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
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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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* Reload doesn't currently obey structure information
* Not yet ready for use
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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
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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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* This simplifies callers in most cases - CachedUserInfo is already handling the rest of the fetch inventory work anyway
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