| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
| |
* This allows configuration of the assetset and library control file paths to be other than ./inventory/Libraries.xml and ./assets/AssetSets.xml
* This is controlled via the LibrariesXMLFile and AssetSetsXMLFile configuration settings in [StandAlone] in OpenSim.ini (in standalone)
and via the user and asset config xml files for grid mode
* Thanks to SirKimba for the patch
|
|
|
|
|
|
|
|
| |
Scene was being too
aggressive at nixing the user out of the cache. We're now relying on NeedSceneCacheClear to decide
whether to nix it or not. All other mods in other files are for better debugging messages.
|
|
|
|
|
|
| |
* Correct logic so that update folder behaves as expected
|
|
|
|
|
|
| |
* Correct small logic elidation
|
|
|
|
| |
outside the class and its descendents
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* This means that UserProfileCacheService no longer needs to know about IClientAPI and can leave it to callers to do their own error logging
* This is also more consistent with the way that item inventory manipulation is handled
* I don't really think Scene.PacketHandlers.cs should be a permanent home for these handlers - this is just for convenience
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* This means that LL RAW terrains (one source being the upload/download buttons on the estate dialog in the viewer) are now imported the 'right' way around rather than being
flipped on the y axis
* Existing RAW terrains before this patch will need to be flipped with the "terrain flip y" command from the console after import
* More details on the mailing lists soon.
-This line, and those below, will be ignored--
M OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
M OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
M OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
|
|
|
|
|
|
|
|
| |
folder gets moved
* This was causing inventory folder transfer code to not work properly (this is still temporarily disabled)
|
| |
|
|
|
|
|
|
|
|
| |
(and their contents) between agents, not just single items
* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
|
|
|
|
|
|
|
|
| |
deliver a taken object to a user inventory folder without throwing an exception
* test doesn't actually double check for the presence of the item yet
|
|
|
|
|
|
| |
havenever seen that texture before.
|
| |
|
|
|
|
|
|
| |
* If we don't do this then callers to the polling GetAsset wait the full polling time before returning
|
|
|
|
|
|
| |
* Code Cleanliness Fixes in LLClientView
* Using field instead of local variable for handlerUpdatePrimGroupRotation (if you notice any new oddities with prim group rotation after this patch, please mantis)
|
| |
|
| |
|
|
|
|
|
|
| |
* Items will now be locally cached for only 24 hours from last access. (Rather than until restart)
* Caveat: Implementing the new caching mechanism means statistics gathering on AssetCache is no longer functional. (Justin - you might want to take a look and see if you can somehow get that back and running if you still need it)
|
| |
|
|
|
|
|
|
|
|
| |
This patch introduces a couple of read-only properties,
so that I can grab the asset server plugin from a region
module. This is needed to set up an http service for
accessing standalone assets remotely.
|
|
|
|
|
|
|
| |
This patch changes a method from private to public.
Will make life easier for the asset mapper for
the hypergrid.
|
|
|
|
|
|
|
|
|
|
| |
sending ImageNotFound to clients if avatar textures are missing
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
|
|
|
|
|
|
|
|
|
|
|
|
| |
* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
|
|
|
|
|
|
|
|
| |
cleanups and assorted fixes to REST inventory, asset, and appearance
services.
|
|
|
|
|
|
|
|
| |
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
|
| |
|
|
|
|
| |
there are some circumstances in which not finding a user is not an error
|
|
|
|
| |
stored on a potentially hostile grid. This is not DRM, not should be relied on until after it's been security audited. I'll write a blog post on this explaining how/why/when you should use this, and what it does.
|
|
|
|
|
|
|
|
| |
* This is an initial basic experimental code for inventory import and export from the region server
* Probably not yet ready for general use
* Thanks Kayne!
|
|
|
|
|
|
|
|
|
| |
* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
|
| |
|
|
|
|
|
|
|
|
| |
primtive at the moment - only the last time is kept for some classes of request
* This can be seen as "Latest asset request time after cache miss" in show stats on the region console
|
|
|
|
|
|
|
|
| |
asset is received or missing
* Also eliminates a race condition
|
|
|
|
| |
reference
|
|
|
|
|
|
|
|
|
| |
startup (script startup doesn't count here)
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
|
|
|
|
|
|
|
|
| |
patch is attached that replaces the o(n^2) algorithm currently
used to build the inventory cache with an o(n) algorithm using
hash tables. the patch also adds some additional error handling.
|
| |
|
|
|
|
| |
items loaded under library inventory node
|
| |
|
|
|
|
|
|
|
| |
Thank you, Xugu Madison and ChrisDown, for a patch that
fixes linux filename extensions from .Xml back to .xml
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
| |
results in a memory leak which will make the region crash and burn
after a while.
|
|
|
|
|
|
|
| |
* You can replace "grid" as the asset system with "file" to save and load all your assets from a directory on your hard disk. Files are serialised to XML and saved in the format "/<dir>/0x/0x/0x/0000-0000-000000-0000-0000.xml"
* Directory <dir> is sharing the Asset Server URL path, use a normal path here instead (ie C:\xyz or /var/assets/).
* This probably wont work well in grid mode unless every sim has access to the same directory. This is mostly intended for standalone usage where quick and convenient access to assets is required.
|