| Commit message (Collapse) | Author | Files | Lines |
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0.6.3.* to better track down dll ref and overwrite problems.
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versions will have a hard time communicating with sims on this release and later, especially if they haven't transitioned to RESTComms at all.
There's still some cleanup to do on assorted data structures, but the main functional change here is that sims no longer listen on remoting ports.
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the FriendsModule. No functional changes. Those messages were sent over XMLRPC, and that's how it continues to be for now. Just moving this couple of interregion messages out of OGS1, in preparation for the big shlep ahead.
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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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I've changed the extension point name, and the internal references that
used the same string. I also fixed up the messaging around the asset
loader so that it is more explicit.
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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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These changes replace all direct references to the AssetCache with
IAssetCache. There is no change to functionality. Everything works as
before.
This is laying the groundwork for making it possible to register
alternative asset caching mechanisms without disrupting other parts of
OpenSim or their dependencies upon AssetCache functionality.
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multiple duplicates of the same code.
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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* This option makes OpenSim use the usual db based asset service in standalone, and the grid based one in grid mode
* The other options can (local, grid, etc) can still be used explicitly as before
* Also change OpenSim.ini.example and the surrounding explanative text
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- trim trailing whitespace
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OpenSim/Data/DataPluginFactory.cs
- removed dependencies on a few executable assemblies in
bin/OpenSim.Data.addin.xml
- trim trailing whitespace
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- trim trailing whitespace
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OpenSim/Data/IInventoryData.cs
- trim trailing whitespace
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OpenSim/Data/IAssetData.cs
- remove some trailing whitespace
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plugins.
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yet apart from not blow up
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archive
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* No functional changes in this revision
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- sync up default HTML generated in LoginService.cs with that in
http_loginform.html.example
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asset server doesn't check for the existence of this parameter since
r2744.
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Expanded TestUserDataPlugin to cover new methods
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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terminology used elsewhere
* Last build break was probably a Bamboo failure - hopefully this should succeed
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5748decc-f629-461c-9a36-a35a221fe21f to a constant in OpenSim.Framework.Util
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inventory data plugins for every TestCommunicationsManager
* imo the gain in simplcity of test code outweighs the very small cost of setting up some stuff that some tests will never use
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* Test does not do authentication
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versions. This commit moves InformRegionOfChildAgent from OGS1 to RESTComms, effectively having the complete child agent life cycle over REST: create=POST, update=PUT, close=DELETE.
Additional changes include more functions in the IHyperlink interface, and some refactorings in the HG code for better reuse in RESTComms.
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* 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
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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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.
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* Correct logic so that update folder behaves as expected
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* Correct small logic elidation
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