| Commit message (Collapse) | Author | Files | Lines |
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be appreciated.
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* Reduce 'asset not found' console debug spam
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thanks Grumly57.
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dump_assets_to_file set to true. thanks tyre.
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support replacing a asset with a fixed UUID as this leads to potential collisions and revisioning issues when proxying down the road.
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locking on the DataSet. This doesn't change any functionality
and leaves us with one less object.
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by not deleting the landaccesslist. If this triggers an
sqlite error on .NET, we'll need to track that down seperatly.
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if it wasn't already there.
* Started OpenSim on SQLite to a mass of red 'unable to load prim' messages.
* If you are getting this message, after this update, when you start OpenSimulator, you'll get it one more time and then it'll work again.
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Grass type is not persisted. Try to rez some grass several time to have different random grass types around, then immediately move a couple of them. Or restart the sim and logon again. You'll see all grass types reverted to a dull default one :-)
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As per the suggestions in Mantis 687 (thanks Sakai) to resolve an exception
* This won't apply to any existing inventory tables you have, but shouldn't
cause any issues with old tables either
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date and consistent
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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originRegionID = RegionID in RegionInfo.cs on line 375
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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* Fixed a few bugs in the patch that are sim crashers.
* There's still a bug in mySQL mode/ grid mode where the main userprofile text doesn't save.
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*toots*
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* ignored the generated files
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OpenSim.Framework.Data.Base
It's you !!
How are you gentlemen !!
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converts Parse calls to TryParse
Replaces string.empty and lluuid.zero calls on user load to use real
values from DB (related to user profile save/load work. Finer grained patching)
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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owner_uuid support to the MSSQL data driver.
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to more appropriate names consistent with use.
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called in an ad-hoc fashion and causing an access violation error. This means that in SQLite when subdividing parcels you'll have to go to the parcel and clear out the banlist with the client instead of having it done for you immediately when you split the parcel.
* A database guy really needs to look at the land stuff. :D
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Removed verbose flag, since it doesn't do anything any more.
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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.
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functions are no longer in AssetCache
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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.
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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.
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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
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
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* 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'
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to avoid race conditions.
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