| Commit message (Collapse) | Author | Age | Files | Lines |
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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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multiple duplicates of the same code.
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line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
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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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OpenSim/Data/IAssetData.cs
- remove some trailing whitespace
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plugins.
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are multiple messages in a second and that is usually (in my experience) meaning
the logging itself is slowing down the program. Leaving the unsuccesful message
as we need to know about that path.
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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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Removed unnecessary dependency from
Get/PostAssetHandlers to OpenAsset_Main
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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Thank you, Xugu Madison and ChrisDown, for a patch that
fixes linux filename extensions from .Xml back to .xml
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* 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.
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Thank you, gsky, for a patch that corrects the threading model
to use the multithreaded apartment in the grid servers and
region server.
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PluginLoader. Fix issue 1871.
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they appear in non-console servers too
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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HttpListenerResponse respectively.
enhancing IStreamHandler and IStreamedHandler interfaces so that OSHttp{Request,Response} get passed in,
allowing RestHandlers to set response status code, redirections, etc.
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to the same prompt scheme
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* If extra stats not sent to the viewer are available on an opensim server, they are now uniformly accessible using the 'show stats' command
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where appropriate
* This also means that the command quit (as well as shutdown) will now close down grid servers (instead of only being in place for the region server)
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which will let you specify a connection string. Required
for Nhibernate, optional for sqlite (there is a sane default),
ignored for mysql and mssql until someone implements the
Iniatialise(string) method.
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(this took a while to run).
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handled by the base http server
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terrain as default seems better than the messed up terrain I was getting.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* The immediate upshot is that "show uptime" from the console will now show uptime on all server types (user, asset, grid, etc)
* DEV: This refactoring is far from complete - only just enough to makes the "show uptime" command common accross the servers. More is needed, but in this case it's somewhat like eating cabbage, which I prefer not to do all at once
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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user-friendly way than throwing an Exception
* Compact status messages to reduce verbosity and be more informative
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* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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* May also be another bug lurking
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asset server
* stats can be seen by typing stats on the asset server command line
* Currently collecting only raw requests for today and yesterday
* And I haven't yet tested the 24 hour rollover
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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