| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
user-friendly way than throwing an Exception
* Compact status messages to reduce verbosity and be more informative
|
|
|
|
|
|
|
| |
* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
| |
* May also be another bug lurking
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
| |
* If you wish to turn off key authentication, set the values to "" (null) in the grid config, and do the same in clients.
|
|
|
|
| |
now actually checks your authentication keys rather than ignoring them.
|
| |
|
|
|
|
|
|
|
|
| |
ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
|
| |
|
| |
|
|
|
|
|
|
|
| |
can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
|
|
|
|
|
| |
Still needs hooking up for all commands in both ends, separation of local and remote LSL-commands, etc.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Remember, the client doesn't support web_login to other grids in the current RC, however the next RC will.
|
| |
|
|
|
|
|
| |
ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
|
|
|
|
|
|
|
|
| |
* Added the web_login_key to the users table
* Added happy configurable http error message pages
* This update is large enough to have 'awe' value.. so backup your users or weep.
* Not tested on MSSQL, even though I added code to update the tables!
|
|
|
|
| |
regions.
|
| |
|
|
|
|
|
|
|
| |
RegionInfo was missing the httpURI on the MessageService.
* Fixed some code, added a method.
|
| |
|
|
|
|
| |
server.
|
| |
|
|
|
|
|
| |
* Don't forget to prebuild
|
| |
|
|
|
|
| |
location already used by an existing region.
|
|
|
|
|
| |
* Added some code for the message server, fixed a few references and starting to flesh it out.
|
| |
|
|
|
|
|
| |
Some debug info for startup added to find bugs. ++
|
|
|
|
|
|
|
|
| |
* I'm keeping it deactivated until some issues are resolved.
* I'm patching it in deactivated so the patch doesn't get outdated
* I've deactivated it by commenting out the handler for the application/xml+llsd content type.
* While I've tested this as much as possible on my setup and found the deactivated code doesn't cause any problems, consider this update experimental (event though it's deactivated)
|
|
|
|
| |
might end up with problems later.
|
| |
|
|
|
|
|
|
|
| |
specified in config.
ScriptServer will still not start!
|
|
|
|
|
| |
This commit dedicated to 'Mohawk - Bad Girls (Need Love Too)'
|
|
|
|
| |
issues. Thanks Ursula!
|
|
|
|
|
|
|
|
| |
* Updates OSG1UserServices
* Friends list is now persistent in grid mode.
* You can add, new friends and remove them
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
|
|
|
|
| |
ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
|