| Commit message (Collapse) | Author | Age | Files | Lines |
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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streaming xml basis rather than loading it all into memory via XmlDocument.
This is because objects with lots of parts can have a lot of xml to load into memory, and this has been seen to have a noticeable performance impact.
Whereas streaming has been seen to reduce the impact in normal serialization.
Implmentation is messy but I couldn't see a better way of doing it when you can't assume that you know the exact structure of the input XML.
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HGAssetMapper.Post() object asset rewriting,
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package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
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Attachment persistence is not handled in this way and this just results in a load of busy work until a check in each SOG terminates a backup check for attachments anyway.
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by reading asset XML a single time with a stream reader rather than multiple times.
Reading large XML documents (e.g. complex attachments) is CPU expensive - this must be done as few times as possible (preferably just once).
Reading these documents into XmlDocument is also more resource intensive than using XmlTextReader, as per Microsoft's own publication "Improve .NET Application Performance and Scalability"
Optimization of other cases will follow if this change is successful.
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for users with different asset servers
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permissions according to the permissions of the items in the object
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error messages.
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asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
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like copy-paste items in inventory.
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central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets
are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server.
Note that this an advanced configuration and requires some security strengthening coming up.
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This commit also contains other changes, but they're all just for clarity. The only actual behavior change is to avoid Posting local assets.
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value
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list of assets exist.
This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
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motion (previously it remained stopped)
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"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
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lowest-common-denominator of all the sub-objects
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the same creator
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its main permissions
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when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
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Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
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Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
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Patch taken from
http://opensimulator.org/mantis/view.php?id=4905
originally by Greg C.
Fixed to apply to r/23314 commit
ba9daf849e7c8db48e7c03e7cdedb77776b2052f
(cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
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foreigners if OutboundPermission is false
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permissions by not allowing objects to be taken to inventory.
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InventoryAccessModules.RezObject() - structs are passed by value
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folder. The viewer doesn't like that.
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test.
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resulted in never ending asset requests
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right corner.
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may yield unexpected results in some cases. No database persistence yet,
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Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory.
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trash when takig copy.
This bug was recently aggravated through the perms changes required for the
export permission.
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megaregions.
This fixes the combined bounding box location for regions bigger than 256x256.
It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead.
It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region.
Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks!
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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[Hypergrid] in *Common.ini.example. Backwards compatible for now.
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one I added yesterday -- this is for helping move config vars out of [Startup]
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default under [Startup]. They can then be overwritten in the other sections (but probably shouldn't). I kept the existing code for backwards compatibility, so this should not cause any breaks from people's current configurations. But people should move to have these 2 vars under [Startup] -- see OpenSim.ini.example and Robust.HG.ini.example. And yes, both names now end with "URI" for consistency.
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copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
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overriding OpenSimTestCase.SetUp()
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automatically turns off any logging enabled between tests
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