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path: root/OpenSim/Region/CoreModules/ServiceConnectors/Asset/HGAssetBroker.cs (unfollow)
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2009-06-14Renamed Region/CoreModules/ServiceConnectors to ↵diva1-343/+0
Region/CoreModules/ServiceConnectorsOut. No functional changes.
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-30Forgot to add this to my last commit 2 days ago. Async in the HGBroker too.diva1-1/+1
2009-05-23This should make HG asset transfers work much better. It now uses ↵diva1-1/+1
HGUuidGatherer, which is a subclass of UuidGatherer. Hence, on-line HG asset transfers use exactly the same UUID collection code as save oar/xml. If it doesn't work, it's Justin's fault :D
2009-05-18Finished HG Service Store. Not fully functional because of problems with ↵diva1-3/+6
asset.ID insisting on being a UUID string.
2009-05-18Refactor: Change "Servers" to "Server", since the can only be one. BreakMelanie Thielker1-1/+1
the handlers out of the asset server context into a generic scope.
2009-05-17Renaming [ServiceConnectors] back to [Modules].diva1-1/+1
2009-05-17HG asset transfers starting to work -- GETs only for now. diva1-21/+41
2009-05-15Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva1-1/+1
-- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
2009-05-11Plumb the HG asset broker. More naming changes to clarify things. Lots moreMelanie Thielker1-105/+133
config options.
2009-05-10Use the new async handling class to actually make the new asset service'sMelanie Thielker1-12/+34
async request perform asynchronously
2009-05-10Connect up the new asset cache and introduce an asynchronous call pathMelanie Thielker1-17/+83
for asset retrieval (full asset only) to ease migration to the new system
2009-05-10Add some asset cache plumbing. Change the generic cache from UUID to stringMelanie Thielker1-0/+19
keys to allow caching the new crop of URI identified objects.
2009-05-09Make remote assets work through the new server systemMelanie Thielker1-5/+53
2009-05-09Plumb the remote asset hookup, all but the actual requestsMelanie Thielker1-9/+59
2009-05-09Add the asset service connectors and sample config. READ WARNINGS!!!Melanie Thielker1-5/+4
2009-05-05Add the remote user connector skeletonMelanie Thielker1-5/+2
2009-05-05Change local user connector into a shared moduleMelanie Thielker1-1/+7
2009-05-05Some refactoring. Database is now active in the new user serverMelanie Thielker1-2/+2
2009-05-05Plumb the new server connector logicMelanie Thielker1-17/+34
2009-02-10this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield1-1/+1
NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
2009-02-06This changeset is the step 1 of 2 in refactoringDr Scofield1-2/+2
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!
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-3/+3
* 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.
2008-06-27last round of warning squashing. calling it a day now.Dr Scofield1-8/+8
2008-05-20Add copyright notices.Jeff Ames1-3/+28
Fix spelling typo (Thanks ChrisDown for pointing this out)
2008-05-11Update svn properties.Jeff Ames1-43/+43
2008-05-11* Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby1-0/+43
them out. * Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.) * Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])