| Commit message (Collapse) | Author | Age | Files | Lines |
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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instantiated directly for potentially handling some capabilities directly in services with HG active
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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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TestAddTemporaryAsset() and TestAddTemporaryLocalAsset()
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is there but commented out.
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differentiates between local & grid storage. The Temporary property just
says that which service handles the it, the asset can be safely removed
in the future.
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section.
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temporary assets.
Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load
Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
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This is the start of exploring the creation of a bundled OpenSimulator asset service that does de-duplication and possibly file storage of assets.
Along the lines of coyled's SRAS, but not intended to replace, merely to act as a more performant bundled default.
Might end up nicking stuff from kcozen's patch at http://opensimulator.org/mantis/view.php?id=5429
More details at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service
Feedback and discussion welcome as commits are made.
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hunting. No functional changes.
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
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IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
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user's inventory in foreign grids.
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cache only
* Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer
* Sanity check for null reference in LLClientView.RefreshGroupMembership()
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* Performance improvement in the expensive GenerateClientFlags()
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This brings presence-refactor up to master again
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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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* HG is seriously broken here
* Compiles. Untested.
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* Fixes http://opensimulator.org/mantis/view.php?id=3959
* Allows for viewing inventory textures outside home grid
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the ball rolling on replacable modules. No user functionality yet
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Region/CoreModules/ServiceConnectorsOut. No functional changes.
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