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path: root/OpenSim/Region/CoreModules/World/Archiver/ArchiveWriteRequestExecution.cs (unfollow)
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2009-03-27* minor: move RegionSettingsSerializer into OpenSim.Framework.SerializationJustin Clarke Casey1-0/+1
2009-03-16Rename OpenSim.Framework.Archive to OpenSim.Framework.SerializationMike Mazur1-13/+13
Update using statements and prebuild.xml. Also trim trailing whitespace.
2009-03-12Moving TarArchive to OpenSim.Framework.ArchiveMike Mazur1-0/+1
We now build OpenSim.Framework.Archive.dll which aims to contain code used for archiving various things in OpenSim. Also remove trailing whitespace.
2009-03-06* Improve memory usage when writing OARsJustin Clarke Casey1-6/+6
* This should make saving large OARs a somewhat better experience * However, the problem where saving an archive pulls large numbers of assets into the asset cache isn't yet resolved * This patch also removes lots of archive writing spam that crept in
2009-03-05* Add more status information when an oar is being savedJustin Clarke Casey1-0/+8
* Among other messages, a log entry is posted for every 50 assets added to the archive
2009-02-12large scale fix for svn props after "the great refactor"Sean Dague1-12/+12
2009-02-12* optimized usings.lbsa711-13/+12
2009-02-10this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield1-3/+3
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!
2009-02-02* Establish OnOarFileSaved EventManager event and subscribe to that instead ↵Justin Clarke Casey1-16/+15
of passing in a waithandle to the archiver * This matches the existing OnOarFileLoaded event * This brings up the question of how these things can be made generic so that they don't have to be tied into EventManager, but that's a topic for another day
2009-01-30* Extend archive save test to check for the presence of the file for the ↵Justin Clarke Casey1-1/+8
object that was in the scene * Can now pass in a wait handle to ArchiveRegion() if you want same thread signalling that the save has completed
2009-01-23* Write a simple archive loading test which doesn't actually do any testing ↵Justin Clarke Casey1-3/+3
yet apart from not blow up
2009-01-23* minor: small tweak to archive save completion log messageJustin Clarke Casey1-2/+1
2009-01-23* Add direct stream loading and saving methods to the archive module.Justin Clarke Casey1-6/+6
* The async stream method does not yet signal completion to interested calling code
2008-12-30* Implement saving of region settings in OAR filesJustin Clarke Casey1-5/+9
* This means that you can now save terrain textures, water height, etc. * Estate settings are not supported * Older OAR files without these settings can still be loaded
2008-12-19* refactor: Rename IRegionSerialiser and move into interfaces namespaceJustin Clarke Casey1-2/+2
2008-10-15* minor: oops, small textual tweakJustin Clarke Casey1-1/+1
2008-10-15* minor: during opensim archive creation, tell the user that it may take ↵Justin Clarke Casey1-1/+4
some time
2008-09-06Mantis #2133Melanie Thielker1-1/+1
Thank you, Xugu Madison and ChrisDown, for a patch that fixes linux filename extensions from .Xml back to .xml
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-6/+6
* 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.
2008-08-18Formatting cleanup.Jeff Ames1-19/+19
2008-07-21* minor: change misleading 'all assets found' message to instead tell how ↵Justin Clarke Casey1-4/+10
many were actually located
2008-07-12* Start compressing archivesJustin Clarke Casey1-1/+2
2008-07-07* switch terrain archiving to raw32 rather than png to avoid unnecessary ↵Justin Clarke Casey1-1/+1
posterization. Thanks to Adam for the tip.
2008-07-02* Allow archiver to operate even if there are 0 scene objects to saveJustin Clarke Casey1-3/+1
2008-07-02* Start writing out control file in archive. Only contains version ↵Justin Clarke Casey1-1/+31
information right now.
2008-06-29* Save terrain information in archiveJustin Clarke Casey1-1/+20
* Not yet reloading * Terrain saving will be optional a little further down the line
2008-06-27* fix a bug where I was assuming all entities would be SceneObjectGroups - ↵Justin Clarke Casey1-5/+5
of course, some are ScenePresences * would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs
2008-06-21* archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey1-6/+28
single large file * this is being done for reasons of compositionality
2008-06-18Minor formatting cleanup.Jeff Ames1-7/+7
2008-06-17Update svn properties.Jeff Ames1-73/+73
2008-06-16* refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey1-83/+73
2008-05-28* Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey1-3/+3
tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
2008-05-26* Break out baby archiving code into separate class ready for async asset ↵Justin Clarke Casey1-54/+2
requesting * No user functionality yet
2008-05-26* Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey1-1/+14
prims * no user functionality yet
2008-05-25Update svn properties. Formatting cleanup.Jeff Ames1-20/+20
2008-05-24* Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey1-0/+6
instead, on the basis that this is less likely to cause confusion with c#'s base object type
2008-05-24* Get the xml2 entities serialization representation in the archiver moduleJustin Clarke Casey1-5/+51
* Not yet reusing serialization module - this will happen in the future * No user functionality yet
2008-05-22* Plug in stubbed out archiver moduleJustin Clarke Casey1-24/+23
2008-05-20Add copyright notices.Jeff Ames1-3/+28
Fix spelling typo (Thanks ChrisDown for pointing this out)
2008-05-11* Added NPCModule and NPCAvatar classes for NPCs. Primitive, but we can grow ↵Adam Frisby1-2/+0
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])
2008-05-09Update svn properties.Jeff Ames1-48/+48
2008-05-08* Some refactorings.Adam Frisby1-0/+48
* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.