| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
LICENSE.txt.
|
| |
|
|
|
|
|
|
| |
* Return something more sensible if a file isn't found
|
|
|
|
|
|
| |
* didn't realize that we were getting back plain old exceptions
|
|
|
|
|
|
| |
* Catch directory exception on load oar as well as file exception
|
|
|
|
|
|
| |
* Actually spit out the exception caught by the plugin loader - not much point having plugins throw exceptions if we are just going to ignore them
|
|
|
|
|
|
|
|
|
| |
Fixes:
[1] Sharing exception on remote OAR management
[2] Occasional 505 error talking to Tomcat
[3] Occasional mono aborts caused by mlog in the
script engine's app domain (mono 2.4)
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
-- 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
|
|
|
|
|
|
|
|
|
| |
storing them all up in memory
* Hopefully this will remove out of memory problems when saving large oars on machines without much memory
* It may also speed up saving of large oars
|
| |
|
| |
|
|
|
|
|
|
|
| |
figure
out where that pesky deadlock is during test runs.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
file
|
|
|
|
|
|
|
|
| |
Changes to enable script state persistence across non-restart
serialization situations (inventory/OAR/attachments)
Also fixing test cases for OAR and IAR so they don't barf with the new code.
|
|
|
|
|
| |
read-only files on linux.
|
|
|
|
|
|
| |
* This allows specific requests to be identified.
|
|
|
|
|
|
|
|
|
| |
normal runtime thread
* This may eliminate the occasional archive test freezes, since they appeared to occur when somehow the asset server didn't pick up on the presence of a request in the asset
quque
|
|
|
|
|
|
| |
* Now, the 144 unit tests takes roughly as long time to run (16s on my laptop) that the 10 long running takes. The database tests takes forever.
* Feel free to run the unit tests as you code, and the rest before commit.
|
| |
|
|
|
|
|
|
|
| |
* reduce noisiness of uuid gatherer
* stop bothering to pointless complain about directory tar entries when loading an oar
|
|
|
|
|
|
|
| |
* This change starts the script immediately after an object is loaded, rather than waiting till they are all loaded
* This should be okay, but please report any new errors
|
|
|
|
|
| |
Update using statements and prebuild.xml. Also trim trailing whitespace.
|
| |
|
|
|
|
|
|
| |
* Add some more debug code to narrow down where the tests are freezing
|
|
|
|
|
|
|
|
|
|
| |
- move a couple constants from InventoryArchiveConstants to
ArchiveConstants, now only one of these is needed
- change InventoryArchiveConstants references to ArchiveConstants
- remove InventoryArchive AssetInventoryServer plugin dependency on
OpenSim.Region.CodeModules
- trim trailing whitespace
|
|
|
|
|
|
|
| |
We now build OpenSim.Framework.Archive.dll which aims to contain code
used for archiving various things in OpenSim. Also remove trailing
whitespace.
|
|
|
|
| |
next time this hiccups
|
|
|
|
|
|
|
|
|
| |
* A saved archive now immediately expires the data in the asset cache that it used, rather than retaining all the assets (esp textures) in the cache.
* This is an imperfect solution. Ideally we would only expire the assets newly requested for the archive (not existing ones). But doing that would require a lot more
restructuring.
* I don't believe there are any locking issues due to the locking performed by the underlying memory cache, but please report any issues.
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
| |
* Among other messages, a log entry is posted for every 50 assets added to the archive
|
|
|
|
| |
identical names
|
|
|
|
|
|
| |
* Not actually tested yet though existing code which doesn't require long file names looks fine
|
|
|
|
| |
of an iar
|
|
|
|
|
|
|
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=3159
* Not locking causes enumeration exceptions as described in this matis
* part.TaskInventory needs to be locked for every access as it's a dictionary
* Extra locking will hopefully not cause any major issues - in places where the enumeration of the dictionary performs other lock or long running operations, the dictionary is
cloned instead
|
|
|
|
| |
it actually does
|
|
|
|
| |
calling from the outside are public
|
|
|
|
|
|
|
|
| |
since this is useful in a variety of situations
* Comment out one oar test since I think somehow the two save tests are causing the occasional test failures
|
|
|
|
| |
this doesn't allow one to accidentally forget to reset the event
|
|
|
|
|
|
|
|
| |
AutoResetEvent docs
* Hopefully this will reduce the spike in build failures seen in the past few days (since I introduced an addition oar test)
|
|
|
|
|
|
|
|
|
| |
properties as before
- prefix private variables with m_ in AssetBase.cs
- related to Mantis #3122, as mentioned in
https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html
- all services will likely need to be upgraded after this commit
|
|
|
|
|
|
| |
* This is always available at Scene.CommsManager.AssetCache
|
|
|
|
|
|
| |
* This was the cause of teleport tests interfering with each other
|
| |
|
| |
|