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2009-02-10this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield1-460/+0
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!
2009-02-04- add OpenSim.Framework.AssetMetadata class. AssetBase is now composed of itMike Mazur1-23/+23
- trim trailing whitespace
2009-02-02* Establish OnOarFileSaved EventManager event and subscribe to that instead ↵Justin Clarke Casey1-1/+1
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
2009-01-28From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield1-37/+55
Adding Oarfileloaded and EmptyScriptCompileQueue event support which allows (with a module) for programmatic notification of when a region objects and scripts are up and running after a server start or load-oar.
2009-01-23* Write a simple archive loading test which doesn't actually do any testing ↵Justin Clarke Casey1-0/+11
yet apart from not blow up
2009-01-23* Extend archive test to check for the presence of a control file in a saved ↵Justin Clarke Casey1-4/+3
archive
2009-01-23* Add direct stream loading and saving methods to the archive module.Justin Clarke Casey1-10/+13
* The async stream method does not yet signal completion to interested calling code
2009-01-22white space & formatting cleanupDr Scofield1-8/+8
2009-01-22From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield1-3/+7
this patch makes load-oar a bit more tolerant to irrelevant differences in the oar file format. Directory entries are now ignored rather than trying to interpret them as files they hold which results in the load-oar failing. This change makes it easier to manually modify oar files.
2008-12-30* Implement saving of region settings in OAR filesJustin Clarke Casey1-0/+72
* 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 Casey1-6/+6
2008-11-12* test: Add basic synchronous object remove testJustin Clarke Casey1-2/+4
2008-11-09Script region crossing. This has not user functionality, but lays all theMelanie Thielker1-1/+1
groundwork.
2008-11-04fix: ArchiveReadRequest.URIFetch stumbles over absent content length fieldDr Scofield1-1/+2
fix: region parameter in IRCBridgeModule XmlRpc was check for presence but not actually used...
2008-10-30From: Alan Webb (alan_webb@us.ibm.com)Dr Scofield1-1/+63
XIRCBrigeModule is transient, will merge it with IRCBridgeModule: extends/refactors IRCBridgeModule to support channel-per-region (if desired).
2008-10-12Update svn properties, minor formatting cleanup.Jeff Ames1-12/+15
2008-10-07From: chris yeoh <yeohc@au1.ibm.com>Dr Scofield1-0/+13
If you use load-oar to transfer region data from one sim to another then currently inventory items can be left with unknown owner permission which results in them being no-mod/no-copy for everyone. The attached patch fixes things up so if the owner uuid does not exist on the destination system then it assigns ownership (and the creator for completeness) to the master avatar id. This will make it much more practical to share copies of regions :-)
2008-09-30Add the default script engine to the script creation from archive loadingMelanie Thielker1-1/+1
to make scripts loaded from oar start
2008-09-21Change the scirpt engine loading mechanism. Script engines are nowMelanie Thielker1-1/+1
ordinary region modules and are able to coexist in one instance. See http://opensimulator.org/wiki/ScriptEngines for details. There were changes to OpenSim.ini.example, please note DefaultScriptEngine. Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-8/+7
* 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.
2008-08-28Update svn properties, formatting cleanup.Jeff Ames1-3/+3
2008-08-26* On loading archives, report an error if an asset does not have the ↵Justin Clarke Casey1-1/+12
expected filename format
2008-08-18Formatting cleanup.Jeff Ames1-43/+43
2008-08-16Refactor a lot of direct calls to OGS1 to use the cached version instead.Melanie Thielker1-1/+3
Scripts can now no longer DOS the user server and there are a lot fewer gratuitious lookups of user profile data.
2008-08-15Fix up master avatar handling for estate owners. Introduces a newMelanie Thielker1-0/+2
hierarchical rights structure. MasterAvatar: Owner of the region server (may be null), net gods (users with GodLevel 200), Estate owner (from database). Look at Opensim.ini.example to enable net gods. Estate owner will default to master avatar.
2008-08-09* if the user uuid is present, preserve ownership information when loading ↵Justin Clarke Casey1-10/+43
an archive * if the uuid isn't present, ownership is given to the region's master avatar
2008-08-06From: alan webb <alan_webb@us.ibm.com>Dr Scofield1-0/+4
This fixes a sitting problem which popped up on loading regions from archive and turned out to be caused by the fact that the archiving mechanisms all preserve the sit-target information that is set in the object at the time the image is captured. This caused the new region to pick a sit-target prim that did not correspond to the prim on which the script was running, so the script's changed event is driven with an invalid avatar UUID. I have modified the ArchiveReadRequest class so that any sit information that survives the archiving process is deleted before the object is instantiated. This change has just been checked in.
2008-07-21* Give new uuids to all the objects loaded in from an archive.Justin Clarke Casey1-6/+6
* This should allow multiple copies of an archive to be loaded into different regions on the same region server * This shouldn't affect existing operations.
2008-07-21* minor: stick filename being loaded/saved from in save/load xml/oar ↵Justin Clarke Casey1-3/+1
information messages
2008-07-21* minor: change misleading 'all assets found' message to instead tell how ↵Justin Clarke Casey1-1/+6
many were actually located
2008-07-18* refactor: break out sog loading code into two parts so that ↵Justin Clarke Casey1-13/+11
post-deserialization changes can be carried out before adding it to a scene
2008-07-14* On an archive load, make the master avatar the owner of all scene objects ↵Justin Clarke Casey1-0/+11
for now
2008-07-14* For now, when loading an archive all the existing scene objects get ↵Justin Clarke Casey1-0/+5
deleted by default
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-6/+17
this before (doh) * Not quite perfect yet
2008-07-12* Elminate most of the debugging log output from the archive commandsJustin Clarke Casey1-11/+13
2008-07-12* On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey1-3/+13
they already exist in the scene * (ability to give objects new uuids will come later)
2008-07-12* Start compressing archivesJustin Clarke Casey1-2/+5
2008-07-07* Start scripts loaded from an archiveJustin Clarke Casey1-2/+10
2008-07-02* Twiddle with archive asset extensions yet againJustin Clarke Casey1-1/+1
* Reintroducing asset type but this time in a long form, and with _ rather than .
2008-06-29* Reload terrain from archive if there is oneJustin Clarke Casey1-5/+31
2008-06-27* Experiment with not bothering with a seperate assets metadata file - ↵Justin Clarke Casey1-7/+44
extract necessary minimum metadata from asset filenames * Make all file extensions single - double extensions look ugly and probably aren't good for Windows
2008-06-21* archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey1-27/+8
single large file * this is being done for reasons of compositionality
2008-06-21* refactor: Making some of the serialization names consistent, both within ↵Justin Clarke Casey1-13/+17
their pairings and with the others * This does make some of the names less ideal than others - this should change in the future
2008-06-21* Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey1-0/+15
client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
2008-06-05* Change archiver 'textures' dir back to 'assets'Justin Clarke Casey1-1/+1
2008-06-04* Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey1-19/+10
* However, still not actually archiving anything except textures
2008-06-04Formatting cleanup, minor refactoring, svn properties.Jeff Ames1-24/+24
2008-06-03* Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey1-4/+3
2008-05-31* Enable loading of textures in OpenSim archives with load-oar/save-oarJustin Clarke Casey1-2/+0
* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces). * This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)