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path: root/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs (unfollow)
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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 :)
2008-05-31* Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey1-1/+26
* No user functionality yet
2008-05-30* Hook up archive loading to load in prim xml dataJustin Clarke Casey1-1/+4
* This now has equivalent functionality to load-xml2 - no asset data is restored yet
2008-05-30* Successfully pick out prims.xml file from archiveJustin Clarke Casey1-1/+22
2008-05-30* Read all files from tar archiveJustin Clarke Casey1-2/+6
* No reload functionality implemented yet
2008-05-30Update svn properties. Formatting cleanup.Jeff Ames1-66/+66
2008-05-28* Minor: Another small log adjustmentJustin Clarke Casey1-1/+1
2008-05-28* Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey1-71/+66
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
2008-05-20Add 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.