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path: root/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveReadRequest.cs (follow)
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* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-8/+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.
* Update svn properties, formatting cleanup.Jeff Ames2008-08-281-3/+3
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* * On loading archives, report an error if an asset does not have the ↵Justin Clarke Casey2008-08-261-1/+12
| | | | expected filename format
* Formatting cleanup.Jeff Ames2008-08-181-43/+43
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* Refactor a lot of direct calls to OGS1 to use the cached version instead.Melanie Thielker2008-08-161-1/+3
| | | | | | | Scripts can now no longer DOS the user server and there are a lot fewer gratuitious lookups of user profile data.
* Fix up master avatar handling for estate owners. Introduces a newMelanie Thielker2008-08-151-0/+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.
* * if the user uuid is present, preserve ownership information when loading ↵Justin Clarke Casey2008-08-091-10/+43
| | | | | | | | an archive * if the uuid isn't present, ownership is given to the region's master avatar
* From: alan webb <alan_webb@us.ibm.com>Dr Scofield2008-08-061-0/+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.
* * Give new uuids to all the objects loaded in from an archive.Justin Clarke Casey2008-07-211-6/+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.
* * minor: stick filename being loaded/saved from in save/load xml/oar ↵Justin Clarke Casey2008-07-211-3/+1
| | | | information messages
* * minor: change misleading 'all assets found' message to instead tell how ↵Justin Clarke Casey2008-07-211-1/+6
| | | | many were actually located
* * refactor: break out sog loading code into two parts so that ↵Justin Clarke Casey2008-07-181-13/+11
| | | | post-deserialization changes can be carried out before adding it to a scene
* * On an archive load, make the master avatar the owner of all scene objects ↵Justin Clarke Casey2008-07-141-0/+11
| | | | for now
* * For now, when loading an archive all the existing scene objects get ↵Justin Clarke Casey2008-07-141-0/+5
| | | | deleted by default
* * Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey2008-07-131-6/+17
| | | | | | | | this before (doh) * Not quite perfect yet
* * Elminate most of the debugging log output from the archive commandsJustin Clarke Casey2008-07-121-11/+13
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* * On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey2008-07-121-3/+13
| | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later)
* * Start compressing archivesJustin Clarke Casey2008-07-121-2/+5
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* * Start scripts loaded from an archiveJustin Clarke Casey2008-07-071-2/+10
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* * Twiddle with archive asset extensions yet againJustin Clarke Casey2008-07-021-1/+1
| | | | | | * Reintroducing asset type but this time in a long form, and with _ rather than .
* * Reload terrain from archive if there is oneJustin Clarke Casey2008-06-291-5/+31
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* * Experiment with not bothering with a seperate assets metadata file - ↵Justin Clarke Casey2008-06-271-7/+44
| | | | | | | | extract necessary minimum metadata from asset filenames * Make all file extensions single - double extensions look ugly and probably aren't good for Windows
* * archive each object as a separate xml file rather than put them all in one ↵Justin Clarke Casey2008-06-211-27/+8
| | | | | | | | single large file * this is being done for reasons of compositionality
* * refactor: Making some of the serialization names consistent, both within ↵Justin Clarke Casey2008-06-211-13/+17
| | | | | | | | their pairings and with the others * This does make some of the names less ideal than others - this should change in the future
* * Remove a bug I created in r5171 where taking an object would terminate the ↵Justin Clarke Casey2008-06-211-0/+15
| | | | | | | | client session * change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
* * Change archiver 'textures' dir back to 'assets'Justin Clarke Casey2008-06-051-1/+1
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* * Dearchive using assets metadata rather than assuming everything is a textureJustin Clarke Casey2008-06-041-19/+10
| | | | | | * However, still not actually archiving anything except textures
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-041-24/+24
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* * Change single assets/ archiver directory to be textures/ insteadJustin Clarke Casey2008-06-031-4/+3
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* * Enable loading of textures in OpenSim archives with load-oar/save-oarJustin Clarke Casey2008-05-311-2/+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 :)
* * Put in preparatory code to restore whole prim textures on archive loadJustin Clarke Casey2008-05-311-1/+26
| | | | | | * No user functionality yet
* * Hook up archive loading to load in prim xml dataJustin Clarke Casey2008-05-301-1/+4
| | | | | | * This now has equivalent functionality to load-xml2 - no asset data is restored yet
* * Successfully pick out prims.xml file from archiveJustin Clarke Casey2008-05-301-1/+22
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* * Read all files from tar archiveJustin Clarke Casey2008-05-301-2/+6
| | | | | | * No reload functionality implemented yet
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-301-66/+66
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* * Minor: Another small log adjustmentJustin Clarke Casey2008-05-281-1/+1
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* * Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey2008-05-281-0/+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