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2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-23This should make HG asset transfers work much better. It now uses ↵diva1-1/+1
HGUuidGatherer, which is a subclass of UuidGatherer. Hence, on-line HG asset transfers use exactly the same UUID collection code as save oar/xml. If it doesn't work, it's Justin's fault :D
2009-05-15Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva1-3/+10
-- 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
2009-05-08* minor: rename xml sog serialization method for readabilityJustin Clarke Casey1-1/+1
2009-05-08* refactor: Break out original xml object serialization into a separate classJustin Clarke Casey1-1/+2
* No functional change
2009-03-24* minor: remove load oar logging I accidentally left in a few commits agoJustin Clarke Casey1-2/+2
* reduce noisiness of uuid gatherer * stop bothering to pointless complain about directory tar entries when loading an oar
2009-02-20* Consistently lock part.TaskInventory as pointed out in ↵Justin Clarke Casey1-2/+4
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
2009-02-19* refactor: Rename new class AssetGatherer to UuidGatherer to reflect what ↵Justin Clarke Casey1-4/+4
it actually does
2009-02-18* Change AssetGatherer method access so that only methods which are worth ↵Justin Clarke Casey1-86/+96
calling from the outside are public
2009-02-18* Move asset gathering code from oar module to OpenSim.Region.Framework ↵Justin Clarke Casey1-106/+35
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
2009-02-16* refactor: remove AssetCache field hanging off SceneJustin Clarke Casey1-2/+2
* This is always available at Scene.CommsManager.AssetCache
2009-02-12large scale fix for svn props after "the great refactor"Sean Dague1-14/+14
2009-02-12* optimized usings.lbsa711-17/+14
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 Casey1-6/+3
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 Casey1-3/+6
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* Add direct stream loading and saving methods to the archive module.Justin Clarke Casey1-5/+21
* 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 Casey1-7/+26
* 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
2008-12-26* Fixes missing sculpt texture assets from oar files as detailed on mantis ↵Teravus Ovares1-0/+2
2971 by thomax
2008-12-19* refactor: Rename IRegionSerialiser and move into interfaces namespaceJustin Clarke Casey1-1/+1
2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey1-1/+1
SceneGraph to make it more descriptive of its intended function
2008-11-07* refactor: allocate local ids to prims only when an object is attached to a ↵Justin Clarke Casey1-1/+1
scene
2008-11-03* Use the UUID regex sitting in utils for detection of uuids embedded in scriptsJustin Clarke Casey1-9/+1
* Replaces the one in the module itself, which had a dumb bug in it anyway
2008-11-01* Introduce an IsAttachment property on the group level (which just returns ↵Justin Clarke Casey1-1/+1
false if the group is already deleted) * This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
2008-11-01* Fix http://opensimulator.org/mantis/view.php?id=2517Justin Clarke Casey1-1/+6
* Don't save attachments on saving oar, which stops them coming back as ghost prims
2008-09-09Update svn properties, formatting cleanup.Jeff Ames1-2/+2
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-16/+16
* 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 Ames1-27/+27
2008-07-25* Remove dumb bug I put in which meant that an archive save would never ↵Justin Clarke Casey1-1/+2
complete if there were any missing assets
2008-07-13* Actually persist restored archives to the database - wasn't actually doing ↵Justin Clarke Casey1-1/+1
this before (doh) * Not quite perfect yet
2008-07-12* Elminate most of the debugging log output from the archive commandsJustin Clarke Casey1-10/+10
2008-07-08* Don't fail the archive operation if exceptions are encountered while ↵Justin Clarke Casey1-34/+42
analyzing prims
2008-07-06* In archiver, scan scripts for embedded asset uuids and save these outJustin Clarke Casey1-1/+39
2008-07-06* refactor: archiver code clean up so that it's more readable for the next ↵Justin Clarke Casey1-20/+43
functionality addition
2008-07-04* extend archiving asset analysis to clothingJustin Clarke Casey1-9/+9
2008-07-04* On archiving, analyze body parts and save textures referenced from themJustin Clarke Casey1-1/+20
2008-07-04* refactor: break out archiver's combined sync-async asset request routine ↵Justin Clarke Casey1-25/+37
ready for analysis of inventory item types other than objects
2008-07-02* Allow archiver to operate even if there are 0 scene objects to saveJustin Clarke Casey1-15/+13
2008-06-29* Save terrain information in archiveJustin Clarke Casey1-1/+6
* 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 Casey1-6/+13
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 Casey1-31/+4
single large file * this is being done for reasons of compositionality
2008-06-18Minor formatting cleanup.Jeff Ames1-20/+20
2008-06-16* Fix a bug in the archiver where I didn't realize a shape still needs its ↵Justin Clarke Casey1-3/+8
default texture as well as its face textures
2008-06-16* Allow archiver to save and load objects within other objects to arbitrary ↵Justin Clarke Casey1-31/+99
levels * This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved contained items). These will be found and eliminated in subsequent patches. * Not yet ready for use
2008-06-16* refactor: Fission ArchiveWriteRequest into prepare and execute classesJustin Clarke Casey1-36/+10
2008-06-16* Refactor: Break out AssetsRequest to a separate file in the Archiver moduleJustin Clarke Casey1-68/+6
2008-06-05* refactor: rename now inaccurate textureUuids to assetUuidsJustin Clarke Casey1-5/+5
* 5000 commits in this repository!
2008-06-05* exprimental: Export and reimport all items within a prim except ObjectsJustin Clarke Casey1-2/+2
* Not yet ready for public use
2008-06-04* Start writing out assets metadata file for archiverJustin Clarke Casey1-17/+3
* Ignoring it on reload as of yet