| Commit message (Collapse) | Author | Age | Files | Lines |
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embedded object's inventory.
Added regression test for this case.
Likely a regression since 08606ae4 (Thu Jan 8 2015)
Relates to Mantises 7439, 7450 and possibly others.
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embedded therein.
This is primarily to fix an issue where inventory items for NPC attachments would not be saved in archives as the assets referenced in the appearance notecard were not checked in this manner.
Relates to http://opensimulator.org/mantis/view.php?id=7376
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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RecordAssetUuids() to AddForInspection() as this properly describes what both of these methods do.
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like UUIDGatherer, so we can deal with future cases where the dictionary may already be pre-populated.
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or final asset import takes too long remove remaining requests from same user to prevent hold up of other user's incoming attachments.
This improves upon the earlier naive simply queueing immplementation.
Threshold is 30 seconds. If this happens to a user they can relog and fetch will be reattempted.
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(iteration) can be controlled by the caller.
This is to enable an imminent change where incoming HG scene object fetching can assess the time taken by each request rather than being forced to perform all requests in one call.
Soon, this will replace the existing UuidGatherer since it is both simpler and more flexible.
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This checks that all the wearable assets and any assets for a given logged in avatar exist in the asset service
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Signed-off-by: dahlia <dahlia@nomail>
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DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
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"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
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try/catch as sometimes it appears that this can be corrupt.
As per Oren's suggestion.
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Collision Sounds.
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UuidGatherer for now.
This cannot be triggered as an event from Scene.EventManager since some invocations of UuidGatherer (e.g. IAR saving) use scene objects which are not in scenes.
There needs to be some way for modules to register for events which are not connected with a particular scene.
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MaterialsDemoModule from UuidGatherer
This code is now triggered via EventManager.OnGatherUuids which modules can subscribe to.
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This is in order to reduce the likelihood of naming clashes, make it easier to filter in/out attributes, ensure uniformity, etc.
All dynattrs in the opensim distro itself or likely future ones should be in the "OpenSim" namespace.
This does alter the underlying dynattrs data structure. All data in previous structures may not be available, though old structures should not cause errors.
This is done without notice since this feature has been explicitly labelled as experimental, subject to change and has not been in a release.
However, existing materials data is being preserved by moving it to the "Materials" store in the "OpenSim" namespace.
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UuidGatherer since this is no longer the behaviour.
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by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures.
This is added to help people in determining when they have missing assets such as textures, etc.
In this case, one wants to run "fcache clear" first.
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which is what it is.
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Also, further improvements on HGUuidGatherer: if the assets are already in this grid don't fetch them again.
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No need to keep 2 separate files.
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been instantiated with an assetServerURL then call down to overriden UuidGatherer.GetAsset() instead of calling m_assetService.GetAsset() itself - these two codepaths are now identical.
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using the async call but waiting for completion anyway!
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This is to support npc baked texture saving in oars and iars.
May address http://opensimulator.org/mantis/view.php?id=5743
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This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
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forever.
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asset id and type
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then simply return rather than generating an exception
This matches existing behaviour, though better diagnostics for missing assets may be good later on.
This addresses http://opensimulator.org/mantis/view.php?id=4977
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MapAndArray collection
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PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
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types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
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Not ideal since one will still have to watch out for big 'corrupt asset' messages in the log, but better than an outright fail
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* Uses mantis #3811 as a base (thanks jhuliman) with changes.
* E-mail regarding interface changes sent to the opensim-dev list
* Archive: https://lists.berlios.de/pipermail/opensim-dev/2009-July/007219.html
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* Hopefully now, the nre should not occur and the lock should be correctly unlocked during the initial save oar process
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* For some reason, if a null was recieved (indicating a missing asset), the code had stopped passing that on to the waiting lock, resulting in a perpetual freeze
* This change passes the null on correctly
* Many thanks to thomax for being insistent in presenting his analysis of the problem :)
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LICENSE.txt.
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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
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-- 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
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