| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* No functional change
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* reduce noisiness of uuid gatherer
* stop bothering to pointless complain about directory tar entries when loading an oar
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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
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it actually does
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