| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote.
Needs more testing, so if it causes problems will have to swap back to db4o.
|
|
|
|
|
|
|
|
| |
something
interesting to say
|
|
|
|
|
|
|
| |
like loading in my environment, and hopefully this will help figure out
what is going on
|
| |
|
|
|
|
| |
commit created).
|
| |
|
| |
|
|
|
|
| |
is what we think.
|
|
|
|
|
|
|
|
|
| |
Added preliminary IRegionModule interface.
Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way.
Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule.
Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular.
Stopped Child agents showing up as part of the "show users" command.
|
| |
|
| |
|
|
|
|
|
|
| |
People will need to blow away their databases after this point.
|
|
|
|
|
|
| |
on in the data paths
|
|
|
|
| |
Added a Try catch block around "shapeDa.Fill(ds.Tables["primshapes"]);" line. Seems if the database file is empty (ie opensim has just created it or nothing has been stored in it yet.) then the exception will be fired and catch, then opensim can continue and have no problems (it will still save prims fine), then on next restart if the database file has entries in it, the exception will no longer be thrown.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
will handle > 8k textures yet). Need MW to test to see if this gets rid of his
issue.
There is commented code left in here for now until we know it is fixed
|
|
|
|
|
|
| |
and start to show how this can be super classed with some common elements.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
we are going to ask for from the database is actually there. This
will let us bail early with a useful error message, instead of late
with a hard to understand one.
Do some other cleanups to get rid of debug input I put in
|
|
|
|
|
|
|
|
| |
data definition in ado.net objects up front. This makes auto
generating the sql commands work a lot more reliably.
|
|
|
|
|
|
|
| |
cleaning up prior to release. However this should make it easy for people
to start using sqlite storage.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already].
Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think).
Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups).
Some preliminary work on task inventory (ie object's/prim's inventory).
Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work).
Added a few more method to IClientAPI.
Sure there is something I'm forgeting.
|
|
|
|
|
|
|
| |
with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new).
When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.
|
|
|
|
|
|
| |
* This meant introducing AbsolutePosition on all objects (since SimChat wants that)
|
|
|
|
|
|
|
|
| |
standalone mode and using sqlite).
In standalone mode, if you have account authenticate turned on (setting in opensim.ini) then when you create a new account, a set of inventory is created for that account and stored in database (currently only a set of empty folders). Then during login the database is search for that set and sent to the client in the login response.
More functions will be added soon, like creating new folders (and a bit later items) from the client inventory window.
|
|
|
|
|
|
|
| |
the root prim of the child group will actually get linked, working on linking the rest now).
Multiple prim groups are now stored in the sqlite database and are reloaded correctly.
|
|
|
|
| |
that we can tell what prims belong to the same SceneObjectGroup. If sdague has a different method in mind when he gets back then he can change it then.
|
|
|
|
|
|
|
|
|
|
|
| |
Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution.
Also some config changes:
OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists).
Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll).
So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
|
| |
|
|
|
|
| |
change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
|
|
|
|
|
|
|
|
|
|
|
|
| |
sqlite *but* isn't being added back to the scene on load because
some information (like rootpart) isn't currently exposed enough
to save/restore, and I don't want to change the SceneObjectGroup
definition without MW around to discuss.
A couple of minor changes on the object interface for SceneObjectGroup
and tweaks to this class, and we have persistant prims again.
|
|
|
|
|
|
| |
must run away on vacation. See you all in a week and change.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
now the fun begins of connecting all the dots
|
|
|
|
|
|
| |
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
|
| |
|
|
|
|
|
|
|
| |
a Dictionary, and programatically building up sql commands for our dataset.
Prims done, prim shapes next
|
|
|
|
|
|
| |
stupid and nuke all this work.
|
| |
|
| |
|