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2012-11-02Move check to allow only deletion of maptiles up to AssetServerDeleteHandler ↵Justin Clark-Casey (justincc)1-15/+2
from AssetService. This allows us to use a common check for both AssetService and XAssetService. It also allows future console commands to delete an asset. As before, deletion of maptile assets is not allowed remotely unless this is explicitly configured.
2012-08-03minor: Comment out "Deleting asset" log messages for nowJustin Clark-Casey (justincc)1-1/+2
2012-03-27Send the config section name up to the service classes themselves ↵Diva Canto1-3/+8
(XInventory and Assets).
2012-01-05Move asset commands from AssetService to AssetServerConnector so that we can ↵Justin Clark-Casey (justincc)1-121/+3
harmonise the same commands on the simulator side. No functional change.
2011-11-06Damaged assets, especially appearance textures, could crash the region ↵Snoopy Pfeffer1-1/+9
server with a fatal exception. Now, such excpetions are caught by an exception handler and just an error message is shown. This was the kind of exception causing these fatal server crashes: APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs^M ^M Exception: System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: offset exceeds the size of buffer at System.Net.Sockets.NetworkStream.BeginRead (System.Byte[] buffer, Int32 offset, Int32 size, System.AsyncCallback callback, System.Object state) [0x00000] in <filename unknown>:0 at HttpServer.HttpClientContext.OnReceive (IAsyncResult ar) [0x00000] in <filename unknown>:0 ^M ^M Application is terminating: True^M
2011-08-30Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)1-2/+7
Assets have to be marked non-local as well as non-temporary to persist. This is now done. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
2011-08-17In the asset service, check that an asset exists before attempting to store it.Justin Clark-Casey (justincc)1-4/+6
2011-07-08When loading library asset set, only store an asset if it's different from ↵Justin Clark-Casey (justincc)1-3/+12
an existing one with the same id. We compare existing and loaded asset by doing an SHA1 on both, so that a changed library asset will still update the store. This cuts asset library load time from 10 seconds to <1 sec. Note, a fix on the previous commit revealed a bug where a library script cannot be copied except on the first login after a cache clear. This is unrelated to this commit and needs to be fixed at some subsequent time.
2011-05-06minor: slightly shorten "show digest" printing codeJustin Clark-Casey (justincc)1-5/+5
2011-05-06on asset "show digest" command, print out the asset type name (e.g. texture) ↵Justin Clark-Casey (justincc)1-1/+1
as well as its number
2011-05-06Say which filename an asset has been dumped to on a successful dumpJustin Clark-Casey (justincc)1-2/+6
2011-05-06remove the NDesk.Options using since didn't end up needing itJustin Clark-Casey (justincc)1-1/+0
2011-05-06Add "dump asset" command to the asset service for debugging purposes.Justin Clark-Casey (justincc)1-0/+43
This command dumps the asset with the given id to a file with the same name.
2011-04-15Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)1-1/+9
IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing. From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug. It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
2011-02-12TypoDiva Canto1-1/+1
2010-11-25WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added ↵Diva Canto1-33/+40
capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
2010-05-09* Fixed spamming the assets table with map tiles. The tile image ID is now ↵Diva Canto1-0/+5
stored in regionsettings. Upon generation of a new tile image, the old one is deleted. Tested for SQLite and MySql standalone. * Fixed small bug with map search where the local sim regions weren't found.
2010-05-09Implement the "delete" path for assets. Adds a new option to allow remote ↵Melanie1-0/+11
asset deletion in robust handler.
2010-05-09Add a field asset_flags and a corresponding enum to the asset database. ThisMelanie1-0/+1
CHANGES THE ASSET SERVER PROTOCOL and means you CAN NOT MIX PRIOR VERSIONS WITH LATER ONES. It may also eat your babies, yada, yada, yada. The usual cautions for migrations to the assets table apply. Coding: Can not guarantee nut free.
2010-04-27* Thanks cmickeyb, for a patch that sanity checks if the response from ↵John Hurliman1-1/+4
m_Database.GetAsset(assetID) is null in AssetService.cs
2010-04-08* Adds IAssetService.GetCached() to allow asset fetching from the local ↵John Hurliman1-0/+5
cache only * Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer * Sanity check for null reference in LLClientView.RefreshGroupMembership()
2010-02-15Formatting cleanup.Jeff Ames1-2/+2
2010-02-12Fix http://opensimulator.org/mantis/view.php?id=4224Justin Clark-Casey (justincc)1-3/+5
This resolves the problem where eyes and hair would turn white on standalone configurations When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it. This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white. This bug did not affect grids since they use a different service connector.
2009-10-14* Minimized the number of times textures are pulled off the priority queueJohn Hurliman1-6/+11
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-08-19* Switching IAssetData to follow the new naming schema, removing the ↵Kunnis1-5/+5
separate insert and update methods.
2009-08-09Add "show digest <id>" console commdn to the ROBUST asset handlerMelanie1-0/+75
R.O.B.U.S.T.# show digest b8d3965a-ad78-bf43-699b-bff8eca6c975 Name: Terrain Dirt Description: Type: 0 Content-type: image/jp2 0000: FF-4F-FF-51-00-2F-00-00-00-00-00-80-00-00-00-80
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 ↵diva1-2/+3
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
2009-05-17HG asset transfers starting to work -- GETs only for now. diva1-0/+1
2009-05-15* Resolve bug where save oar would never complete if any assets were missingJustin Clarke Casey1-0/+4
2009-05-11Plumb the HG asset broker. More naming changes to clarify things. Lots moreMelanie Thielker1-0/+2
config options.
2009-05-10Connect up the new asset cache and introduce an asynchronous call pathMelanie Thielker1-0/+14
for asset retrieval (full asset only) to ease migration to the new system
2009-05-09FInish basic asset server functionality on the new asset serverMelanie Thielker1-3/+17
2009-05-08The new asset server now actually serves existing assetsMelanie Thielker1-1/+7
2009-05-08More additions to the nextgen reference UGAIMMelanie Thielker1-33/+41
2009-05-05Plumb the new server connector logicMelanie Thielker1-0/+5
2009-05-05Committing the HTTP (REST) server baseMelanie Thielker1-24/+33
2009-05-04Intermediate commit. WILL NOT COMPILE!Melanie Thielker1-1/+1
2009-05-04* minor: remove some mono compiler warnings, minor cleanupJustin Clarke Casey1-1/+1
2009-05-04Prebuild changes to allow the console to reference the http serverMelanie Thielker1-0/+15
2009-05-04Add a skeleton class, "RemoteConsole", for a console that uses RESTMelanie Thielker1-6/+15
2009-02-10this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield1-0/+0
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
2008-05-20Add copyright notices.Jeff Ames1-1/+28
Fix spelling typo (Thanks ChrisDown for pointing this out)
2008-05-09Update svn properties.Jeff Ames1-21/+21
2008-05-08* Some refactorings.Adam Frisby1-0/+21
* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.