| Commit message (Collapse) | Author | Files | Lines |
|
m_Database.GetAsset(assetID) is null in AssetService.cs
|
|
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()
|
|
|
|
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.
|
|
* 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
|
|
|
|
separate insert and update methods.
|
|
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
|
|
order. Thanks, Grumly57, for pointing it out.
The point of the original change was to let the more specific setting override
the less specific one, actually, I disabled the use of the less specific one.
|
|
service implementation
|
|
|
|
Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
|
|
LICENSE.txt.
|
|
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
|
|
|
|
NOTE: we currently have a gazillion warnings caused stuff flagged as
"obsolete" (OGS1 stuff) --- what's up with that?
|
|
asset.ID insisting on being a UUID string.
|
|
the user server skeleton in preparation for introducing a generic server
|
|
|
|
|
|
|
|
-- 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
|
|
config options.
|
|
for asset retrieval (full asset only) to ease migration to the new system
|
|
|
|
|
|
|