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* Added assets service method AssetsExist(), which returns whether the given ↵Oren Hurvitz2014-04-022-4/+26
| | | | | | list of assets exist. This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
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* In XAssetService, on a delete asset request also delete the asset in any ↵Justin Clark-Casey (justincc)2013-06-281-3/+4
| | | | | | chained service. This eliminates the async migration since it causes a race condition with the "delete asset" console command
* refactor: Reuse Get() method in AssetService to eliminate some copy/paste in ↵Justin Clark-Casey (justincc)2013-03-151-23/+5
| | | | other Get methods
* Migrate assets from chained asset service to xassetservice as they are ↵Justin Clark-Casey (justincc)2013-03-151-28/+20
| | | | | | requested. This shrinks the asset database over time as duplicate assets are fetched.
* Fix bug in AssetService where requesting data only for an asset would throw ↵Justin Clark-Casey (justincc)2013-03-151-1/+5
| | | | an exception if the asset did not exist.
* Make it possible to chain another asset service underneath the ↵Justin Clark-Casey (justincc)2013-03-152-23/+75
| | | | | | | | de-duplicating XAssetService. This makes it possible to use the dedupliicating service without needing to migrate all the existing asset data beforehand. Currently controlled by a ChainedServiceModule setting in [AssetService] (e.g. ChainedServiceModule = "OpenSim.Services.AssetService.dll:AssetService") Not yet ready for use.
* Deleted all AssemblyFileVersion directivesDiva Canto2013-02-191-1/+1
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* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | This is mostly Bluewall's work but I am also bumping the general version number OpenSimulator 0.7.5 remains in the release candidate stage. I'm doing this because master is significantly adding things that will not be in 0.7.5 This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names and so the exact version match requirement is not in force.
* The last few AssemblyInfos. Finished!Diva Canto2012-11-141-0/+33
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* Move check to allow only deletion of maptiles up to AssetServerDeleteHandler ↵Justin Clark-Casey (justincc)2012-11-022-31/+4
| | | | | | | | 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.
* Add basic asset connector tests to check behaviour for normal, local and ↵Justin Clark-Casey (justincc)2012-09-151-2/+2
| | | | | | | temporary assets. Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
* minor: Comment out "Deleting asset" log messages for nowJustin Clark-Casey (justincc)2012-08-032-2/+4
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* Send the config section name up to the service classes themselves ↵Diva Canto2012-03-272-6/+20
| | | | (XInventory and Assets).
* Fix configuration problems where XAssetDatabasePlugin was picked up ↵Justin Clark-Casey (justincc)2012-03-192-1/+95
| | | | | | | | | accidentally. The asset data plugin now implements IXAssetData rather than IAssetData so the ordinary AssetService should no longer pick it up. This replaces the changes in 92b1ade. There is no longer any need to adjust your StandaloneCommon.ini/Robust.ini/Robust.HG.ini files. This may explain very recent issues in the last few weeks where textures have been disappearing or turning white (as they were going to different places). Unfortunately, you will need to rollback to an earlier database backup or reupload the textures.
* Start by adding XAssetService as a copy of the existing AssetService.Justin Clark-Casey (justincc)2012-03-021-0/+213
| | | | | | | | This is the start of exploring the creation of a bundled OpenSimulator asset service that does de-duplication and possibly file storage of assets. Along the lines of coyled's SRAS, but not intended to replace, merely to act as a more performant bundled default. Might end up nicking stuff from kcozen's patch at http://opensimulator.org/mantis/view.php?id=5429 More details at http://opensimulator.org/wiki/Feature_Proposals/Deduplicating_Asset_Service Feedback and discussion welcome as commits are made.
* Move asset commands from AssetService to AssetServerConnector so that we can ↵Justin Clark-Casey (justincc)2012-01-051-121/+3
| | | | | | harmonise the same commands on the simulator side. No functional change.
* Damaged assets, especially appearance textures, could crash the region ↵Snoopy Pfeffer2011-11-061-1/+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
* Fix bug in persisting saved appearances for npcsJustin Clark-Casey (justincc)2011-08-301-2/+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
* In the asset service, check that an asset exists before attempting to store it.Justin Clark-Casey (justincc)2011-08-171-4/+6
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* When loading library asset set, only store an asset if it's different from ↵Justin Clark-Casey (justincc)2011-07-081-3/+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.
* minor: slightly shorten "show digest" printing codeJustin Clark-Casey (justincc)2011-05-061-5/+5
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* on asset "show digest" command, print out the asset type name (e.g. texture) ↵Justin Clark-Casey (justincc)2011-05-061-1/+1
| | | | as well as its number
* Say which filename an asset has been dumped to on a successful dumpJustin Clark-Casey (justincc)2011-05-061-2/+6
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* remove the NDesk.Options using since didn't end up needing itJustin Clark-Casey (justincc)2011-05-061-1/+0
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* Add "dump asset" command to the asset service for debugging purposes.Justin Clark-Casey (justincc)2011-05-061-0/+43
| | | | This command dumps the asset with the given id to a file with the same name.
* Make all the objects in a coalescence reappears after being loaded from an ↵Justin Clark-Casey (justincc)2011-04-151-1/+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.
* TypoDiva Canto2011-02-121-1/+1
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* WARNING: LOTS OF CONFIGURATION CHANGES AFFECTING PRIMARILY HG CONFIGS. Added ↵Diva Canto2010-11-251-33/+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.
* * Fixed spamming the assets table with map tiles. The tile image ID is now ↵Diva Canto2010-05-091-0/+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.
* Implement the "delete" path for assets. Adds a new option to allow remote ↵Melanie2010-05-091-0/+11
| | | | asset deletion in robust handler.
* Add a field asset_flags and a corresponding enum to the asset database. ThisMelanie2010-05-091-0/+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.
* * Thanks cmickeyb, for a patch that sanity checks if the response from ↵John Hurliman2010-04-271-1/+4
| | | | m_Database.GetAsset(assetID) is null in AssetService.cs
* * Adds IAssetService.GetCached() to allow asset fetching from the local ↵John Hurliman2010-04-081-0/+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()
* Formatting cleanup.Jeff Ames2010-02-151-2/+2
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* Fix http://opensimulator.org/mantis/view.php?id=4224Justin Clark-Casey (justincc)2010-02-121-3/+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.
* * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-141-6/+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
* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* * Switching IAssetData to follow the new naming schema, removing the ↵Kunnis2009-08-191-5/+5
| | | | separate insert and update methods.
* Add "show digest <id>" console commdn to the ROBUST asset handlerMelanie2009-08-091-0/+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
* Fix the AssetServiceBase bug I introduced by reordering configuration loadMelanie Thielker2009-06-231-2/+2
| | | | | | | | 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.
* Committing the meat of the user server interface and the bones of the ↵Melanie Thielker2009-06-221-10/+12
| | | | service implementation
* Moving these nice HG connectors to their homes.diva2009-06-151-179/+0
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* Heart surgery no.2: the inventory service hooks. diva2009-06-101-9/+25
| | | | | | | 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.
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-013-3/+3
| | | | LICENSE.txt.
* This should make HG asset transfers work much better. It now uses ↵diva2009-05-231-2/+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
* Bug fix in HGAssetService. POSTs back home (standalone) should now work.diva2009-05-221-1/+1
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* cleaning out warnings.Dr Scofield2009-05-221-1/+1
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* Finished HG Service Store. Not fully functional because of problems with ↵diva2009-05-181-1/+12
| | | | asset.ID insisting on being a UUID string.
* Move the connectors under services for reasons of application logic. RemoveMelanie Thielker2009-05-181-1/+1
| | | | | | the user server skeleton in preparation for introducing a generic server