| Commit message (Collapse) | Author | Files | Lines |
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maybe this is the cause of some timeouts seen in some monos?
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folders were never being removed from trash when they were singled out for purging in trash. They were being removed when Trash was purged as a whole. That behavior is now fixed for the new InventoryService set.
* Removed left-overs from AssetInventoryServer.
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SynchronousRestObjectRequester so that it also understands PUTs.
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Grid.InventoryServer.
WARNING: interacting with the old server is _much_ slower than interacting with the new one. Grids with the old server will not see any improvements on crossings and TPs, because inventory needs to be fetched from it in its entirety.
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operation. Moving a batch of items is a 1-time operation. Made it async anyway, so that the viewer doesn't wait in case the DB layer is dumb (which is the case currently).
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operate with the old Grid.InventoryServer.exe. Untested, but it should work -- slow.
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upon client close.
Commented remote call on GetSystemFolders again, so that it's not live yet.
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just to make this work.
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commit. Changing new inventory ops to POST.
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grid before making it live.
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agents in and out of *sims* in order to fetch/drop their system folders from the cache. Also added region-side support for fetching the system folders from the inventory service. Nothing of this is called yet.
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GetFolderContent. Some meat to it, but not completed. None of this code is called anywhere yet.
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requests from that same user, even after a relog.
This patch changes the block on further requests to be in line with the
request timeout timer and allows the system to recover.
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asset where appropriate
* Send debug level notice to console if a user fails authentication
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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.
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handlers yet, this is just the OUT part for now. It's not active and nothing in the simulator uses this yet. Just checking it in to start sharing with others. There are a couple of interesting software design points that could use other devs opinions.
Hopefully I added all needed files.
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LICENSE.txt.
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OGS1SecureInventoryServer (mantis #3483). The provided patch was slightly modified to narrow the locking scope to smaller portions of the functions. Applied the same locking to HGInventoryService, which suffered from the same race condition.
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provide additional information the HG needs.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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services) into a separate assembly to parallel OpenSim.Region.Communications.OGS1
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than inter grid
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* more to follow
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the other service calls
* will post to mailing list about moving this shortly
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TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
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to allow the InventoryServer to work with MSSQL..
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the region server
* In theory, this should be a somewhat useless statistic since the user server will already have tried to use the inventory service to retrieve the avatar's skeleton. If this
fails, login is halted completely.
* Nonetheless I'm recording it anyway just to see whether it happens (yes, I'm too lazy to scan the logs...)
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almost every inventory method
* This allows lots of redundant inventory methods with only slightly different names to be eliminated.
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one log message changed)
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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* Now, emptying the trash should remove folders and the items they contain as well as items which were not in a subfolder.
* This will only work once both the region and grid servers have reached this revision.
* You may also need to clear your cache before this will work
* Refactoring to follow.
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* On standalone, folders (and their items) should now be persistently deleted on trash emptying, as well as immediate child items
* An implementation for grid mode will follow.
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(this took a while to run).
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duplicate sets of inventory data to be sent over the grid
* Won't actually fix anything, since we were handling the problem anyway
* Also add more doc, fix up debugging messages, etc
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before the region had completely received the inventory for the user.
* A much larger race condition where the inventory request could be made before the region gets any data at all will also be fixed in the near future.
* This change also fixes a regression from two patches ago where items stopped appearing in standalone inventory
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at once, rather than each individual
* This is required in order to work towards eliminating some inventory race conditions and to better deal with situations where a grid inventory server is slow or not responding.
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