| Commit message (Collapse) | Author | Age | Files | Lines |
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locked with each other in an unusual place; I've moved the piece of code inside a lock[] context and so far it's looking promising.
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(like the original implementation)
* Only initialize Util's SmartThreadPool if it is actually being used
* No longer initializing Util's SmartThreadPool with a custom max stack size. From MSDN: "Avoid using this constructor overload. The default stack size used by the Thread(ThreadStart) constructor overload is the recommended stack size for threads."
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poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
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at http://forge.opensimulator.org/gf/project/loadbalancer/
config key: svn.rmdir
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starting something different
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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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"Plugin Error: Node 'Type' not allowed" messages during region server startup.
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Refactor proxy encode/decode methods out of the PacketPool into
their own class.
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Currently module loading is done ad-hoc. I propose creating a simple
loader class that leverages Mono.Addins (and perhaps the new .NET
addins when they become available in mono). Attached is a basic
patch for review that compiles into HEAD, but doesn't yet replace
any existing ad-hoc loaders.
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config file, instead of a ini file. INI files still work the same as they did before, just now if a ini file isn't found, it looks for a OpenSim.xml file (of course in xml format) and if found uses that.
Includes a OpenSim.Example.xml for reference (the default settings saved as a xml file).
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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Rename SearializableRegionInfo to SerializableRegionInfo (class was already named correctly)
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This patch just tightens up console handling in BasOpenSimServer
and removes (or redirects) a couple of messages that were being issued
using Console.Writeline.
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* Still more needs to be done.
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* 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.
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changes.
* It's slightly hackish in that it will not work with another client type, but LoadBalancerPlugin is very dependent on the LL Architecture and is unlikely to be useful with a different protocol anyway.
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Johan, if you are still around, please shoot me a message.
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* Removed all references where possible.
* Renamed lots of variables from UDPServerXYZ to clientServerXYZ
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ASCIIEncoder in places we shouldn't.
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* Made a bunch more members static, removed some dead code, general cleaning.
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* Committing namespace/usings fixes for ThirdParty directory, missed in previous commit.
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* Normalized some UUID handling
* Compacted a few Contains/Add into Set
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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OpenSim.Framework.Data.Base
It's you !!
How are you gentlemen !!
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mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
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