| Commit message (Collapse) | Author | Age | Files | Lines |
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were implicitly included before). Everything builds again.
Now off to testing.
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Framework.Data -> Data migration
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you still have a simplemodule.dll in your bin folder, then delete it.
So puts the bots back in their cave for another yet.
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* Added the new mapper to the mapper factory
* Made choice of mapper configurable
* This means, in hteory, that we can persist avatar appearance on MSSQL as well
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moved AvatarFactory project to after OpenSim.Region.Environment
moved OpenSim.Framework.Data.MySQLMapper to after OpenSim.Framework.Data
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MySQLDatabaseMapper could be removed from Region.Environment.
Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
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Framework.Data.Base
We REALLY need to get the db layer sorted soon...
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Added MSSQLDataStore.cs to OpenSim.Framework.Data.MSSQL and changed it
to reflect the actual capabilites of MySQLDataStore.cs
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* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
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making enough breaking changes that I'd rather not mess up
people currently using pCampBot effectively.
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current prebuild.xml references /bin/Physics which is only created as a
result of the build process itself. runprebuild fails therefore.
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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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* ignored the generated files
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OpenSim.Framework.Data.Base
It's you !!
How are you gentlemen !!
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* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
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manually by whoever is working on it. :)
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* This will show the packets waiting in each queue for each client logged into a region server
* These are displayed using 'show stats' on the region command line
* This is in pursuit of a memory leak.
* This will require a prebuild
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* Patch 1 stops OpenSim.32BitLaunch.exe and ScriptEngines/Default.lsl being deleted on nant clean
* Patch 2 resolves a building problem with pCampBot
* This will require a prebuild rerun
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Update README.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* ignored some bins
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llTriggerSound, llPlaySound, llPreloadSound.
* Time to make music boxes?
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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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OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
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Refreshing config based on this.
Temporarily disabled feature to refresh config file while running.
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* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
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* Passing the stats collector through object chains is not ideal - this will change when more stats come in
* This change will need a prebuild
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* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
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Future versions of mono should not need this.
Please revert if this makes you cry.
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* Interestingly, OpenSim builds fine on mono under nant without these references (as nulls are passed in instead of the objects)
* But it appears other systems (at least VS2008) complain if the references aren't present
* Many thanks to Grumly57 for catching this!
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* Typing 'stats' on the command line will given total number of successful logins today and yesterday
* A little bit more to come, probably
* Refactoring will follow next
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* Does absolutely nothing at the moment
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build them in the first place. :)
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* This should fix the current DB4o build break (which is the first symptom)
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for now. It doesn't build on new mono at the moment, and
isn't currently used. Please make sure this functions on
mono 1.2.6 prior to adding it back in for the main tree.
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* updated disclaimer
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to support LLVector3, LLQuaternion and LLUUID
* Added PrimitiveBaseShapeTableMapper to show how it's done
NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
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the solution.
* Added conceptual TribalMedia.Framework.Data library; this is meant as a generic database layer abstraction library, that should be specialized into OpenSim.Framework.Data
* OpenSim.Framework.Data should subclass FieldMappers to extend LLVector3 and LLQuaternions
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Added old LSO code, will use it as base to create new LSO VM.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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