Commit Graph

381 Commits

Author SHA1 Message Date
lbsa71
f6c8c10d3f * Substituted som 'GenericCall' with Action<>
* OnRequestWearables does no longer accept 'Client' as param, since it's always on the current client
* Fixed SendOwnWearables to always operate on self, as that's what it does
2007-11-05 14:38:58 +00:00
MW
73fbacea1f Started to cleanup/close down childagent connections when a user teleports. As the client will not close old childagent connections without being told explicitly to do so by each region the connection is to. Currently only implemented in standalone mode. ( the TellRegionToCloseChildConnection( ) in OGS1GridServices.cs needs implementing for grid mode, and the inter region .net remoting added for the new messages).
hopefully fixed the echo bug in chatmodule.
2007-11-05 13:58:44 +00:00
Adam Frisby
7896a0c453 * Temporarily reverted SQL syntax. 2007-11-05 01:35:17 +00:00
Adam Frisby
181dd8d8dc * Changed MySQL Syntax on Region Updates for Grid Server. 2007-11-04 23:31:35 +00:00
MW
d56ed8fe9c Some more refactoring 2007-11-04 22:22:53 +00:00
Adam Frisby
9f4ae7230f * Small touchup of console messages 2007-11-04 20:37:55 +00:00
MW
18ae60db37 Deleted Regionloader .csproj files. 2007-11-04 14:40:16 +00:00
Jeff Ames
2d1c255e8c normalized line endings 2007-11-04 14:34:45 +00:00
MW
e50a2e2ce2 Applying Teravus patch # 557. Some glue code for the updating of prim's velocity. 2007-11-04 14:06:41 +00:00
MW
19fe9a0208 Do I really have to write a log entry, can't I just hide this commit somewhere so its added but doesn't show up anywhere. As I can't believe I would make such a stupid mistake and not notice. 2007-11-04 10:40:28 +00:00
Tleiades Hax
dfc6108f1b removed our own inplementation of UUID's, it wasn't used anywhere. 2007-11-04 06:15:43 +00:00
mingchen
b51a900beb *Master Avatar can be specified by a previous UUID in either grid mode or standalone mode by specifying a master_avatar_uuid attribute in the place of master_avatar_xxxx_name and master_avatar_password.You will not be asked for the name and password if a valid UUID is specified. 2007-11-03 17:49:45 +00:00
lbsa71
5b4e4cb3ac * Removed unused UDPServerBase 2007-11-03 15:51:02 +00:00
mingchen
51488ee7f4 *Moved region loading into its own interface IRegionLoader
*Added ability to load regioninfo remotely from a webserver from a single file. See share/RegionLoading/HOWTO_REMOTE_REGION_LOADING.txt for more info and an example file.
2007-11-03 15:09:21 +00:00
MW
91c2c3c096 testing different rest post method/class for Grid asset client. (possible that I haven't set the post url correctly) 2007-11-03 14:04:59 +00:00
Sean Dague
21e47f8ef0 debug tracing for asset server hangs 2007-11-01 22:01:26 +00:00
Tleiades Hax
317ef312bd Need to clean up resources when creating/updating assets 2007-11-01 21:38:41 +00:00
Tleiades Hax
cb2ae6eaed 2007-11-01 21:36:47 +00:00
lbsa71
4fad66f855 * Diuerse beavtificatems 2007-11-01 19:19:05 +00:00
MW
7a66eff8af renamed FetchAsset to RequestAsset on IAssetServer, as think its a more fitting name. As the call shouldn't actually return the data, but just add a request for the data to be sent back via the callback. 2007-11-01 17:28:38 +00:00
MW
88f04731ca Test on the grid asset problem, don't update to this version unless you just want to test to see if this fixes anything (but it could just as well break grid assets even more). 2007-11-01 15:54:59 +00:00
Charles Krinke
8af272b3ab Thank you, Melanie for solving: When receiving an ObjectAdd packet, the Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation. 2007-11-01 03:56:54 +00:00
lbsa71
b3aa6e616b * Took a stab at #500 by making sure there is only one place stuff gets added, and that that place is thread-aware.
* Refactored it to TryGetValue instead of Contains
2007-10-31 20:39:52 +00:00
Tleiades Hax
5fb956f75a Improved logging, to identify which asset fetch caused an execption during retrieval of assets from the asset server 2007-10-31 18:49:40 +00:00
Sean Dague
048939fbb5 fix typo in filename 2007-10-31 14:08:12 +00:00
lbsa71
0d528e1d22 * Added a streamhandler that does streams both in and out
* The RestDeserialisehandler now does streams and returns an object instead of string
2007-10-31 12:45:03 +00:00
MW
720065ef9e forgotten file 2007-10-31 09:26:06 +00:00
MW
a9ad16b13a some small changes 2007-10-31 09:18:24 +00:00
Jeff Ames
f42afe81af added .dat extension to dumped asset files 2007-10-31 08:07:20 +00:00
Jeff Ames
13854d562f fixed filenames in log messages 2007-10-31 07:56:31 +00:00
lbsa71
064404ab40 * Moved OpenSim/Framework/General to OpenSim/Framework for great justice. 2007-10-31 07:28:23 +00:00
Jeff Ames
7f0d836d35 made illogical bitwise operations logical 2007-10-31 05:29:51 +00:00
Jeff Ames
98b238cf6b set svn:eol-style 2007-10-31 01:21:04 +00:00
Tleiades Hax
6a8d8f54e8 Step one on the long march towards grid based inventory. Introduction of an InevntoryServer 2007-10-30 22:42:34 +00:00
Jeff Ames
ecb2305a04 temporary fix for sitting collisions in ODE 2007-10-30 09:56:29 +00:00
lbsa71
67e12b95ea * Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
MW
3d8219f6c7 as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00
MW
f6e8cbbd06 Fixed a bug in SQLAssetServer that only seemed to be a problem when running under the MS .net Runtime, but was fine with mono. 2007-10-29 15:58:52 +00:00
MW
0837f6b78d fixed one bug (where the assets we read and created from the OpenSimAssetSet.xml file, weren't actually getting added to the database). This should make textures/assets work again with db4o, but still seems a problem with sqlite 2007-10-29 14:37:08 +00:00
lbsa71
27b5fad56d * Removed AssetNotFound as it crashes client
* Fixed introduced bugs in ScenePresence
2007-10-29 12:59:04 +00:00
lbsa71
03d49b0217 * ModuleLoader: Privatized some too-public fields
* Scene: Changed name from MakeAvatarPhysical to MakeRootAgent and added ForEachClient
* SceneManager: Added ForEachScene
* Worked some on appearances.
2007-10-29 11:54:31 +00:00
MW
27f003b683 Started the process of cleaning up AssetCache and moving most of the code into modules. Have moved TextureRequest handling (from the client) to a module. But even though to start with I just did a little bit of cleaning up of the existing code, it doesn't seem to work as good as the old code so I need to spend more time on it. So for now am committing my changes but with them not in use. So for now all Texture and asset requests are still handled by the old code in AssetCache. 2007-10-29 09:51:23 +00:00
Jeff Ames
7c6ef95f2f normalized line endings 2007-10-29 07:57:38 +00:00
Jeff Ames
2cf117cc6c Added preliminary support for sitting on prims 2007-10-28 03:58:46 +00:00
mingchen
d56da1c831 *Replaced -useexecutepath with an updated -inifile extension. You can now specify either a filename (will use the default config path, or you can specify a full path. 2007-10-28 03:41:34 +00:00
lbsa71
fb6aa6eafc * Added 'Jim' and 'Goblin' shapes; not available in inventory yet though 2007-10-27 11:45:52 +00:00
Tleiades Hax
adf4a3b9fd Added method to create default config file in region server(OpenSim) following along the same priciples as in the other servers. 2007-10-26 15:35:17 +00:00
lbsa71
070047ce1b * Added prototypical AvatarFactory module interface to load avatar parameters
* Added dump_assets_to_file option to enable asset dumping for debug
* normalized some namespaces
* InventoryFolder renamed to InventoryFolderImpl to
2007-10-26 14:08:36 +00:00
Tleiades Hax
75be841839 Region ground texture was not marked as temporary, when being created, and assetcache did not check if an asset was temporary prior to uploading the cache to the asset server. Consequently the asset server was constantly being swamped by temporary ground textures. 2007-10-26 13:12:49 +00:00
Tleiades Hax
5e7dba7268 Very early first implementation of grid based assets.
Run this on a major grid, and weep
2007-10-26 11:46:27 +00:00