UbitUmarov
a01046c24f
a few changes to get assets
2021-07-16 03:08:31 +01:00
UbitUmarov
7b106564fa
in some cases store a hg asset on local grid is just waste
2020-10-28 12:12:08 +00:00
UbitUmarov
cdd5dba5b0
some changes; let regions have own assets connector, make the services connector one be like ther older simpler one (as 0.8x). still not good
2020-10-24 17:39:30 +01:00
Melanie Thielker
b16abc8166
Massive tab and trailing space cleanup
2017-01-05 19:07:37 +00:00
Oren Hurvitz
3f76f72137
Better error-handling when storing assets: recognize that 'null' is an error value
2014-04-20 06:23:38 +01:00
Oren Hurvitz
d1c3f8eef5
Added assets service method AssetsExist(), which returns whether the given list of assets exist.
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This method is used to optimize sending assets with embedded assets: e.g., when a Hypergrid visitor takes an item into the inventory.
2014-04-02 06:30:57 +01:00
Justin Clark-Casey (justincc)
9bc4dc6c5f
Add method doc to IAssetService.Get(string, object, AssetRetrieved) outlining the situations in which AssetRetrieved may be called back with a null AssetBase.
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These situations include asset not found and remote service not responding.
2012-10-30 01:19:32 +00:00
Justin Clark-Casey (justincc)
3146f4bae0
Don't need to try both AssetService.Get and GetCached in GetMesh since Get always calls GetCached and code paths were identical
2011-08-18 23:36:43 +01:00
Justin Clark-Casey (justincc)
a0d80140f2
Make all the objects in a coalescence reappears after being loaded from an IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
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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.
2011-04-15 00:42:06 +01:00
John Hurliman
3f6c4c150e
* Adds IAssetService.GetCached() to allow asset fetching from the local cache only
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* 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()
2010-04-08 12:31:44 -07:00
John Hurliman
542abb9c43
* Fixing incorrect documentation for the continuation passing style IAssetService.Get() method
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* Changing the SimianGrid asset service connector to match the corrected documentation
2010-04-07 09:58:16 -07:00
Justin Clark-Casey (justincc)
a668a5b0d3
Add standard doc and standard doc formatting to IAssetService
2009-08-14 19:59:42 +01:00
Melanie Thielker
1a910b6e1d
Connect up the new asset cache and introduce an asynchronous call path
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for asset retrieval (full asset only) to ease migration to the new system
2009-05-10 14:03:06 +00:00
Melanie Thielker
aec069d161
More additions to the nextgen reference UGAIM
2009-05-08 14:08:41 +00:00