* Introduce a new "default" option for asset_database in the [STORAGE] section
* This option makes OpenSim use the usual db based asset service in standalone, and the grid based one in grid mode * The other options can (local, grid, etc) can still be used explicitly as before * Also change OpenSim.ini.example and the surrounding explanative text0.6.3-post-fixes
parent
3206f70cd9
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a1da605706
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@ -43,6 +43,7 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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m_dir = dir;
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m_dir = dir;
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}
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}
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public override void StoreAsset(AssetBase asset)
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public override void StoreAsset(AssetBase asset)
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{
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{
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byte[] idBytes = asset.Metadata.FullID.Guid.ToByteArray();
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byte[] idBytes = asset.Metadata.FullID.Guid.ToByteArray();
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@ -200,7 +200,7 @@ namespace OpenSim
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config.Set("startup_console_commands_file", String.Empty);
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config.Set("startup_console_commands_file", String.Empty);
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config.Set("shutdown_console_commands_file", String.Empty);
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config.Set("shutdown_console_commands_file", String.Empty);
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config.Set("DefaultScriptEngine", "XEngine");
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config.Set("DefaultScriptEngine", "XEngine");
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config.Set("asset_database", "local");
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config.Set("asset_database", "default");
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config.Set("clientstack_plugin", "OpenSim.Region.ClientStack.LindenUDP.dll");
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config.Set("clientstack_plugin", "OpenSim.Region.ClientStack.LindenUDP.dll");
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// life doesn't really work without this
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// life doesn't really work without this
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config.Set("EventQueue", true);
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config.Set("EventQueue", true);
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@ -269,8 +269,12 @@ namespace OpenSim
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/// </summary>
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/// </summary>
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protected virtual void InitialiseAssetCache()
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protected virtual void InitialiseAssetCache()
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{
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{
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// If the assetcache is set to default, then use the grid asset service in grid mode and the local database
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// based asset service in standalone mode
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IAssetServer assetServer;
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IAssetServer assetServer;
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if (m_configSettings.AssetStorage == "grid")
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if (m_configSettings.AssetStorage == "grid"
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|| (m_configSettings.AssetStorage == "default" && false == m_configSettings.Standalone))
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{
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{
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assetServer = new GridAssetClient(m_networkServersInfo.AssetURL);
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assetServer = new GridAssetClient(m_networkServersInfo.AssetURL);
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}
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}
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@ -495,6 +495,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
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m_commander.ProcessConsoleCommand("help", new string[0]);
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m_commander.ProcessConsoleCommand("help", new string[0]);
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return;
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return;
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}
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}
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string[] tmpArgs = new string[args.Length - 2];
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string[] tmpArgs = new string[args.Length - 2];
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int i;
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int i;
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for (i = 2; i < args.Length; i++)
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for (i = 2; i < args.Length; i++)
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@ -91,8 +91,17 @@
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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; locally. This will mean you won't be able to take items using your assets to other people's regions.
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asset_database = "local"
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;asset_database = "grid"
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; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
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;
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; If set to default, then
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; In standalone mode the local database based asset service will be used
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; In grid mode the grid asset service will be used for asset storage
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; This is probably the setting that you want.
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;
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; If set to local then the local database based asset service will be used in standalone and grid modes
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; If set to grid then the grid based asset service will be used in standalone and grid modes
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asset_database = "default"
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; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
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; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
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; prevent frequently changing objects from heavily loading the region data store.
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; prevent frequently changing objects from heavily loading the region data store.
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