Commit Graph

2027 Commits (3237773efc27b915458ab4bc7c6f7769b33dc462)

Author SHA1 Message Date
MW 94c7e41ef1 Made a few changes so that once we enable the sqlite data store (simple line change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work. 2007-08-10 13:59:19 +00:00
Sean Dague 6063d2ce5f Couldn't leave this one alone. Data is now flowing both ways in
sqlite *but* isn't being added back to the scene on load because 
some information (like rootpart) isn't currently exposed enough
to save/restore, and I don't want to change the SceneObjectGroup
definition without MW around to discuss.

A couple of minor changes on the object interface for SceneObjectGroup
and tweaks to this class, and we have persistant prims again.
2007-08-09 23:51:26 +00:00
Sean Dague 0443723ea5 comment out load from sqlite as this blows up on object creation right now.
must run away on vacation.  See you all in a week and change.
2007-08-09 21:26:39 +00:00
Sean Dague a2a8de816b completely untest load prims from db code. Testing shortly 2007-08-09 21:07:53 +00:00
Sean Dague ad2133e5cf utility functions to convert from rows to new objects. untested 2007-08-09 20:59:37 +00:00
Tedd Hansen ae970d4171 Removed 2 warnings. Added pointer comments to where to add hooks and modify functions to get SE working. 2007-08-09 20:59:35 +00:00
Sean Dague bbb411afe5 added group position 2007-08-09 20:31:42 +00:00
Sean Dague 484121f3f4 added GroupPosition 2007-08-09 20:31:10 +00:00
Sean Dague ec0dc208dd build update clauses correctly 2007-08-09 20:07:58 +00:00
Sean Dague 9fb651932e some more typos about wrong table for shapes 2007-08-09 19:55:41 +00:00
Sean Dague 88496505b1 use correct table name for shapes 2007-08-09 19:52:02 +00:00
MW 765bd02a48 SceneObjects should now (hopefully) call datastore.StoreObject(). 2007-08-09 19:30:52 +00:00
Sean Dague 4059ac6e7d remove invalid index 2007-08-09 19:08:38 +00:00
Sean Dague 1681e3ac15 pull out some uneeded attributes, and setup keys on primshapes dataset 2007-08-09 19:06:48 +00:00
Tedd Hansen 320635fdb8 Forgot to remove reference to .dll that was merged 2007-08-09 19:03:57 +00:00
Sean Dague 2b25717c8c prim.Shape -> primshapes table 2007-08-09 19:02:32 +00:00
lbsa71 fc4c241d9c * Now "OpenSim.DataStore.MonoSqlite" is not referenced from solution either. 2007-08-09 18:59:00 +00:00
Tedd Hansen 6829c45cb3 ScriptEngine just needs 2 events hooked up and llSay() implemented to work. See TODO.txt for details. 2007-08-09 18:57:41 +00:00
MW e36c645729 Deleted old LSLEngine files (those under Scene.Scripting) 2007-08-09 18:45:40 +00:00
Sean Dague e53afe91ab prim object -> prims table code 2007-08-09 18:37:55 +00:00
Tedd Hansen c447c45895 Removed spaces from directory names 2007-08-09 18:07:22 +00:00
Sean Dague 21685bf304 make MonoSqliteDataStore compile with new objects
now the fun begins of connecting all the dots
2007-08-09 18:06:26 +00:00
Tedd Hansen bf69aca961 Merged OpenSim.ScriptEngine.DotNetEngine.Compiler.LSL into OpenSim.ScriptEngine.DotNetEngine to avoid the compile error 2007-08-09 18:03:24 +00:00
MW d451dddcd0 Start of replacing the old SceneObject/Primitive classes with the new versions.
PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.)
Also this revision may not work on mono, but that will be fixed soon.
2007-08-09 17:54:22 +00:00
Brian McBee 4fbecd94b6 New linux libopenjpeg compiled for i386 instead of i686. Hopefully this one will work on older processors 2007-08-09 16:37:04 +00:00
Brian McBee ad29f215ed Getting rid of 'EncodeFromImage' debug statement that I accidentally slipped into our libsecondlife.dll 2007-08-09 16:00:42 +00:00
Sean Dague 2e496aeed7 updated db definition to use UUID as linking 2007-08-09 14:32:04 +00:00
MW a56a17fab2 Making sure my local working copy is in sync with svn before I start the job of enabling the new SceneObject classes. 2007-08-09 12:59:42 +00:00
Brian McBee 50e3797c59 Transition between not flying / flying should be smoother 2007-08-09 06:19:41 +00:00
Sean Dague 3592043431 Start defining prim shape definition. Officially bed time now 2007-08-09 03:56:11 +00:00
Sean Dague b097d89f38 decrease insanity level significantly by factoring all the columns into
a Dictionary, and programatically building up sql commands for our dataset.
Prims done, prim shapes next
2007-08-09 02:26:34 +00:00
Sean Dague d746813130 intermediate checkin of code that compiles before I do something
stupid and nuke all this work.
2007-08-09 01:54:01 +00:00
Sean Dague 8425693076 Commit in the changes for all the parameter bindings for prims 2007-08-09 00:42:32 +00:00
lbsa71 25a6791627 * Checked in new tweaked Prebuild.exe
* Ignored binaries
2007-08-08 21:23:42 +00:00
Brian McBee 0a6628f333 worldmap now gets correctly updated when terrain changes 2007-08-08 20:47:44 +00:00
Sean Dague e19fa01caa add MonoSqlite storage module, this might break windows folks, need
to test lbsa's patch on that one
2007-08-08 20:33:40 +00:00
Sean Dague f732d5b2c8 sigh, Data ... not Date. I'm dumb 2007-08-08 20:30:38 +00:00
Sean Dague 672d7f7b34 name changes in MonoSqliteData store 2007-08-08 20:30:05 +00:00
Sean Dague e8e3afa8fe rename to MonoSqliteDataStore 2007-08-08 20:28:58 +00:00
Sean Dague 238fe86bc7 screwed up the move, removing this file to give us proper history tracking 2007-08-08 20:28:34 +00:00
MW ad1a8ac381 missed this file 2007-08-08 19:57:15 +00:00
MW a137703611 Fixed the asset download problem I think, solution might not be ideal but works for now. 2007-08-08 19:51:51 +00:00
Sean Dague 6ec523d5e6 moving to new namespace as this is mono only 2007-08-08 19:48:11 +00:00
Sean Dague a5f8d012b7 This chunk of code actually properly saves out some parameters of
current objects to disk, and does updates on those objects usefully.
It is now functional enough to mean that moving to new objects is 
just lots of plug and chug.
2007-08-08 19:35:16 +00:00
MW be483bc697 Hopefully improved texture downloading (including the speed at which they download), but still a few problems, it seems that the client has a quite short timeout for receiving a texture and if the whole texture isn't sent within this time, the client will request the texture again, With quite small textures this is fine, but it seems that with larger textures we can't send them fast enough and a infinite loop develops where the client keeps requesting a texture and we keep trying to send it, but are never fast enough. So I've for now put code in that so that the server will try to send a texture only once and then after that will ignore future requests from that client for that texture. 2007-08-08 18:55:58 +00:00
Brian McBee 01f4aeb520 when teleporting to a non-adjacent region, client was not getting new neighbours 2007-08-08 18:18:14 +00:00
Sean Dague 48ad7ca905 databits are actually flowing to disk 2007-08-08 17:59:16 +00:00
MW 369fb2e623 Added checks to the last commit to make sure the xml files exist before it tries to load them. 2007-08-08 17:29:37 +00:00
MW cf203cf5ee The startup set of assets in the local asset server can now be set from a xml file (OpenSimAssetSet.xml). (remember to make changes to the set, you will also need to delete the old asset .yap file, so that it is recreated).
Also the set of items in the OpenSim inventory Library can also now be set from a xml file (OpenSimLibrary.xml).
2007-08-08 17:11:02 +00:00
lbsa71 7aed9ac59a * upgraded Tedd to 'developer' 2007-08-08 15:59:49 +00:00