The change makes two principal implementation changes:
[1] It removes the hard coded set of possible asset server client
implementations, allowing any arbitrary implementation that has been
identified to the PluginLoader as an appropriate extension. The
extension point for asset server client extension
is /OpenSim/AssetServerClient. All of the old configuration rules have
been preserved, and any of the legacy configuration values will still
work as they did before, except the implementation is now loaded as a
plug-in, rather than as a hard-coded instantiation of a specific class.
The re-hashing of IAssetServer as an extension of IPlugin made upgrading
of the implementation classes a necessity.
Caveat: I have not been able to meaningfully test the crypto-grid
clients. I believe they should work correctly, but the refactoring
necessary to handle plug-in based initialization (vs constructor-based
initialisation) admits the possibility of a problem.
[2] The asset cache implementation, previously introduce as a hard-code
class instantiation is now implemented as an IPlugin. Once again the
previous (configurationless) behavior has been preserved. But now it is
possible for those interested in experimenting with cache technologies
to do so simply by introducing a new extension for the asset cache
extension point (/OpenSim/AssetCache).
I've tested all of the configuration settings, after applying the patch
to a newly extracted tree, and they seem to work OK.
OpenSim.Framework.AssetMetadata and related updates in AssetInventory
server
- removed dependency on MySql.Data.MySqlClient
- commented out the bulk of OpenSimInventoryStorage due to missing
MySql.Data dependency
- refactor asset creation in OpenSimAssetFrontend
- commented out ForEach implementation, which also depended on
MySql.Data, until it's supported by OpenSim backends
- commented out some handlers in BrowseFrontend and ReferenceFrontend as
they relied on either ForEach or the removed Metadata class
NOTHING has been deleted or moved off to forge at this point. what
has happened is that OpenSim.Region.Environment.Modules has been split
in two:
- OpenSim.Region.CoreModules: all those modules that are either
directly or indirectly referenced from other OpenSim packages, or
that provide functionality that the OpenSim developer community
considers core functionality:
CoreModules/Agent/AssetTransaction
CoreModules/Agent/Capabilities
CoreModules/Agent/TextureDownload
CoreModules/Agent/TextureSender
CoreModules/Agent/TextureSender/Tests
CoreModules/Agent/Xfer
CoreModules/Avatar/AvatarFactory
CoreModules/Avatar/Chat/ChatModule
CoreModules/Avatar/Combat
CoreModules/Avatar/Currency/SampleMoney
CoreModules/Avatar/Dialog
CoreModules/Avatar/Friends
CoreModules/Avatar/Gestures
CoreModules/Avatar/Groups
CoreModules/Avatar/InstantMessage
CoreModules/Avatar/Inventory
CoreModules/Avatar/Inventory/Archiver
CoreModules/Avatar/Inventory/Transfer
CoreModules/Avatar/Lure
CoreModules/Avatar/ObjectCaps
CoreModules/Avatar/Profiles
CoreModules/Communications/Local
CoreModules/Communications/REST
CoreModules/Framework/EventQueue
CoreModules/Framework/InterfaceCommander
CoreModules/Hypergrid
CoreModules/InterGrid
CoreModules/Scripting/DynamicTexture
CoreModules/Scripting/EMailModules
CoreModules/Scripting/HttpRequest
CoreModules/Scripting/LoadImageURL
CoreModules/Scripting/VectorRender
CoreModules/Scripting/WorldComm
CoreModules/Scripting/XMLRPC
CoreModules/World/Archiver
CoreModules/World/Archiver/Tests
CoreModules/World/Estate
CoreModules/World/Land
CoreModules/World/Permissions
CoreModules/World/Serialiser
CoreModules/World/Sound
CoreModules/World/Sun
CoreModules/World/Terrain
CoreModules/World/Terrain/DefaultEffects
CoreModules/World/Terrain/DefaultEffects/bin
CoreModules/World/Terrain/DefaultEffects/bin/Debug
CoreModules/World/Terrain/Effects
CoreModules/World/Terrain/FileLoaders
CoreModules/World/Terrain/FloodBrushes
CoreModules/World/Terrain/PaintBrushes
CoreModules/World/Terrain/Tests
CoreModules/World/Vegetation
CoreModules/World/Wind
CoreModules/World/WorldMap
- OpenSim.Region.OptionalModules: all those modules that are not core
modules:
OptionalModules/Avatar/Chat/IRC-stuff
OptionalModules/Avatar/Concierge
OptionalModules/Avatar/Voice/AsterixVoice
OptionalModules/Avatar/Voice/SIPVoice
OptionalModules/ContentManagementSystem
OptionalModules/Grid/Interregion
OptionalModules/Python
OptionalModules/SvnSerialiser
OptionalModules/World/NPC
OptionalModules/World/TreePopulator
Created nunit test for LSL API and example test for
llAngleBetween which was marked untested in wiki.
Run new test succesfully with NUnitGUI and nant build.
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
* Added Npgsql.dll and Mono.Security.dll which are NpgsqlDriver dlls.
* Added missing field to schema creation scripts: PathTaperY.
* Added schema creation scripts for PostgreSQL.
* Added unit test classes for PostgreSQL.
* Added schema creation script folder to NHibernate project in prebuild.xml
* Added Npgsql.dll to NHibernate test project dependencies in prebuild.xml
* Ensured that build works with both nant and Visual Studio.
* Executed build unit tests with nant and NHibernate unit tests with NUnitGUI
- Couple of region tests fail due to double precission float rounding errors need to sort out how these are handles in unit tests and if higher precission numeric field needs to be used in Postgresql.
sceneB
* However, I'm not convinced that the actual process in the test completely reflects reality, and a lot of stuff had to be rigged up (which should get resolved over time)
Fixed all NHibernate unit tests by implementing missing persistency
methods, tables, columns and fixing bugs in the existing implementation.
Two minor changes to classes outside NHibernate module: Added Scene
instantiation for SceneObjectGroup in OpenSim.Data.Tests.BasicRegionTest
as this was required by the NHibernate persistency. In the process added
also mock constructor to Scene which only populates RegionInfo in the scene
which is used by ScenePart.RegionUUID. NHibernate module is still in
experimental state and has not been tested at opensim region or ugaim runtime
configuration. Adding unit tests to build is not yet advisable nor using
NHibernate module in any production setup.
* Adds a prototype web stats module which is disabled by default. It's functional with one report right now, however, the database structure may change, so I don't recommend enabling this to keep actual stats right now. I'll let you know when it's safe.
* Adds Prototype for ajaxy web content
* removed a warning or two.
* This means that UserProfileCacheService no longer needs to know about IClientAPI and can leave it to callers to do their own error logging
* This is also more consistent with the way that item inventory manipulation is handled
* I don't really think Scene.PacketHandlers.cs should be a permanent home for these handlers - this is just for convenience
* This patch gets NHibernate working
*** PLEASE NOTE: This patch now requires the libmono-oracle2.0-cil library to be installed on Ubuntu (to stop the System.Data.Oracle missing failure) ***
* Not sure what the dependency is on other distros. Adding this info to http://opensimulator.org/wiki/Build_Instructions would be most welcome
* Adds Castle.* libraries that were missing last time (note, dlls have been added from http://downloads.sourceforge.net/nhibernate/NHibernate-2.0.1.GA-bin.zip)
* This is Diva's hypergrid patch, as perviously discussed on the opensim-dev mailing list
* Applied some minor prebuild.xml jiggling to resolve a dependency issue
* Thanks Diva!
release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
* Items will now be locally cached for only 24 hours from last access. (Rather than until restart)
* Caveat: Implementing the new caching mechanism means statistics gathering on AssetCache is no longer functional. (Justin - you might want to take a look and see if you can somehow get that back and running if you still need it)
SQLite reports System NUll Reference, but works, inside
LoadItems, on SQLiteRegionData.cs
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
* Updated MSSQL to reflect resend changes
* Added the new columns in prims table.
* Created a implementation for getting gestures.
* Remove configurable table names for user.
* Thanks Ruud Lathorp
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
adapted to the new HttpServer.dll --- thx to dahlia for checking the
new HttpServer code in and it's my fault that the build didn't suceed,
well, actually, i blame it on our IP legal nazghuls... ;-)
and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
OpenSim.Data.Tests, then subclass with custom init bits for sqlite.
As I've only been testing the plugin interfaces anyway, this should
make it very easy to write only a little bit of code to use these
tests for other databases. It will also give us the framework for
definining the datastore behavior and making sure that all the databases
do the same thing.
Floating text, Rotation, Texture animation, Particle System
This will make "Eye Candy" scripts work without modification in
XEngine. The use of the CHANGED_REGION_RESTART hack is no longer
needed. Implemented in MySQL only, hovertext also in SQLite.
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
engines that want to use the XEngine's instance handling and state
persistence can do so. IScriptInstance is optional, but it does
require the SmartThreadPool if it is used.
It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949