| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
| |
makes progress in extracting the line number of LSL
script execution errors.
|
| |
|
|
|
|
|
|
|
|
| |
In case you run the server with mono --debug OpenSim.exe
line numbers are reported as <filename>:<linenumber>, so no
"at line" is found. That led to an exception, which is caught
since r5766. The attached patch fixes this for mono;
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
exceeded issues) seen in osgrid meeting today
* From the logs, I'm guessing probable cause is that an exception generated by a bad index given to substring error line number conversion stopped the script being killed, leading to continuous events that filled up the log (maybe)
* Someone will need to go back and fix this properly
|
|
|
|
|
|
| |
to your scheduled scripting.
|
|
|
|
|
|
|
|
| |
Set thread culture for event processing threads in DotNetEngine.
XEngine already had this. Maybe someone with a French OS can verify
the fix.
|
|
|
|
|
|
|
|
|
| |
the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
llOwnerSay()
via the newly created Scene.SimBroadcast() call.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
of the key of the payer to an Explicit one.
* Fixes Mantis: #1045
|
| |
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
|
|
|
|
| |
llParticleSystem and osDynamicTexture issues.
|
| |
|
|
|
|
| |
(this took a while to run).
|
| |
|
| |
|
|
|
|
| |
region queue before queue objects were fully operational)
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
But, this is totally completely untested. So it probably won't work for another patch or five.
|
| |
|
| |
|
|
|
|
| |
compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
|
| |
|
|
|
|
| |
the randoms segfaults
|
|
|
|
|
| |
commented out.
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
|
|
|
|
|
|
| |
ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
|
|
|
|
|
|
| |
Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
|
|
A separate thread is used to enforce max function (event) execution time for scripts.
|