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path: root/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs (follow)
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* * Marking off which uses of catch (Exception e) is legit and which are not, ↵Adam Frisby2008-02-061-3/+3
| | | | for later removal/replacement.
* Converted logging to use log4net.Jeff Ames2008-02-051-12/+11
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* Reverted MySQLDataStore.cs to not use static mutexes any more, patch didn't ↵Tedd Hansen2008-02-051-1/+0
| | | | | | | work anyway. Added js to OpenSim.ini.example.
* Bugfixes. Now it even reads configuration before it uses it! ;)Tedd Hansen2008-02-021-7/+9
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* Added header/footer of scripts to make C# and VB scripts much easier to write.Tedd Hansen2008-02-021-0/+3
| | | | | Added some logging on what is happening during compile.
* Added load/unload queue size limitTedd Hansen2008-02-021-3/+3
| | | | | | | Added option to share script load/unload thread between regions Added event execution queue size limit + some bugfixes from all the changes
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-021-3/+8
| | | | | | | | | | | | OpenSim in 32-bit mode. Added VISUAL BASIC.NET-support //cs, //lsl and //vb as first characters of script will determine what compiler is used. Compile warnings are no longer treated as errors. Script will still run. Added a few useless and useful config options: Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup Loads of warnings for incorrect config
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-021-8/+8
| | | | | | | OpenSim in 32-bit mode. Fixed ScriptEngine.Common startup problems.
* SCRIPTING STILL BROKENTedd Hansen2008-02-011-1/+1
| | | | | | | | | | | 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
* Small bug in ResetScriptTedd Hansen2008-01-211-7/+1
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* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-171-1/+2
| | | | events can use llDetect*-commands to find information about event.
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-366/+72
| | | | | | | | ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common. Loads of things has been put into interfaces instead of the specific class. We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
* Only one queue is used for load/unload of scripts.Tedd Hansen2008-01-051-19/+22
| | | | | So loading/unloading of scripts are now done in same sequence as they are called.
* Added comments to ScriptEngine classes that explains what their purpose isTedd Hansen2007-12-301-0/+11
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* * Optimized usingslbsa712007-12-271-31/+34
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* Thanks to Alondria for:Charles Krinke2007-12-121-14/+17
| | | | | | | llResetScript() is now functional. With this patch, Kan-script 0000003 should run. Noted the llListen(0,"","","") errored due to "" != UUID - patched to set to NULL_KEY which then works to listen to everything.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-2/+2
| | | | notice of doom
* converted hard-coded chat type values to ChatTypeEnumJeff Ames2007-11-081-1/+2
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* ScriptServer fixes: Added more debug logging, mutex lock (to be ↵Tedd Hansen2007-11-011-43/+59
| | | | | | | extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock. Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
* * Optimized usingslbsa712007-10-301-50/+51
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* getting all our line endings consistant againSean Dague2007-10-051-1/+1
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* * Replaced usage of ClientView with IClientAPIlbsa712007-09-181-2/+4
| | | | | * Some propertification and hideousness of fields.
* fixing me some line endingsSean Dague2007-09-171-8/+8
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* Implemented: llSetText, llResetScript Tedd Hansen2007-09-161-7/+14
| | | | | Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
* * Wired up chat so that channel goes into OnChatFromViewer. However:lbsa712007-09-141-1/+1
| | | | | | | * There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients. * We do not currently support objects listening, so there's really no way of actually using this feature. So; somebody please wire chat all the way to the scripts.
* implement llGetScale and llSetScaleSean Dague2007-09-131-1/+1
| | | | | | | drop IScriptHost for now and just use SceneObjectPart, given how many of SceneObjectPart's properties we need for the script engine
* remove ^M, as native storage should be UNIX format, and ^M in/out mashingSean Dague2007-09-131-408/+408
| | | | | | will happen on the windows side now that eol-style is correct
* Hiding evidence that I once was a VB coder (thanks to refactoring). Renamed ↵Tedd Hansen2007-09-131-29/+29
| | | | member names to smallcapsy.
* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
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* startup event on script added to object, not all inside object.Tedd Hansen2007-08-281-6/+18
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* Run-time script errors are now shown in-world. No line number though, might ↵Tedd Hansen2007-08-261-26/+41
| | | | require script to be compiled with (slow) debug information.
* Fixed bug that occurs sometimes on script unload where queued script event ↵Tedd Hansen2007-08-261-1/+10
| | | | was attempted executed after AppDomain was unloaded.
* Script compiler should now show error on correct line number in original ↵Tedd Hansen2007-08-251-0/+2
| | | | LSL-script.
* Removal of script that was unable to compile no longer crashes server.Tedd Hansen2007-08-251-11/+40
| | | | | Displays script compile error messages in-world.
* Added class for "long commands" (command that returns as event) with ↵Tedd Hansen2007-08-251-8/+10
| | | | dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
* Scripts no longer crash sim after 5 minutes (override ↵Tedd Hansen2007-08-251-19/+104
| | | | InitializeLifetimeService). Loading/Unloading of scripts are now handled in separate thread so server is no delayed because of this. Each script is loaded into a single AppDomain (temporary test for script unload, eats ~15KB more memory for each script). Unload of scripts has been verified to free up memory.
* Debug shows how many bytes (total) a script (assembly) uses after compile ↵Tedd Hansen2007-08-221-4/+4
| | | | and load.
* GC.GetTotalMemory(true) was blocking.Tedd Hansen2007-08-221-4/+7
| | | | | We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-74/+54
| | | | fired likewise. Bugfixes coming in next commit.
* Some minor changes + krinkec's updates to ll* functions.Tedd Hansen2007-08-201-1/+1
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* Added "StopScriot()" to ScriptManager. Stops Executor from executing events ↵Tedd Hansen2007-08-191-33/+36
| | | | in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
* Code comments on recent changes in EventQueueManagerTedd Hansen2007-08-191-3/+3
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* Added event method invoke cache to Executor. "Bind once, Invoke multiple ↵Tedd Hansen2007-08-191-2/+12
| | | | times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
* Moved script loading from ScriptManager to AppDomainManager. Now increases ↵Tedd Hansen2007-08-191-28/+2
| | | | scripts loaded count in AppDomain properly.
* Moved in-AppDomain event execution from Script to ↵Tedd Hansen2007-08-181-66/+14
| | | | OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
* Scripts are working again. Scripts are now loaded into limited AppDomains ↵Tedd Hansen2007-08-181-52/+58
| | | | | | | (no security yet). *phew* that only took me 12 hours of coding...
* Moved OpenSim.Region.ScriptEngine.Common.dll from bin\ScriptEngine\ to bin\ ↵Tedd Hansen2007-08-181-2/+4
| | | | folder - hopefully solves compile problem on Linux.
* Working on AppDomains. Scripting is now officially broken. :]Tedd Hansen2007-08-181-14/+11
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* Moved LSL_BuiltIn_Commands_Interface.cs to a separate library ↵Tedd Hansen2007-08-181-5/+1
| | | | (OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).