| Commit message (Collapse) | Author | Files | Lines |
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Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
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start, and they started at 1 for real values. Whoever changed that enum
to start at 0 should bow their head in shame. They broke the region start
event. This puts it right again. Meow!
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is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
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LICENSE.txt.
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handling to XEngine. Add needed stubs to DotNetEngine.
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This changeset fixes a race condition where a script (XEngine run) can
startup before a reference is added to it in all of the required
places in the XEngine class. The effect of this is that a script can
sometimes on startup miss script events. For example a script which
starts up and initialises itself from a notecard may never receive the
dataserver event containing the notecard information.
The patch isn't as clean as I'd like - I've split the constructor of
ScriptInstance up so it does everything it did before except
call Startup and post events like state_entry and on_rez. An Init
function has been added which is called after the ScriptInstance
object has been added to the necessary data structures in XEngine.
Happy to rework it if someone suggests a better way of doing it.
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Not implemented yet in DotNetEngine.
Fixes Mantis #2830
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a gratuitious asset fetch when region crossing.
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a timing gap. Still not 100%, but getting there
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groundwork.
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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.
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This allows cross-api method calls on the implementation and also allows
"Meta APIs" that only provide common functionality to other APIs
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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.
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* 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.
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which is a thin wrapper around a IWorkItemResult from the SmartThreadPool.
However, it is very easy to reimplement on top of basic threading and therefore
makes the IScriptInstance class independent of the specific threading
implementation.
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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.
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Fix a script Xengine deadlock/hang if llResetScript is used in changed()
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Another new OSSL function for returning the name of the script engine
currently running, osGetScriptEngineName, added to both DotNet and XEngine
OSSL API.
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not break trunk.
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api and compiler out of XEngine"
"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done."
Thank you, Melanie!
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(this took a while to run).
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
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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
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Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
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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.
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can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
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ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
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table between local script ID and remote script ID missing)
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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notice of doom
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* Shortened type references
* Removed redundant 'this' qualifier
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loaded so that they may read out any bits they are interested in
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* Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin
* Made LogBase thread-safe (or at least not thread-ignorant)
* Ignored some genned files
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will happen on the windows side now that eol-style is correct
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member names to smallcapsy.
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"modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having.
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance.
Some early work to prepare for improving the way clients are updated (about prims etc).
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dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
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