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path: root/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs (follow)
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* Use an integer when specifying the XWorkItem wait rather than a TimeSpan to ↵Justin Clark-Casey (justincc)2013-02-121-1/+6
| | | | | | | | | | | avoid a Windows casting issue in SmartThreadPool for large TimeSpans. TimeSpan.Milliseconds is an int64. However, STP casts this to an int (32-bit). If TimeSpan.MaxValue is given then the casting results in an invalid value for the SDK WaitHandle.WaitAll() call. This was causing the co-op script termination regression tests to fail on Windows but not Mono 2.10.8 (which is perhaps not strict in the negative values that it accepts). Solution here is to use the int millisecondsTimeout STP call rather than the TimeSpan one. This also allows us to more clearly specify Timeout.Infinite rather than TimeSpan.MaxValue Thanks to Teravus for this spot.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-0/+1
| | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented. This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
* Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-161-13/+0
| | | | | | | | during a script wait event (llSleep(), etc.)" Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api. This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-0/+13
| | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
* Instead of passing separate engine, part and item components to script APIs, ↵Justin Clark-Casey (justincc)2013-01-151-0/+12
| | | | | | | | pass down IScriptInstance instead. This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests. This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method in order to facilititate continued script logic regression testing.
* Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-171-1/+30
| | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
* Add "debug script log" command to allow setting a numeric debug level on ↵Justin Clark-Casey (justincc)2012-12-121-0/+12
| | | | | | | individual IScriptInstances for debugging purposes. Current, state changes and event fires can be logged for individual scripts. See command help for more details.
* Add IScriptInstance.EventsQueued to match EventsProcessed instead of asking ↵Justin Clark-Casey (justincc)2012-12-051-0/+5
| | | | callers to lock and directly inspect the EventQueue
* Add IScriptInstance.EventsProcessed stat so that we can record this ↵Justin Clark-Casey (justincc)2012-12-051-0/+5
| | | | information and display in "show scripts" for debug purposes
* Revert "Fix script "Running" behavior"Melanie2012-07-161-10/+0
| | | | | | A better solution using the already present flags must be found. This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
* Fix script "Running" behaviorBlueWall2012-06-231-0/+10
| | | | Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
* Aggregate script execution times by linksets rather than individual prims.Justin Clark-Casey (justincc)2012-03-161-0/+11
| | | | This is for the top scripts report.
* Replace script-lines-per-second with the script execution time scaled by its ↵Justin Clark-Casey (justincc)2012-03-161-0/+15
| | | | | | | | | | | measurement period and an idealised frame time. The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute. Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100. The actual measurement value should be script execution time per frame but XEngine does not work this way. Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time. This is still not ideal but gives reasonable results and allows scripts to be compared. This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
* Remove property/field duplication in ScriptInstance where it's unnecessary.Justin Clark-Casey (justincc)2012-03-151-0/+8
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* refactor: rename ScriptInstance.m_CurrentResult to m_CurrentWorkItem to make ↵Justin Clark-Casey (justincc)2012-03-141-2/+6
| | | | | | it more understandable as to what it is and what it does (hold a thread pool work item for a waiting of in-progress event) Also add other various illustrative comments
* add current script status to "scripts show" command (running, suspended, etc.)Justin Clark-Casey (justincc)2011-10-191-1/+6
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* Fix llAttachToAvatar()Justin Clark-Casey (justincc)2011-08-241-0/+11
| | | | | | 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.
* Trigger changed event with CHANGED_TELEPORT when teleporting to another region.Marck2010-11-261-1/+2
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* People can't leave their hands ooff "well enough". StateSource 0 was regionMelanie2010-08-061-4/+5
| | | | | | 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!
* All scripts are now created suspended and are only unsuspended when the objectMelanie2010-04-191-0/+3
| | | | | | 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.
* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-1/+0
| | | | | | | | | | 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.
* Slight change to state management for attach scheduling.Alan Webb2009-08-041-1/+2
| | | | Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+1
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Convert both script engines to new region module format. Add proper unloadMelanie Thielker2009-04-151-0/+1
| | | | | | handling to XEngine. Add needed stubs to DotNetEngine.
* From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield2009-01-281-0/+1
| | | | | | | | | | | | | | | | | | | 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.
* An initial implementation of llMinEventDelay in XEngine.idb2008-12-211-0/+1
| | | | | | Not implemented yet in DotNetEngine. Fixes Mantis #2830
* Start scripts in attachments only after a successful attach. ElimininateMelanie Thielker2008-11-291-1/+1
| | | | | | a gratuitious asset fetch when region crossing.
* Make scripts in objects rezzed from script compile synchronously to closeMelanie Thielker2008-11-131-1/+2
| | | | | | a timing gap. Still not 100%, but getting there
* Script region crossing. This has not user functionality, but lays all theMelanie Thielker2008-11-091-2/+1
| | | | | | groundwork.
* Refactor IEventReceiver back into IScriptEngineMelanie Thielker2008-11-081-0/+3
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* Add friendly error messages to both engines.Melanie Thielker2008-09-271-0/+3
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* Kan-Ed fix series. Fix llTakeControls to behave as documented.Melanie Thielker2008-09-171-0/+1
| | | | | | | | | 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.
* * minor: method documentationJustin Clarke Casey2008-09-161-0/+8
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* Provide a GetApi method on the IScriptEngine to get a named API referenceMelanie Thielker2008-09-131-0/+2
| | | | | | | This allows cross-api method calls on the implementation and also allows "Meta APIs" that only provide common functionality to other APIs
* Implement proper persistence of the following prim properties:Melanie Thielker2008-09-081-0/+1
| | | | | | | | | 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 the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-6/+6
| | | | | | | * 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.
* Refactor IScriptInstance / IScriptEngine to use a generic IScriptWorkItem,Melanie Thielker2008-08-281-0/+7
| | | | | | | | | 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.
* Refactor XScriptInstance to IScriptInstance and move into Shared/. NowMelanie Thielker2008-08-271-0/+81
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.