aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Report "Script Execution Time" as the time spent executing the script in the ↵Oren Hurvitz2015-08-111-17/+12
| | | | | | | | last 30 seconds. Use a sliding window to calculate this. Notes: - This metric provides a better indication of which scripts are taking up a lot of CPU (and therefore should be optimized). - Previously the execution time was reset to 0 in every new measurement period, causing the reported time to fluctuate for no reason. This has been fixed by using a sliding window.
* Improved calculation of Script Execution TimeStartedOren Hurvitz2015-08-111-6/+12
| | | | | | 1. Use a Stopwatch (a high-resolution timer) 2. Whenever we start a new measurement period, zero out the total execution time (previously it just kept accumulating) 3. Changed the measurement period from 30 minutes to 30 seconds. This is much more useful in the "Top Scripts" dialog, as it shows currently active scripts
* Fixed mistakes related to confusion between Environment.TickCount ↵Oren Hurvitz2015-08-111-1/+1
| | | | (milliseconds) and TimeSpan.TicksPerXXX (10000 x milliseconds)
* Log scripts that have processed many events: this is probably an indication ↵Oren Hurvitz2015-08-111-0/+8
| | | | of a problem
* Move state change in progress in ScriptInstance.PostEvent() to the top of ↵Justin Clark-Casey (justincc)2015-03-121-3/+4
| | | | the EventQueue lock to avoid some flags possibly being wrongly set (m_LastControlLevel, etc.)
* Lock around EventQueue manipulation in ScriptInstance.SetState() as queues ↵Justin Clark-Casey (justincc)2015-03-121-17/+24
| | | | | | are not thread-safe structures. This should also make it less likely that an event will be erroneously posted during a state change by precluding a race condition with a thread calling ScriptInstance.PostEvent()
* A workaround for the state change problem described best here ↵Bob Shaffer II2015-03-121-1/+22
| | | | http://opensimulator.org/mantis/view.php?id=6960 which should make state changes behave more like is described here http://wiki.secondlife.com/wiki/State
* corrected llGetStartParameter according to ↵Freaky Tech2015-03-031-0/+2
| | | | | | http://wiki.secondlife.com/wiki/LlGetStartParameter Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* corrected llResetScript according to description within LSL wikiFreaky Tech2015-03-031-1/+2
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Avoid a possible race condition by serializing plugin data outside the ↵Justin Clark-Casey (justincc)2015-01-291-2/+9
| | | | | | | | EventQueue lock in ScriptInstance.SaveState() This takes the AsyncCommandHandler.staticLock. However, AsyncCommandHandler.DoOneCmdHandlerPass() already holds staticLock and may attempt to take the EventQueue lock via ScriptInstance.PostEvent() in XEngine.CheckListeners() This is a regression from faaf47a (Fri Jan 16 2015) but not simply reverting that commit since it will reintroduce a race between script removal, backup and event queue manipulating code.
* On a multi-region simulator when AppDomain = true, make sure the DLL from ↵Justin Clark-Casey (justincc)2015-01-261-79/+30
| | | | | | the appropriate script engines subdir is loaded rather than always that of the first engine to load the DLL. This resolves a DLL load failure on my Linux box when an attachment script was present on another region before the avatar arrived.
* Fix regression where the stored state of every second script in an object ↵Justin Clark-Casey (justincc)2015-01-231-0/+3
| | | | | | | rezzed from inventory (e.g. attachments) was no longer loaded. Likely a regression since f132f642 (2014-08-28) Relates to http://opensimulator.org/mantis/view.php?id=7278
* Prevent a race condition between the script engine backup thread and script ↵Justin Clark-Casey (justincc)2015-01-161-30/+40
| | | | | | removal by locking on the script's EventQueue and only proceeding if it's flagged as still running. Relates to http://opensimulator.org/mantis/view.php?id=7407
* For scripts in attachments, don't save .state files apart from the initial ↵Justin Clark-Casey (justincc)2015-01-161-5/+22
| | | | | | | | one as these are ignored since .state is saved in the attachment's asset. This eliminates pointless work and exceptions when an appdomain is unloaded whilst an attachment script state is persisted. Adds test for this case. Relates to http://opensimulator.org/mantis/view.php?id=7407
* minor: Add event name to existing debug output when a script event fails ↵Justin Clark-Casey (justincc)2015-01-081-1/+2
| | | | with an exception. To aid debugging.
* Fix a regression where objects crossing regions in the same simulator (on ↵Justin Clark-Casey (justincc)2014-12-101-30/+36
| | | | | | | | | | their own or as attachments) with AppDomainLoading = false would create the new state in the source region area rather than the dest. This was beause the code was finding the script DLL compiled for the source region as everything is in the same appdomain and using this as the location for the destination script state, etc. This resolves the regression by passing the proper destination separately from the DLL retrieved. Probably a regression since commit d7b92604 (11 July 2014). Added regression test for this case. At least partly addresses http://opensimulator.org/mantis/view.php?id=7278
* Always close script linemap file after reading and always dispose of other ↵Justin Clark-Casey (justincc)2014-12-031-4/+5
| | | | streams in the script engine even if exceptions are thrown.
* minor: further cleanup of old vb and yield prolog script engine references ↵Justin Clark-Casey (justincc)2014-07-111-1/+1
| | | | that were removed some time ago
* If [XEngine] ScriptStopStrategy is changed between abort and co-op, for the ↵Justin Clark-Casey (justincc)2014-07-111-36/+21
| | | | | | | existing session use the previous strategy for that script rather than not starting the script at all. We have to do this since we can't unload existing DLLs if they're all in the same AppDomain. But we can still update the underlying DLL which will be used in the next simulator session.
* Change XEngine to call StateChange rather than RemoveScript on state changesMelanie2014-04-301-1/+1
|
* Better error messagesOren Hurvitz2014-03-241-6/+5
| | | | This resolves http://opensimulator.org/mantis/view.php?id=6936
* Remove exception when printing error for failure removing script state.Robert Adams2013-08-131-1/+1
|
* In co-op termination, extend EventWaitHandle to give this an indefinite ↵Justin Clark-Casey (justincc)2013-07-131-2/+21
| | | | | | | lifetime in order to avoid a later RemotingException if scripts are being loaded into their own domains. This is necessary because XEngineScriptBase now retains a reference to an EventWaitHandle when co-op termination is active. Aims to address http://opensimulator.org/mantis/view.php?id=6634
* Add in-code exaplanation for the change in cancellation signalling in STP ↵Justin Clark-Casey (justincc)2013-05-011-2/+0
| | | | 2.2.3. Remove left in Console.WriteLine accidentally inserted in recent 206fb306
* Update SmartThreadPool to latest version 2.2.3 with a major and minor change.Justin Clark-Casey (justincc)2013-05-011-3/+6
| | | | | | | | | | SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those. However, two changes have been made to stock 2.2.3. Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified. This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled. Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586
* minor: Log an exception if we aren't able to delete a script state file ↵Justin Clark-Casey (justincc)2013-04-091-1/+6
| | | | | | rather than simply ignoring it. This should never normally happen but if it does then it can be valuable diagonstic information.
* Use an integer when specifying the XWorkItem wait rather than a TimeSpan to ↵Justin Clark-Casey (justincc)2013-02-121-2/+2
| | | | | | | | | | | 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.
* Fix mono 2.4.3 build break by using CreateInstanceAndUnwrap 9 method call ↵Justin Clark-Casey (justincc)2013-01-241-0/+1
| | | | deprecated in later .net versions
* Improve logging by making it clearer which script is failing if an assembly ↵Justin Clark-Casey (justincc)2013-01-231-19/+23
| | | | | | | | fails to load. Moves the noise co-op start/stop debug log messages to only display if xengine debug level >= 1 Logs which stop strategy is being used (abort or co-op) Adjusts some other logging to remove not very useful stuff
* If ScriptStopStrategy hasn't been set to co-op in [XEngine] config, then ↵Justin Clark-Casey (justincc)2013-01-231-8/+40
| | | | | | | | | continue to generate C# that is functionality identical to historical generation This is to eliminate disruption until co-op termination has been well-tested. In non co-op mode, XEngine will continue to load DLLs of the existing Script class and the new XEngineScript class. Moving to co-op mode still requires existing script DLL deletion to force recompilation, either manually or by setting DeleteScriptsOnStartup = true for one run. This change also means that scripts which fail to initialize do not still show up as running scripts.
* Implement non-wait co-operative termination of scripts for XEngine in ↵Justin Clark-Casey (justincc)2013-01-171-5/+19
| | | | | | | | | | | | | addition to termination on wait. This involves inserting opensim_reserved_CheckForCoopTermination() calls in lsl -> c# translation at any place where the script could be in a loop with no wait calls. These places are for, while, do-while, label, user function call and manual event function call. Call goes through to an XEngineScriptBase which extends ScriptBase. IEngine is extended to supply necessary engine-specific parent class references and constructor parameters to Compiler. Unfortunately, since XEngineScriptBase has to be passed WaitHandle in its constructor, older compiled scripts will fail to load with an error on the OpenSim console. Such scripts will need to be recompiled, either by removing all *.dll files from the bin/ScriptEngines/<region-id> or by setting DeleteScriptsOnStartup = true in [XEngine] for one run. Automatic recompilation may be implemented in a later commit. This feature should not yet be used, default remains termination with Thread.Abort() which will work as normal once scripts are recompiled.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-4/+50
| | | | | | | | | | 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)2013-01-161-49/+3
| | | | | | | | 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)2013-01-161-3/+49
| | | | | | | | | 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)2013-01-151-23/+29
| | | | | | | | 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.
* refactor: Simplify ScriptInstance by retaining reference to SceneObjectPart ↵Justin Clark-Casey (justincc)2013-01-141-72/+55
| | | | instead of sometimes but not always looking it up.
* Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-171-2/+2
| | | | | | | | 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.
* Log situations where workitem event threads are aborted on stop request ↵Justin Clark-Casey (justincc)2012-12-121-3/+3
| | | | | | because they failed to complete event processing within the given timeout. This is for bug hunting purposes where thread aborts may be causing dangling lock issues and subsequent vm crashes on mono (with ReaderWriterLockSlim, etc.)
* Add "debug script log" command to allow setting a numeric debug level on ↵Justin Clark-Casey (justincc)2012-12-121-8/+29
| | | | | | | individual IScriptInstances for debugging purposes. Current, state changes and event fires can be logged for individual scripts. See command help for more details.
* Instead of printing script errors out to console, put to debug log so that ↵Justin Clark-Casey (justincc)2012-12-061-1/+11
| | | | | | | | we also get timestamps. This commit also adds script name, part name, uuid, etc. for later identification. This information has been sent to console since 2009 but may be turned down if it proves too noisy. However, I still currently need it to investigate some region problems probably triggered by scripting.
* Add IScriptInstance.EventsQueued to match EventsProcessed instead of asking ↵Justin Clark-Casey (justincc)2012-12-051-0/+9
| | | | 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/+4
| | | | information and display in "show scripts" for debug purposes
* Make the scrpt running flag work properlyMelanie2012-07-171-6/+8
|
* Revert "Fix script "Running" behavior"Melanie2012-07-161-9/+0
| | | | | | A better solution using the already present flags must be found. This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
* Rather than instantiating a UTF8 encoding everywhere when we want to supress ↵Justin Clark-Casey (justincc)2012-07-131-1/+1
| | | | | | the BOM, use a single Util.UTF8NoBomEncoding. This class is thread-safe (as evidenced by the provision of the system-wide Encoding.UTF8 which does not suppress BOM on output).
* Where possible, use the system Encoding.ASCII and Encoding.UTF8 rather than ↵Justin Clark-Casey (justincc)2012-07-111-11/+8
| | | | | | | constructing fresh copies. The encodings are thread-safe and already used in such a manner in other places. This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
* Fix script "Running" behaviorBlueWall2012-06-231-0/+9
| | | | Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
* Add item id, name, prim name and id to log message when state exists but ↵Justin Clark-Casey (justincc)2012-06-211-5/+5
| | | | | | loading fails. Drop logging about memory limit exceeded to warn from error
* Retrigger build - last jenkins run was glitchedJustin Clark-Casey (justincc)2012-06-211-1/+2
|
* Add state file location to errors logged when there's some issue with ↵Justin Clark-Casey (justincc)2012-06-211-4/+4
| | | | retrieving state (e.g. exceeds memory limit)