| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| |
| |
| | |
now as they appear to cause failures with testing in jenkins.
These tests are not very useful anyway as they never actually get a chance to try termination before the script runs out of stack
|
| |
| |
| |
| | |
deprecated in later .net versions
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| | |
event function.
Such code would normally terminate quickly with a stack overflow exception anyway.
|
| |
| |
| |
| |
| | |
This is to ensure loops aren't actually terminating from a wait on an LSL function.
This was not the case with any of the existing tests.
|
| |
| |
| |
| |
| |
| | |
regression.
Such a script would probably run out of stack pretty quickly anyway.
|
| |
| |
| |
| |
| |
| |
| | |
Also fixes bug in do-while test
Improves detection of failure due to invalid script in test
Sets up xengine anew for each test rather than once for the while testsuite to improve isolation between tests.
Stop listening for chat after the first 'script is running' chat is received to reduce test run time.
|
| |
| |
| |
| | |
Minor changes to scripts in other tests.
|
| | |
|
| |
| |
| |
| | |
Add regression test for this case.
|
| | |
|
| |
| |
| |
| | |
co-op setting is active in its regression tests.
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
instead of sometimes but not always looking it up.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |
| |
| |
| |
| |
| | |
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.)
|
| |
| |
| |
| |
| |
| |
| | |
individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
callers to lock and directly inspect the EventQueue
|
| |
| |
| |
| | |
information and display in "show scripts" for debug purposes
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
A better solution using the already present flags must be found.
This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| |
| | |
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).
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
|
| |
| |
| |
| | |
Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
|
| |
| |
| |
| |
| |
| | |
loading fails.
Drop logging about memory limit exceeded to warn from error
|
| | |
|
| |
| |
| |
| | |
retrieving state (e.g. exceeds memory limit)
|
|\ \ |
|
| | |
| | |
| | |
| | | |
sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
|