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* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-182-2/+2
| | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-1614-49/+291
| | | | | | | | | | 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)2013-01-164-248/+10
| | | | | | | | 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)2013-01-164-10/+248
| | | | | | | | | 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)2013-01-1512-68/+88
| | | | | | | | 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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-153-11/+54
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| * BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-113-11/+54
| | | | | | | | | | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
* | 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.
* Add "show script timers" command to show script timers. For debug purposes.Justin Clark-Casey (justincc)2013-01-102-32/+38
| | | | Also, "show sensors" changes to "show script sensors".
* Add "show sensors" command to show script sensor information for debug purposes.Justin Clark-Casey (justincc)2013-01-101-32/+62
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* Set default particle burst count to 1 instead of 0 in any set particle ↵Justin Clark-Casey (justincc)2013-01-041-3/+3
| | | | | | system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353
* Fix build break caused by missing ) from dce2809.Justin Clark-Casey (justincc)2013-01-041-1/+1
| | | | Was hand-typing in a line of code I had tested before but not retested this time
* Automatically grant sit-related llRequestPermissions() for subsequent ↵Justin Clark-Casey (justincc)2013-01-041-15/+1
| | | | | | avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog. Resolves http://opensimulator.org/mantis/view.php?id=6478
* refactor: simplify llGetNumberOfPrims() to return prim count + sitting ↵Justin Clark-Casey (justincc)2013-01-041-7/+1
| | | | avatar count rather than independently inspecting every scene presence
* Fix llGetLinkName() to return the name of the last avatar sat as the last ↵Justin Clark-Casey (justincc)2013-01-041-41/+35
| | | | | | link number. As per http://wiki.secondlife.com/wiki/LlGetLinkName
* Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)2013-01-041-17/+31
| | | | | | | | As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
* Scipt modules get the OpenMetaverse types, so lists passed as arguments to ↵SignpostMarv2013-01-031-2/+27
| | | | script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.
* Improving documentation of AttachToAvatar and GetLine methods in LSL_Api.cs ↵SignpostMarv2013-01-031-8/+15
| | | | based on doxygen error output
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-021-6/+4
| | | | inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
* If an NPC is unowned, then always auto-grant permissions requested via ↵Justin Clark-Casey (justincc)2013-01-021-1/+1
| | | | | | | llRequestPermissions() This is consistent with all other OSSL NPC functions that allow unowned avatars to be manipulated. Aims to address http://opensimulator.org/mantis/view.php?id=6483
* Resolve Mantis 6480 (http://opensimulator.org/mantis/view.php?id=6480)Robert Adams2012-12-311-2/+11
| | | | | | | | by reversing the sign on the recoil computation and adding a [XEngine]RecoilScaleFactor parameter which defaults to zero. Testing in SL seems to show that there is not a recoil action there. Or, at least, it is very small. If someone knows how small, the default for the scale factor should be changed.
* Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2012-12-181-3/+4
| | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
* 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.
* Remove some mono warnings in script tests, chiefly where SetUp() wasn't ↵Justin Clark-Casey (justincc)2012-12-055-7/+13
| | | | properly calling to OpenSimTestCase.SetUp()
* 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
* XmlRpcGridRouterBlueWall2012-12-031-0/+7
| | | | | | | | | Flesh out XmlRpcGridRouter to reap unused channels from gateway when scripts or objects are removed, or when the llCloseRemoteDataChannel is called. See: http://http://forge.opensimulator.org/gf/project/xmlrpcrouter/ or https://github.com/BlueWall/XmlRpcRouter for php gateway and test code.
* Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-2411-11/+11
| | | | automatically turns off any logging enabled between tests
* Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-146-0/+198
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* llSetLinkCamera implementationPixelTomsen2012-11-093-0/+36
| | | | | | wiki: http://wiki.secondlife.com/wiki/LlSetLinkCamera mantis: http://opensimulator.org/mantis/view.php?id=6397
* Change user message on TeskInventoryAccepted to let the viewer format itMelanie2012-11-051-5/+5
| | | | properly
* Also add the additional ScriptException constructor necessary to get ↵Justin Clark-Casey (justincc)2012-10-311-0/+3
| | | | [Serializable] to work.
* Mark ScriptException as [Serializable] for when it has to cross AppDomainsJustin Clark-Casey (justincc)2012-10-311-0/+1
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* refactoring llCollisionSound to use new KeyOrName methodSignpostMarv2012-10-291-10/+1
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* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv2012-10-291-6/+3
| | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
* refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵SignpostMarv2012-10-291-2/+2
| | | | will cause unnecessary calls to m_host.AddScriptLPS(1)
* refactoring llGetPos() to take advantage of implicit converterSignpostMarv2012-10-291-2/+1
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* shifting from two instances of typecasting to one instance of typecasting in ↵SignpostMarv2012-10-291-4/+4
| | | | llTriggerSoundLimited
* 80-character width terminal formatting of recent commits to llPlaySound, ↵SignpostMarv2012-10-291-7/+15
| | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited
* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-291-4/+40
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-291-5/+17
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* deduplicating code into a single LoopSound methodSignpostMarv2012-10-291-21/+7
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* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-291-1/+1
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* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-291-25/+3
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* transposing preload sound onto sound moduleSignpostMarv2012-10-291-1/+2
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* transposing stop sound into sound moduleSignpostMarv2012-10-291-37/+5
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* moving comment for llStopSound inside the method block prior to ↵SignpostMarv2012-10-291-1/+1
| | | | transposition to sound module