| Commit message (Collapse) | Author | Age | Files | Lines |
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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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llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
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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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an implicit reference into a proxied one and further reduces memory
consumption of XEngine
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It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
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the ObjectFlags. Good catch, gsky, thank you!
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
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Untangles llDie handling in XEngine, which resulted in a thread being
aborted while executing inside of Scene.
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esets script permissions when a script is recompiled.
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In LSL, the state command should have an immediate effect.
The OpenSim script engine seems to wait until the function
ends to process the state transition.
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Fix a script Xengine deadlock/hang if llResetScript is used in changed()
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It would appear that calling llResetScript() in state_entry() causes deadlock of region.
Probably due to llResetScript calling state_entry again. llResetScript should see who called it,
and not recall state_entry() after a state/variable reset. Once this script is in a prim,
the region/world/debug/script window shows it consuming the server (from 2,400 to 800,000 milliseconds).
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massaging OSHttpRequestPump to not abort on exceptions...
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Sets XEngine threads to en-US culture before calling script events,
fixes i18n issues with european locales.
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not break trunk.
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hers, I mean, fire.
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Fixes persistence of variable values to address
broken persistence in the big refactor.
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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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and its copy LSL_ScriptCommands.cs
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hard-coded port numbers.
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override the default method of calculating how many prims a parcel can have.
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xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
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The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
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Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
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0001476: [PATCH] Allow larger script state files to be loaded
The previous limitation on load file size was too small for
larger script projects
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Thank you, Melanie. And Thank you ckrinke. Bigups!
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This patch implements the llLoopSound patch from Xantor for the XEngine
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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"Hooks up the plumbing from previous patch"
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0001425: [PATCH] Correct llResetOtherScript() behavoir in XEngine
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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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