| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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Also, "show sensors" changes to "show script sensors".
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match other scripts commands (and it's own short help text)
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
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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.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
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individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
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easier to extract and inspect the script's asset via "dump asset"
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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"xengine status" console command. For debugging purposes.
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callers to lock and directly inspect the EventQueue
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processed.
For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
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information and display in "show scripts" for debug purposes
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constructing a new CultureInfo separately
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every call use the single one set by Culture.SetCurrentCulture()
This is slightly different in that SetCurrentCulture() does not use overridden settings if the system culture matches en-US but some settings there have been changed.
This is what we want - we do not want to use any system overriden settings.
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
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automatically turns off any logging enabled between tests
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Conflicts:
OpenSim/Framework/TaskInventoryItem.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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Uses new IEntityInventory.TryGetScriptInstanceRunning()
Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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year ago.
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this for debugging purposes, rather than before it actually starts to do this.
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Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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xengine to spit out some useful information and continue to save other script states
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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instead.
This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.
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Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
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This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
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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
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on a previously empty region.
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A better solution using the already present flags must be found.
This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
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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
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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.
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This is only currently meant for use by regression tests that don't have any issues if XEngine is started up quickly, since no other operations will be occuring simultaneously.
Therefore, this is not yet documented externally.
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since the infrastructure no longer fails if this module isn't present, at least on the tested codepaths
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