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* Pass narrower WaitHandle rather than EventWaitHandle as co-op termination ↵Justin Clark-Casey (justincc)2013-01-235-6/+6
| | | | | | wait handle to script APIs. APIs don't need to reference any methods on EventWaitHandle
* Improve logging by making it clearer which script is failing if an assembly ↵Justin Clark-Casey (justincc)2013-01-233-28/+31
| | | | | | | | 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)2013-01-235-27/+87
| | | | | | | | | 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.
* Add co-op termination regression test for infinite recursive manual call on ↵Justin Clark-Casey (justincc)2013-01-221-0/+22
| | | | | | event function. Such code would normally terminate quickly with a stack overflow exception anyway.
* Set script delay factor to 0 in co-op termination testsJustin Clark-Casey (justincc)2013-01-221-0/+3
| | | | | 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.
* Add regression test for co-op termination on infinite user function call ↵Justin Clark-Casey (justincc)2013-01-221-0/+30
| | | | | | regression. Such a script would probably run out of stack pretty quickly anyway.
* Add regression test for co-op stop of an infinite jump loopJustin Clark-Casey (justincc)2013-01-221-8/+41
| | | | | | | 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.
* Add do-while co-op termination testJustin Clark-Casey (justincc)2013-01-221-2/+30
| | | | Minor changes to scripts in other tests.
* Add single and comound while loop co-op termination testJustin Clark-Casey (justincc)2013-01-221-0/+44
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* Fix bug in generating termination checks in compound statement for loop.Justin Clark-Casey (justincc)2013-01-222-3/+27
| | | | Add regression test for this case.
* factor out common code in existing co-op termination regression testsJustin Clark-Casey (justincc)2013-01-221-55/+24
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* Increase WaitForEventCompletionOnScriptStop to 120 secs to show that the ↵Justin Clark-Casey (justincc)2013-01-221-0/+4
| | | | co-op setting is active in its regression tests.
* minor: comment out Console.WriteLine debugging message in XEngineJustin Clark-Casey (justincc)2013-01-221-1/+1
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* Add regression test TestStopOnLongForLoop()Justin Clark-Casey (justincc)2013-01-221-0/+59
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* refactor: rename XEngineTest to more descriptive XEngineBasicTestsJustin Clark-Casey (justincc)2013-01-221-0/+0
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* Implement non-wait co-operative termination of scripts for XEngine in ↵Justin Clark-Casey (justincc)2013-01-177-77/+271
| | | | | | | | | | | | | 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.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-01-1628-151/+535
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| * Changed a couple of debug messages at the request of osgrid.Diva Canto2013-01-161-2/+2
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| * BulletSim: add the editting children in linkset going phantom bug to TODO list.Robert Adams2013-01-151-0/+2
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| * BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-155-28/+30
| | | | | | | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
| * BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-154-17/+51
| | | | | | | | | | objects have been fetched. Update TODO list with more work.
| * BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams2013-01-151-3/+3
| | | | | | | | to the documented maximum from the outragious number previously.
| * Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-1618-54/+327
| | | | | | | | | | | | | | | | | | | | 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)2013-01-167-289/+13
| | | | | | | | | | | | | | | | 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.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-166-31/+74
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| | * BulletSim: tweeks to improve hover.Robert Adams2013-01-151-5/+21
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| | * BulletSim: temporarily disable banking and direction deflectionRobert Adams2013-01-152-10/+29
| | | | | | | | | | | | | | | because the computations are wrong. Add VehicleTorqueImpulse routines.
| | * BulletSim: fix logic for enabling unmanaged code debug messages.Robert Adams2013-01-151-1/+14
| | | | | | | | | | | | Free pinned memory when physics engine is unloaded.
| | * Merge branch 'master' of git://opensimulator.org/git/opensimRobert Adams2013-01-152-12/+7
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| | | * move resit fix to ScenePresence.cs and allow for requesting sit on objects ↵dahlia2013-01-142-12/+7
| | | | | | | | | | | | | | | | other than the object currently sat on
| | * | BulletSim: by default, turn on continuious collision detection (CCD)Robert Adams2013-01-151-3/+3
| | |/ | | | | | | | | | | | | and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.
| * | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-167-13/+289
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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)2013-01-1515-79/+109
| |/ | | | | | | | | | | | | | | 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.
* | Complete removal of the now unused state queueMelanie2013-01-162-15/+4
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-1526-246/+554
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| * BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-145-18/+36
| | | | | | | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
| * BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams2013-01-142-25/+36
| | | | | | | | Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
| * BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-1110-32/+106
| | | | | | | | | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
| * BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-1112-22/+82
| | | | | | | | | | | | | | | | 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.
| * BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams2013-01-114-50/+162
| | | | | | | | to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
| * Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams2013-01-111-2/+2
| | | | | | | | rather than just saying it happened.
| * BulletSim: Redo linear function coding so they can better interact. New ↵Robert Adams2013-01-112-62/+91
| | | | | | | | algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
| * BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams2013-01-114-65/+59
| | | | | | | | buoyancy. Add motor angular debugging controls.
| * BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵Robert Adams2013-01-111-1/+1
| | | | | | | | remembering that the last asset fetch failed until the simulator resets the shape parameters.
| * add some sanity checking to HandleAgentRequestSit handlerdahlia2013-01-101-2/+12
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* | 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.
* Implement a workaround solution for saving manual script state changes by ↵Justin Clark-Casey (justincc)2013-01-111-5/+19
| | | | | | | the user before logout instead of wrongly removing the script early. This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen. This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
* Save attachments on detach/exit if a contained script state has been changed.Justin Clark-Casey (justincc)2013-01-112-1/+20
| | | | | | | This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped.
* Fix a regression in the last few scene commands changes where setting these ↵Justin Clark-Casey (justincc)2013-01-111-52/+2
| | | | | | | via the viewer estate dialog stopped working. Forgot to register the new interface. Also removes some code which got included by adpating an existing module.
* Add "debug scene get" console command to list current scene optionsJustin Clark-Casey (justincc)2013-01-101-2/+43
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