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* Added header/footer of scripts to make C# and VB scripts much easier to write.Tedd Hansen2008-02-022-8/+49
| | | | | Added some logging on what is happening during compile.
* Bugfix: LSL was mapped to VB.Net compiler ... that didn't work out so well :)Tedd Hansen2008-02-021-3/+3
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* Added load/unload queue size limitTedd Hansen2008-02-025-21/+86
| | | | | | | Added option to share script load/unload thread between regions Added event execution queue size limit + some bugfixes from all the changes
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-023-37/+236
| | | | | | | | | | | | OpenSim in 32-bit mode. Added VISUAL BASIC.NET-support //cs, //lsl and //vb as first characters of script will determine what compiler is used. Compile warnings are no longer treated as errors. Script will still run. Added a few useless and useful config options: Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup Loads of warnings for incorrect config
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-027-32/+43
| | | | | | | OpenSim in 32-bit mode. Fixed ScriptEngine.Common startup problems.
* Thank you very much, Kinoc for : Moved the Listener loop try/catch to a ↵Charles Krinke2008-02-021-8/+17
| | | | | | | better position. Uses the IRC nick as the default when user location cannot be determined.
* Forgot to create an object before use. Now why can't .Net just do that ↵Tedd Hansen2008-02-021-7/+10
| | | | itself? :)
* Added some error checking to MaintenanceThread, no-crash (just log) loading ↵Tedd Hansen2008-02-022-28/+44
| | | | of script engines, and support to load multiple script engines
* Moved iniFilePath to a static and put it in OpenSim.Application.iniFilePath.Tedd Hansen2008-02-013-9/+18
| | | | | | Refreshing config based on this. Temporarily disabled feature to refresh config file while running.
* Bugfix, maybe it won't crash during startup and crash somewhere else instead? :)Tedd Hansen2008-02-011-1/+2
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* SCRIPTING STILL BROKENTedd Hansen2008-02-0116-402/+602
| | | | | | | | | | | Added comments and regions, restructured code Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG All modules should now refresh their configuration runtime Made all logging in ScriptEngine.Common get script name from actual engine Renamed LSLLongCmdHandler to AsyncLSLCommandManager Added auto-recover with 5 sec throttle for new MaintenanceThread
* SCRIPT SUPPORT IS STILL BROKEN.Tedd Hansen2008-02-014-189/+412
| | | | | | | | | | | | | | Bugfix: Scripts exceeding max and set to be killed were not killed, only removed. Added ability to re-read configuration while OpenSim is running All regions now sharing one MaintenanceThread New MaintenanceThread: - checks for script execution timeout - re-reads config - starts/stops threads if thread active count becomes too high/low compared to config Speed increase on event execution: - Reuse of try{}catch{} blocks - Time calculation on event execution
* Thank you, Kinoc for the ChatModule.cs updates.Charles Krinke2008-02-011-75/+491
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* Config option to set number of scripts per AppDomainTedd Hansen2008-02-012-2/+3
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* Added config options:Tedd Hansen2008-02-012-2/+46
| | | | | | ScriptThreadPriority to set script thread priority DeactivateScriptOnTimeout to remove script if it is executing too long
* Removed "Loading inventory for Primitive" message.Tedd Hansen2008-02-012-2/+2
| | | | | Fixed small bug in thread counter.
* ExperimentalTedd Hansen2008-02-015-9/+67
| | | | | | Moved DotNetScriptEngine configuration to config file. Added option to share script execution threads between regions.
* Highly experimentalTedd Hansen2008-02-012-149/+300
| | | | | A separate thread is used to enforce max function (event) execution time for scripts.
* Fixed errors being thrown by invalid PSYS_SRC_TARGET_KEY's in ↵alondria2008-02-011-1/+9
| | | | | | | llParticleSystem - defaults to source prim (consistent with LL grid). Should fix mantis 427.
* Thanks to Hashbox for a patch to:alondria2008-02-013-2/+25
| | | | | | Implementing llStringTrim and hooking in osRegionNotice
* * ODE:Fix copy and paste bug in space calculation limitsTeravus Ovares2008-02-011-11/+7
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* Temporary try catch around calculateSpaceForGeom() , to see if it gets past ↵MW2008-02-011-3/+10
| | | | mantis issue #435 (for now)
* * Committing random physics stuff to the SVN for use laterTeravus Ovares2008-02-011-0/+86
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* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-013-5/+35
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* * Adding limited support for LLParticleSystem.Teravus Ovares2008-01-311-14/+38
| | | | | | | * We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work. * The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect. So no alpha in/out, color change, affected by the wind, etc.. yet * Thanks to Alondria for some massive work here. This update just tweaks a few things that she did.
* revert last IRC bridge changes as this broke chat on my test environment.Sean Dague2008-01-311-80/+23
| | | | | | Going to sift through the diff later to sort out what the root cause is here.
* * setting some readonlieslbsa712008-01-313-3/+3
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* Hit a dead end with llParticleSystem (libsecondlife issues) so no ↵alondria2008-01-313-25/+50
| | | | functionality added yet, but did not want to loose work.
* * Add asset/texture cache statistics to region server consoleJustin Clarke Casey2008-01-315-6/+164
| | | | | | | | | | | | | | | * You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode * Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets rather than textures * But I don't have any reason to believe they aren't broadly accurate. * I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache * This will require a prebuild * DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will provoke me to think about doing something about this. * DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers * DEV: Will refactor the other server stats reporters to do this in one of the next commits
* * Add 'asset not found' statistics to grid asset server statsJustin Clarke Casey2008-01-302-10/+35
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* * Minor asset server message tweakJustin Clarke Casey2008-01-301-1/+2
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* * Deal with asset requests with malformed guids to the asset server in more ↵Justin Clarke Casey2008-01-301-6/+13
| | | | | | | | user-friendly way than throwing an Exception * Compact status messages to reduce verbosity and be more informative
* * Print out exception information when a mysql asset fetch failsJustin Clarke Casey2008-01-301-16/+29
| | | | | | * Attempt reconnection on fetch and create exceptions.
* * Insert 'assets served per hour' speed to asset server statsJustin Clarke Casey2008-01-301-6/+15
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* Updating ODE.NET as the version I used possibly caused the slowness.Teravus Ovares2008-01-301-0/+2
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* * See if this helps Nebadon. Teravus Ovares2008-01-301-8/+3
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* * This update restores *nix supportTeravus Ovares2008-01-301-1/+8
| | | | | * This stability optimization is disabled on Apple Computers until the .dylib library is updated.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-303-4/+50
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * Fixed a crash if the server is unable to connect to the UserServer when a ↵Teravus Ovares2008-01-291-1/+9
| | | | user logs off
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-298-6/+138
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * Patch from Ansi (IBM)Justin Clarke Casey2008-01-292-2/+59
| | | | | | | * Allows the creation of a user via the RemoteAdminPlugin. * Many thanks!
* * No more massive spires and massive pits when editing land using Select + ↵Teravus Ovares2008-01-291-1/+11
| | | | tool + amount + apply;
* Thanks kinoc for your improved IRC Gateway patch as referenced in mantis ↵Teravus Ovares2008-01-291-23/+80
| | | | issue 390.
* * Commenting out the 'collision notifications' on BulletX, as there hasn't ↵Teravus Ovares2008-01-291-2/+2
| | | | been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
* * This fixes the stair issue that Sdague reported on *nix. Be aware that if ↵Teravus Ovares2008-01-291-2/+11
| | | | you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
* * Add total logouts (and total logins) to server side user statsJustin Clarke Casey2008-01-287-16/+68
| | | | | | | * Passing the stats collector through object chains is not ideal - this will change when more stats come in * This change will need a prebuild
* * Move AssetStatsReporter to Framework.StatisticsJustin Clarke Casey2008-01-283-0/+2
| | | | | | | * The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon. * This change will requires a prebuild
* * ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps Teravus Ovares2008-01-281-1/+1
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* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-283-11/+47
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-272-12/+13
| | | | | | | | substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry*