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* | Implement non-wait co-operative termination of scripts for XEngine in ↵Justin Clark-Casey (justincc)2013-01-171-0/+36
|/ | | | | | | | | | | | | 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.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-1/+4
| | | | | | | | | | 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)2013-01-161-4/+1
| | | | | | | | 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)2013-01-161-1/+4
| | | | | | | | | 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)2013-01-151-0/+1
| | | | | | | | 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.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-0/+1
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-231-0/+34
| | | | of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
* One more time...BlueWall2012-12-071-1/+1
| | | | needed one more "../" in the path (copy paste): Thanks BrucePatton for catching that one
* Prebuild fixBlueWall2012-12-071-0/+1
| | | | Had moved the class to a different namespace but failed to add the reference
* Merge branch 'master' into connector_pluginBlueWall2012-12-071-2/+2
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| * Add path references for Mono.Addins where they were missing for DataSnapshot ↵Justin Clark-Casey (justincc)2012-12-041-2/+2
| | | | | | | | | | | | | | and UserStatistics. Should address http://opensimulator.org/mantis/view.php?id=6444 Appears that nant doesn't need these paths but building directly in monodevelop does.
* | Merge branch 'master' into connector_pluginBlueWall2012-11-251-5/+103
|\ \ | |/ | | | | | | Conflicts: OpenSim/Server/Base/ServicesServerBase.cs
| * Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-241-1/+3
| | | | | | | | automatically turns off any logging enabled between tests
| * Fix bug where loading an OAR with a deeded parcel would always set the ↵Justin Clark-Casey (justincc)2012-11-241-1/+4
| | | | | | | | | | | | | | | | | | parcel owner ID to the estate owner even if the group UUID was present. Aims to address http://opensimulator.org/mantis/view.php?id=6355 As part of this work, an incomplete IXGroupsData was added which currently only allows store/fetch/delete of group records (i.e. no membership data etc) This is subject to change and currently only an in-memory storage implementation exists for regression test purposes.
| * Fix recent windows build break.justincc2012-11-231-0/+1
| | | | | | | | Add missing OpenSim.Framework.Servers reference
| * Make "show info" command available across all serversJustin Clark-Casey (justincc)2012-11-221-0/+1
| | | | | | | | This helpfully lists version information, startup location and console log level
| * Add regression test for a good request made to the asset service post handler.Justin Clark-Casey (justincc)2012-11-211-0/+46
| | | | | | | | Adds new OpenSim.Server.Handlers.Tests.dll to test suite
| * Add basic XInventoryServicesTests.TestAddItem() regression test.Justin Clark-Casey (justincc)2012-11-171-1/+45
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| * Fix build break from 1aa0271 by adding System.Core to prebuild.xmlJustin Clark-Casey (justincc)2012-11-151-2/+3
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* | Merge branch 'master' into connector_pluginBlueWall2012-10-201-28/+28
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| * Remove now unnecessary OpenSim.Framework.Console reference from Monitoring.Justin Clark-Casey (justincc)2012-10-121-1/+0
| | | | | | | | Properly resolve circular reference which no longer appeared in Mono build as there were no using statements for it.
| * Fix build break by moving OpenSim.Framework.Console back below HttpServer in ↵Justin Clark-Casey (justincc)2012-10-121-27/+27
| | | | | | | | | | | | the build order. Luckily, it turns out Framework.Monitoring doesn't need to reference Console directly.
| * Extend "show stats" command to "show stats [list|all|<category name>]"Justin Clark-Casey (justincc)2012-10-111-47/+48
| | | | | | | | | | | | This allows different categories of stats to be shown, with options to list categories or show all stats. Currently categories are scene and simulator and only a very few stats are currently registered via this mechanism. This commit also adds percentage stats for packets and blocks reused from the packet pool.
* | Move PluginManagerBlueWall2012-10-191-1/+1
| | | | | | | | Move PluginManager out to OpenSimFramework for general use
* | Add System.Core to referencesBlueWall2012-10-101-0/+1
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* | Merge branch 'master' into connector_pluginBlueWall2012-10-091-104/+105
|\ \ | |/ | | | | | | Conflicts: OpenSim/Server/ServerMain.cs
| * Finally fix build break by allowing UserManagementModule (which constructs a ↵Justin Clark-Casey (justincc)2012-10-051-104/+105
| | | | | | | | | | | | packet directly) to reference OpenSim.Region.ClientStack.LindenUDP. This time I actually properly did a clean build
* | Added parts to manage repositories and plugin managementBlueWall2012-10-061-1/+7
|/ | | | This is working - more testing to follow, then soem documentation
* Add basic asset connector tests to check behaviour for normal, local and ↵Justin Clark-Casey (justincc)2012-09-151-0/+1
| | | | | | | temporary assets. Make AssetServiceConnector return more useful data on failure, such as what DLL it was trying to load Allow LocalAssetServiceConnector.GetData() to work without a cache present, as works for the other lasc Get* methods.
* Revert "Fix prebuild.xml format for reference"BlueWall2012-09-111-1/+1
| | | | This reverts commit 96f889b20e570a05fdb7c4f42057cc66671a60cb.
* Fix prebuild.xml format for referenceBlueWall2012-09-111-1/+1
| | | | Mono.Data.SQL entry was bad
* Fix Windows buildBlueWall2012-08-311-0/+1
| | | | Add reference to fix Windows build: no windows here to test, please report any issues back to IRC #opensim-dev ASAP
* Renaming existing 'torture' tests to 'performance' tests instead, since this ↵Justin Clark-Casey (justincc)2012-08-291-1/+1
| | | | | | | better matches what they really do. nant target name changes to test-perf instead of torture, to match test-stress still not run by default
* Add VectorRenderModuleStressTests that contains a long running test that ↵Justin Clark-Casey (justincc)2012-08-291-0/+40
| | | | | | | | generates thousands of vector textures concurrently. Intended for use if there are future issues with mono crashes whilst generate dynamic textures. This test is triggered via a new test-stress nant target. Not run by default.
* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-201-0/+1
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* Add simple draw test for the VectorRenderModuleJustin Clark-Casey (justincc)2012-08-021-1/+1
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* Move Watchdog and MemoryWatchdog classes into OpenSim.Framework.Monitoring ↵Justin Clark-Casey (justincc)2012-07-251-26/+29
| | | | with other monitoring code from OpenSim.Framework
* Rename OpenSim.Framework.Statistics to OpenSim.Framework.Monitoring.Justin Clark-Casey (justincc)2012-07-251-24/+23
| | | | This better reflects the long-term purpose of that project and matches Monitoring modules.
* Add experimental "OpenSim object memory churn" statistics to output of ↵Justin Clark-Casey (justincc)2012-07-251-0/+1
| | | | | | | | region console "show stats" command This aims to capture the amount of memory that OpenSim turns over whilst operating a region. This memory is not lost - apart from leaks it is reclaimed by the garbage collector. However, the more memory that gets turned over the more work the GC has to do to reclaim it.
* Reorder BulletSim in prebuild.xml so OpenSim.Region.CoreModules is compiled ↵Robert Adams2012-07-201-58/+58
| | | | before BulletSim is
* Remove an added but unnecessary dependency in prebuild.xmlRobert Adams2012-07-201-1/+0
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* Correct namespace of BinaryLoggingModule (a cut-and-paste error). Add a ↵Robert Adams2012-07-201-0/+1
| | | | simple, high performance logger for high frequency logging (physics sub-operations, for instance).
* Fix build break for windows with missing package for IScriptEngine in ↵Justin Clark-Casey (justincc)2012-07-111-0/+1
| | | | prebuild.xml for OpenSim.Region.CoreModules.Tests.dll
* Add regression TestDetachScriptedAttachmentToInventory()Justin Clark-Casey (justincc)2012-07-111-0/+1
| | | | This currently only does a relatively crude check for a ScriptState node in the serialized xml
* Fix recent SOP.GetSittingAvatars() to return null if there are no sitting ↵Justin Clark-Casey (justincc)2012-07-101-0/+1
| | | | | | avatars rather than throwing an exception. Extends sitting avatar regression tests to test new sitters information
* Make the "debug http" command available for robust as well as the simulator. ↵Justin Clark-Casey (justincc)2012-06-151-0/+1
| | | | | | This allows one to see incoming requests as they happen. This required making everything use the common MainServer class for registering and retrieving http servers, rather than duplicate structures.
* Mantis 6044 Building master currently fails.Talun2012-06-071-0/+1
| | | | | | Add missing reference to System.Core Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* Fix prebuild.xmlBlueWall2012-04-271-1/+1
| | | | adding a reference to a dll requires 'path="..."'
* Use DotNetZip to compress OARs and IARs.Oren Hurvitz2012-04-271-0/+1
| | | | DotNetZip provides much better compression than standard .NET.
* Eliminate race condition where many callers would check SOP.PhysicsActor != ↵Justin Clark-Casey (justincc)2012-04-031-1/+1
| | | | | | | | null then assume it was still not null in later code. Another thread could come and turn off physics for a part (null PhysicsActor) at any point. Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs No obvious reason for doing that copy - nothing else does it.