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authorTedd Hansen2008-02-01 23:36:36 +0000
committerTedd Hansen2008-02-01 23:36:36 +0000
commitd02a90823f2873f1b4de63062e3909d03a5a91fa (patch)
treecb0d8f79fd36bec98bbac39c1185ee40c75e7c6d /bin
parentSCRIPT SUPPORT IS STILL BROKEN. (diff)
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SCRIPTING STILL BROKEN
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
Diffstat (limited to 'bin')
-rw-r--r--bin/OpenSim.ini.example21
1 files changed, 19 insertions, 2 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 9d664bf..94bacd1 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -123,6 +123,13 @@ shout_distance = 100
123; Same if you have 10 threads, then only 10 scripts can be run simultaneously. 123; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
124; But because most scripts exit after their task, the threads are free to go on to the next script. 124; But because most scripts exit after their task, the threads are free to go on to the next script.
125 125
126; Refresh ScriptEngine config options (these settings) every xx seconds
127; 0 = Do not refresh
128; Set it to number of seconds between refresh, for example 30.
129; Will allow you to change ScriptEngine settings while server is running just by editing this file.
130; For example to increase or decrease number of threads.
131RefreshConfig=0
132
126; Number of threads to use for script event execution 133; Number of threads to use for script event execution
127; Threads are shared across all regions 134; Threads are shared across all regions
128NumberOfScriptThreads=2 135NumberOfScriptThreads=2
@@ -136,6 +143,7 @@ ScriptThreadPriority=BelowNormal
136; Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions> 143; Number of threads will be <NumberOfScriptThreads>*<NumberOfRegions>
137; false: All regions share <NumberOfScriptThreads> for all their scripts 144; false: All regions share <NumberOfScriptThreads> for all their scripts
138; Note! If you run multiple script engines based on "OpenSim.Region.ScriptEngine.Common" then all of them will share the same threads. 145; Note! If you run multiple script engines based on "OpenSim.Region.ScriptEngine.Common" then all of them will share the same threads.
146; *** This setting will not work until you restart OpenSim
139PrivateRegionThreads=false 147PrivateRegionThreads=false
140 148
141; How long MAX should a script event be allowed to run (per event execution)? 149; How long MAX should a script event be allowed to run (per event execution)?
@@ -164,5 +172,14 @@ SleepTimeIfNoScriptExecutionMs=50
164; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead. 172; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
165ScriptsPerAppDomain=1 173ScriptsPerAppDomain=1
166 174
167; ReRead ScriptEngine config options how often? 175; Script loading / unloading sleep
168ReReadConfig=0 176; How long load/unload thread should sleep if there is nothing to do
177; Higher value makes it respond slower when scripts are added/removed from prims
178; But once active it will process all in queue before sleeping again
179ScriptLoadUnloadLoopms=30
180
181; Async LL command sleep
182; If no async LL commands are waiting, how long should thread sleep before checking again
183; Async LL commands are LSL-commands that causes an event to be fired back with result
184AsyncLLCommandLoopms=50
185