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-rw-r--r--OpenSim/Region/Application/OpenSimMain.cs14
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs58
-rw-r--r--bin/OpenSim.ini.example27
3 files changed, 66 insertions, 33 deletions
diff --git a/OpenSim/Region/Application/OpenSimMain.cs b/OpenSim/Region/Application/OpenSimMain.cs
index ad5a960..7d3f7b8 100644
--- a/OpenSim/Region/Application/OpenSimMain.cs
+++ b/OpenSim/Region/Application/OpenSimMain.cs
@@ -455,7 +455,19 @@ namespace OpenSim
455 //m_moduleLoader.PickupModules(scene, "ScriptEngines"); 455 //m_moduleLoader.PickupModules(scene, "ScriptEngines");
456 //m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene); 456 //m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
457 MainLog.Instance.Verbose("MODULES", "Loading scripting engine modules"); 457 MainLog.Instance.Verbose("MODULES", "Loading scripting engine modules");
458 m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene); 458 foreach (string module in m_scriptEngine.Split(';'))
459 {
460 string mod = module.Trim(" \t\r\n".ToCharArray()); // Clean up name
461 MainLog.Instance.Verbose("MODULES", "Loading scripting engine: " + mod);
462 try
463 {
464 m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", mod), scene);
465 }
466 catch (Exception ex)
467 {
468 MainLog.Instance.Error("MODULES", "Failed to load script engine: " + ex.ToString());
469 }
470 }
459 471
460 m_moduleLoader.InitialiseSharedModules(scene); 472 m_moduleLoader.InitialiseSharedModules(scene);
461 scene.SetModuleInterfaces(); 473 scene.SetModuleInterfaces();
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
index 105d47f..842bac9 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs
@@ -95,40 +95,44 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
95 System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass 95 System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
96 if (PleaseShutdown) 96 if (PleaseShutdown)
97 return; 97 return;
98 // 98
99 // Re-reading config every x seconds 99 if (m_ScriptEngine != null)
100 //
101 if (m_ScriptEngine.RefreshConfigFileSeconds > 0)
102 { 100 {
103 // Check if its time to re-read config 101 //
104 if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens) 102 // Re-reading config every x seconds
103 //
104 if (m_ScriptEngine.RefreshConfigFileSeconds > 0)
105 { 105 {
106 // Its time to re-read config file 106 // Check if its time to re-read config
107 m_ScriptEngine.ConfigSource.Reload(); // Refresh config 107 if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens)
108 m_ScriptEngine.ReadConfig(); 108 {
109 Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time 109 // Its time to re-read config file
110 m_ScriptEngine.ReadConfig();
111 Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
112 }
110 } 113 }
111 }
112 114
113 // 115 //
114 // Adjust number of running script threads if not correct 116 // Adjust number of running script threads if not correct
115 // 117 //
116 m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads(); 118 if (m_ScriptEngine.m_EventQueueManager != null)
119 m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
117 120
118 // 121 //
119 // Check if any script has exceeded its max execution time 122 // Check if any script has exceeded its max execution time
120 // 123 //
121 if (m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime) 124 if (m_ScriptEngine.m_EventQueueManager != null && m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
122 {
123 // We are enforcing execution time
124 if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
125 m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
126 { 125 {
127 // Its time to check again 126 // We are enforcing execution time
128 m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check 127 if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
129 Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time 128 m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens)
129 {
130 // Its time to check again
131 m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check
132 Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
133 }
130 } 134 }
131 } 135 } // m_ScriptEngine != null
132 } 136 }
133 } 137 }
134 catch (Exception ex) 138 catch (Exception ex)
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 94bacd1..a403855 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -51,11 +51,6 @@ asset_database = "sqlite"
51 51
52verbose = true 52verbose = true
53 53
54; ScriptEngine
55script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
56;Experimental remote ScriptServer plugin:
57;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
58
59 54
60; if you would like to allow prim to be physical and move by physics with the physical checkbox in the client set this to true. 55; if you would like to allow prim to be physical and move by physics with the physical checkbox in the client set this to true.
61physical_prim = true 56physical_prim = true
@@ -115,7 +110,29 @@ shout_distance = 100
115; make for smoother sun transition at the cost of network 110; make for smoother sun transition at the cost of network
116;frame_rate = 100 111;frame_rate = 100
117 112
113
114; ##
115; ## ScriptEngine
116; ##
117; These are region modules loaded into each region to provide script support
118; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
119; You can load multiple modules by separating them with ;.
120;
121; Example:
122;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll;OpenSim.Region.ScriptEngine.RemoteServer.dll
123;
124; This is the current and most stable ScriptEngine:
125script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
126
127;Experimental remote ScriptServer plugin (does not currently work):
128;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
129
130
118[ScriptEngine.DotNetEngine] 131[ScriptEngine.DotNetEngine]
132;
133; These settings are specific to DotNetEngine script engine
134; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
135;
119 136
120; When a script receives an event the event is queued. 137; When a script receives an event the event is queued.
121; Any free thread will start executing this event. One script can only have one event executed simultaneously. 138; Any free thread will start executing this event. One script can only have one event executed simultaneously.