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path: root/OpenSim/Region/Framework/Interfaces/IScriptModule.cs (follow)
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* Revert "Fix script "Running" behavior"Melanie2012-07-161-2/+0
| | | | | | A better solution using the already present flags must be found. This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
* Add preservation of running state of scripts when drag-copying.Melanie2012-07-011-1/+3
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* Fix script "Running" behaviorBlueWall2012-06-231-0/+2
| | | | Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
* Mantis 55025 Implement script time.Talun2012-04-121-0/+8
| | | | Signed-off-by: nebadon <michael@osgrid.org>
* Mantis5502 implementation of some of the new constantsTalun2012-04-091-0/+6
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Aggregate script execution times by linksets rather than individual prims.Justin Clark-Casey (justincc)2012-03-161-1/+4
| | | | This is for the top scripts report.
* Replace script-lines-per-second with the script execution time scaled by its ↵Justin Clark-Casey (justincc)2012-03-161-1/+8
| | | | | | | | | | | measurement period and an idealised frame time. The previous lines-per-second measurement used for top scripts report was inaccurate, since lines executed does not reflect time taken to execute. Also, every fetch of the report would reset all the numbers limiting its usefulness and we weren't even guaranteed to see the top 100. The actual measurement value should be script execution time per frame but XEngine does not work this way. Therefore, we use actual script execution time scaled by the measurement period and an idealised frame time. This is still not ideal but gives reasonable results and allows scripts to be compared. This commit moves script execution time calculations from SceneGraph into IScriptModule implementations.
* Register the UrlModule for script engine events OnScriptRemoved and ↵Justin Clark-Casey (justincc)2012-01-141-0/+13
| | | | | | | | | OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script. Doing this in every script is unnecessary since the event trigger is parameterized by the item id. All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException. Registration moved to UrlModule so that the handler is registered for all script engine implementations. This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
* Extend scripts stop/start/suspend/resume console commands to allow action on ↵Justin Clark-Casey (justincc)2011-10-191-5/+9
| | | | | | a single script by giving the script item id (which can be found via scripts show). Not an ideal way to do this on a region with many scripts. Needs refinement later.
* Delay loading scripts until the scene has finished loadingOren Hurvitz2011-09-091-0/+5
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* Create a method to force the script engine to save state from outsideMelanie2011-05-241-0/+2
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* All scripts are now created suspended and are only unsuspended when the objectMelanie2010-04-191-0/+8
| | | | | | is fully rezzed and all scripts in it are instantiated. This ensures that link messages will not be lost on rez/region crossing and makes heavily scripted objects reliable.
* Add a data path for error messagesroot2009-12-221-0/+3
| | | | | | Committed from my other box where git is not configured properly Signed-off-by: Melanie <melanie@t-data.com>
* Script State Fix: Part 2Melanie2009-12-211-1/+1
| | | | | | Change the reader to wrap old-style definitions in new style wrappers. Change importer to not check irrelevant data that can't be reconstructed This removes the last bit of knowledge of XEngine's .state files from core.
* Remove the old (Remoting) region crossing code. Fix the new code toMelanie2009-11-261-1/+1
| | | | | | | | | | pass script state and assembly again properly. Reintroduce respecting tht TrustBinaries flag. Changes the interregion protocol! No version bump because it was broken anyway, so with a version mismatch it will simply stay broken, but not crash. Region corssing still doesn't work because there is still monkey business with both rezzed prims being pushed across a border and attached prims when walking across a border. Teleport is untested by may work.
* Remove GetAssemblyName and friends from the SE interface. It's now handledMelanie2009-11-261-1/+0
| | | | internally
* Add plumbing for the SceneObjectDeleter to wait for the script engine toMelanie2009-08-041-0/+1
| | | | allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Convert both script engines to new region module format. Add proper unloadMelanie Thielker2009-04-151-1/+1
| | | | | | handling to XEngine. Add needed stubs to DotNetEngine.
* Adding a script event, changed(CHANGED_ANIMATION)Melanie Thielker2009-04-111-0/+1
| | | | | | | | This is sent to all root prims of all attachments of an avatar when the animation state changes. llGetAnimation() can thenbe used to find the new movement animation. This eliminates the need for fast timers in AOs
* Introduce IXmlRpcRouter, an interface that allows registering XMLRPCMelanie Thielker2009-04-101-1/+4
| | | | | | | UUIDs with a central marshaller for grids, or publish the ULS for objects elsewhere.
* * optimized usings.lbsa712009-02-121-2/+0
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* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+41
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!