| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
the randoms segfaults
|
|
|
|
|
|
|
| |
Added some info to failure on GridServices listening port so people can see what actually went wrong.
Moved most of the function/event execution module to a baseclass so other execution methods (instead of reflection) can be used with custom script modules run by ScriptEngine.Common.
+ some accumulated patches
|
| |
|
|
|
|
|
| |
DEBUG is defined by default in the Linux build.
|
|
|
|
|
|
|
| |
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
|
|
|
|
|
|
|
| |
extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock.
Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
| |
|
|
|
|
|
|
| |
will happen on the windows side now that eol-style is correct
|
|
|
|
| |
require script to be compiled with (slow) debug information.
|
|
|
|
| |
LSL-script.
|
|
|
|
| |
dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
|
|
|
|
| |
InitializeLifetimeService). Loading/Unloading of scripts are now handled in separate thread so server is no delayed because of this. Each script is loaded into a single AppDomain (temporary test for script unload, eats ~15KB more memory for each script). Unload of scripts has been verified to free up memory.
|
|
|
|
| |
in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
|
|
|
|
| |
times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
|
|
|
|
| |
OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
|
|
(no security yet).
*phew* that only took me 12 hours of coding...
|