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doesn't work, so no big surprise. :)
Modified baseclass for compiled script to incorp new OSSL commands class and renamed it to follow standards and all that. Scripts may work again. :)
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new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
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This patch implements the llSendRemoteData command and fixes mantis 552,
and possibly 586.
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Changed the public IsAdministrator back to protected,
now checks Config to see whether it is allowed to run or not.
Defaults to false (not allowed).
To use add the following to OpenSim.ini
[LL-Functions]
AllowosConsoleCommand=true
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osConsoleCommand Feature to ll-functions.
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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
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methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
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LSL_BuiltIn_Commands_Interface - it is now (and foxes Mantis 395)
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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Some preliminary work on llSetStatus and llGetStatus.
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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
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Implementing llStringTrim and hooking in osRegionNotice
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functionality added yet, but did not want to loose work.
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events can use llDetect*-commands to find information about event.
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* 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.
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ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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LSL_BaseClass to allow them to be called in LSL scripts.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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The list type and a bunch of support functions to LSL
Added/ReImplmented: llGetListLength(), llList2Integer(), osList2Double() (note rename),
llList2Float(), llList2String(), llList2Key(), llList2Vector(), llList2Rot(),
llList2List(), llDeleteSubList(), llGetListEntryType(), llList2CSV(), llCSV2List(),
llListInsertList(), llDumpList2String(),
Borked Still: llListSort(), llListRandomize(), llList2ListStrided(), llListFindList(),
Changed: llHTTPRequest() (Made wrapper of LSL_Types.list->List<string>)
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Added: LinkNum to SceneObjectPart
Added: Bunch-o settings of LinkNum in SceneObjectGroup
Added: llGetNumberOfPrims()
Added: llGetLinkNumber()
Added: llGetLinkKey()
Added: llGetLinkName() (and change to string return type)
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This patch implements the llHttpRequest function via a region module,
HttpScriptsRequest. There were bits and peices in LSLLong_cmd_handler,
which I moved into the region module, and just check for completed
requests and dispatch the http_response callback event instead.
works for me as of r2674
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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* Shortened type references
* Removed redundant 'this' qualifier
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Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
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will happen on the windows side now that eol-style is correct
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Some more modules templates classes (hoping that someone will pick some of these and work on implementing them).
Early version of the "Dynamic Texture Module", although currently there are no render modules included (so not really functional without them).
Added osSetDynamicTextureURL script function, for attaching a dynamic texture to a prim.
Some work on the console command handling. Added "change-region <regionname>" and "exit-region" so that after the use of change-region, the commands entered will apply to that region only. Then use exit-region to return to the top level (so commands then function as they did before and either apply to all regions or to the first region) (Note: this hasn't been tested very much)
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dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
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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.
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OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
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(no security yet).
*phew* that only took me 12 hours of coding...
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not working yet.
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Common). Changed Vector and Rotation to custom types (stored in Common) that needs to be changed later. No longer using Axiom. Script support still broken.
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(OpenSim.Region.ScriptEngine.Common). Fixed last compile error (forgot to include LSL_BuiltIn_Commands.cs).
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LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
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