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path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventManager.cs (follow)
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* Remove interfaces that are no longer used from DNEMelanie Thielker2008-09-261-1/+1
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* Fix script engine name parsing for DotNetEngine to make that actually workMelanie Thielker2008-09-251-1/+1
| | | | | | Add a reference for Windows builds
* Add an extension to allow registering multiple interfaces of a type withMelanie Thielker2008-09-251-2/+13
| | | | | | | | | | Scene. Make the script engines check that the engine name in the //Engine:language comment is a valid engine and treat it as a normal comment if it's not. //DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since that is it's real internal name. //XEngine: still works
* Convergence is almost complete. This brings the diff between the API to < 10kMelanie Thielker2008-09-251-175/+170
| | | | | | | | and makes it use a common set of types in both engine. Fixes the issues with running both engines and HTTP requests / listens / timers etc.. Also fixes a couple of minor Scene issues and a CTB by nullref.
* Remove Common/LSL_Types.cs. Both script engines now use a single versionMelanie Thielker2008-09-231-0/+1
| | | | | | | | of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs Also changes the compiler in DotNetEngine to use that. You _will_ need to let your region recompile all your scripts!
* Remove the script engine identifier tag, so the compiler just seesMelanie Thielker2008-09-221-0/+1
| | | | | | | the language specifier. Makes language specifiers work again with script engine specifiers.
* Prevent scripts from running under multiple engines at onceMelanie Thielker2008-09-221-4/+8
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* Allows to use the new script engine feature. Begin your script withMelanie Thielker2008-09-211-0/+9
| | | | | | | //XEngine: or //DotNetEnine: , optionally followed by a language like //XEngine:lsl, and it will be run on the chosen engine.
* Change the scirpt engine loading mechanism. Script engines are nowMelanie Thielker2008-09-211-21/+29
| | | | | | | | | ordinary region modules and are able to coexist in one instance. See http://opensimulator.org/wiki/ScriptEngines for details. There were changes to OpenSim.ini.example, please note DefaultScriptEngine. Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
* Mantis#2183. Thank you kindly, Ewe Loon for a patch that addresses:Charles Krinke2008-09-141-0/+1
| | | | | | | | | | | | | after using llTakeControls my sim receives about 200 messages per second, l of which get queued , this could be because there is no lag as the viewer and sim are on the same computer. The patch I have included checks to see if the "Changed" param is 0 then searches the EventQueue for Control messages being sent to the same localid, if it finds a message already in the Queue and Changed==0 then the new message is only notifing you the key is being held, since there is already a message the new one isnt needed so it isnt added to the queue.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-32/+32
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Thank you, salahazar, for a patch that corrects the behavior ofMelanie Thielker2008-08-271-4/+4
| | | | | | | llDetectedLink(). Also a small refactor to remove an interface member from IScriptEngine.
* Some complex re-ordering to make prebuild do what needed to be done.Melanie Thielker2008-08-231-0/+1
| | | | | | | | | It is now possible to use module interfaces without referencing Scene. Place those interfaces in OpenSim/Region/Interfaces. They may not use any refs from OpenSim.Region.Environment as parameters. This resolves a circular library ref introduced in r5949
* Mantis#1899. Thank you kindly, Cmickeyb for a patch that:Charles Krinke2008-08-071-2/+2
| | | | | | | attached are some patches to either comment out direct console writes or to convert them to log writes
* Mantis#1623. Thank you, Melanie for a patch that:Charles Krinke2008-06-281-1/+1
| | | | | | Fully defines the equality operators on the lsl types and plubs in the script engine side of the work begun in 0001616 (aly, this one's for you)
* Mantis#1616. Applied Melanie's patch. This may or mayCharles Krinke2008-06-281-1/+1
| | | | | not break trunk.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-101-2/+2
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* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-081-2/+60
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* * This sends collision events to the script engine. Teravus Ovares2008-06-051-8/+77
| | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
* * Patch #1312 from Melanie - Abstracts Money Module to IMoneyModule.Adam Frisby2008-05-181-0/+1
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* Formatting cleanup.Jeff Ames2008-05-141-2/+2
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* * Changed implicit string conversion to LSL_Types.LSLString in money event ↵Teravus Ovares2008-05-111-1/+1
| | | | | | | of the key of the payer to an Explicit one. * Fixes Mantis: #1045
* * Other then the prim update experiments that are going on now, ↵Teravus Ovares2008-05-071-0/+1
| | | | llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
* * Theoretically, everything is in place for scripted take controls... ↵Teravus Ovares2008-05-071-2/+2
| | | | | | | Theoretically. * I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
* * Assorted spring cleanings.Adam Frisby2008-05-011-1/+0
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* * Sometimes you know, you do something really stupid.Adam Frisby2008-04-301-1/+1
| | | | | * This is one of those times (should fix build)
* Patch from Melanie: 0001077: [PATCH] LSL types cannot be cast implicitly or ↵Teravus Ovares2008-04-301-11/+12
| | | | | | | explicitly in many cases Thanks Melanie! * Also, I moved the event parser and re-writer to a separate static object. More work will be done here shortly.
* * Patch from XenReborn to make remove-region work properly without needing ↵Teravus Ovares2008-04-271-0/+10
| | | | | | | | to do a change-region first. Careful though. I still suggest you do a change-region first. * Patch from Melanie to implement touch_end. * Thanks XenReborn!. Thanks Melanie!
* * Implements llTarget, llTargetRemove, at_target(), not_at_target()Teravus Ovares2008-04-251-4/+7
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* replace hard tabs with 4 spaces to be consistant in the source.Sean Dague2008-04-241-5/+5
| | | | | | Please adjust your editors to not use hard tabs.
* * Patch from Melanie. Mantis 0001037: Add various internal plumbing to ↵Teravus Ovares2008-04-231-5/+23
| | | | | | | the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie! * Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-1/+1
| | | | (this took a while to run).
* From: Michael Osias <mosias@us.ibm.com>Justin Clarke Casey2008-04-091-1/+4
| | | | | | | "This is llDetectedKey for touch_start - it is already implemented for sensor." Thanks Michael
* Formatting cleanup.Jeff Ames2008-03-181-29/+26
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-3/+3
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* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* state_entry is now executed on state change.Tedd Hansen2008-02-101-0/+6
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* Converted logging to use log4net.Jeff Ames2008-02-051-3/+1
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* SCRIPTING STILL BROKENTedd Hansen2008-02-011-2/+19
| | | | | | | | | | | 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
* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-171-32/+32
| | | | events can use llDetect*-commands to find information about event.
* * Added and implemented the LSL changed event.Teravus Ovares2008-01-171-0/+7
| | | | | | | * An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example * You can use this to trigger actions in your script if someone sits on your object_rez * You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * 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.
* Set eolTedd Hansen2008-01-121-259/+259
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* Added license to new filesTedd Hansen2008-01-121-2/+3
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* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-0/+259
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.