| Commit message (Collapse) | Author | Files | Lines |
|
|
|
|
|
|
|
|
|
regardless of number of regions is now 3. This will save you around 33 threads for a normal 3x3 region server.
But, this is totally completely untested. So it probably won't work for another patch or five.
|
|
* Speeding up ScriptEngine shutdown
* Sharing threads so that minimum total thread count for any amount of regions will be 2. (1 maintenance, 1 script execution)
You can choose more script exec threads if you want of course.
In this commit: Sharing maintenance thread between all regions.
|
|
|
|
|
|
|
|
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
working on 1 region. :)
Using default warning level on C#/VB compile
|
|
Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
|
|
OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
|
|
itself? :)
|
|
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
|
|
Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
|
|
ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
|
|
Fixed small bug in thread counter.
|
|
Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
|
|
A separate thread is used to enforce max function (event) execution time for scripts.
|
|
|
|
events can use llDetect*-commands to find information about event.
|
|
* 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.
|
|
|
|
|
|
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.
|
|
can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
|
|
|
|
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
notice of doom
|
|
|
|
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
|
|
* There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients.
* We do not currently support objects listening, so there's really no way of actually using this feature.
So; somebody please wire chat all the way to the scripts.
|
|
will happen on the windows side now that eol-style is correct
|
|
member names to smallcapsy.
|
|
|
|
|
|
unused events on IClientAPI and 1 is a unused variable in LSL_BuiltIn_Commands (which I'll leave to Tedd, as he will know if it will be used in the future or not).
|
|
|
|
require script to be compiled with (slow) debug information.
|
|
|
|
was attempted executed after AppDomain was unloaded.
|
|
through already disposed logger. Thanks ckrinke
|
|
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.
|
|
|
|
We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
|
|
empty objects crash.
|
|
fired likewise. Bugfixes coming in next commit.
|