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path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueManager.cs (follow)
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* Change the scirpt engine loading mechanism. Script engines are nowMelanie Thielker2008-09-211-0/+5
| | | | | | | | | 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/+25
| | | | | | | | | | | | | 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 Ovares2008-09-061-5/+5
| | | | | | | * 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.
* Formatting cleanup.Jeff Ames2008-08-181-4/+4
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* * Fixed it so you can do a lot more llDetected* methods in many additional ↵Teravus Ovares2008-06-081-1/+2
| | | | | | | situations and have it work. * script Collision reporting works now in DotNetEngine
* * This sends collision events to the script engine. Teravus Ovares2008-06-051-1/+2
| | | | | * 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....
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+0
| | | | (this took a while to run).
* Removed some script engine noise from consoleTedd Hansen2008-04-201-1/+1
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* Formatting cleanup.Jeff Ames2008-03-181-27/+25
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* * Removed a bunch of compiler warnings.Adam Frisby2008-03-031-1/+1
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* Bugfixes - Scripting works againTedd Hansen2008-02-221-0/+1
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* Bugfixes - wasn't counting threads right++Tedd Hansen2008-02-221-3/+2
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* Execution threads are now shared between regions too. Default thread count ↵Tedd Hansen2008-02-221-46/+18
| | | | | | | 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.
* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-221-9/+9
| | | | | | | | * 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.
* Fixes to ScriptEngine thread cleanup on destructorTedd Hansen2008-02-211-9/+9
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* ScriptEngine changes in locking. Another step in direction of shared threads.Tedd Hansen2008-02-211-17/+15
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* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* Converted logging to use log4net.Jeff Ames2008-02-051-13/+10
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* Temporarily disabled shared threads because of a bug. Script were only ↵Tedd Hansen2008-02-031-1/+2
| | | | | | | working on 1 region. :) Using default warning level on C#/VB compile
* Added load/unload queue size limitTedd Hansen2008-02-021-0/+10
| | | | | | | Added option to share script load/unload thread between regions Added event execution queue size limit + some bugfixes from all the changes
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-021-16/+20
| | | | | | | OpenSim in 32-bit mode. Fixed ScriptEngine.Common startup problems.
* Forgot to create an object before use. Now why can't .Net just do that ↵Tedd Hansen2008-02-021-7/+10
| | | | itself? :)
* SCRIPTING STILL BROKENTedd Hansen2008-02-011-9/+33
| | | | | | | | | | | 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
* SCRIPT SUPPORT IS STILL BROKEN.Tedd Hansen2008-02-011-96/+146
| | | | | | | | | | | | | | 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
* Added config options:Tedd Hansen2008-02-011-1/+4
| | | | | | ScriptThreadPriority to set script thread priority DeactivateScriptOnTimeout to remove script if it is executing too long
* Removed "Loading inventory for Primitive" message.Tedd Hansen2008-02-011-1/+1
| | | | | Fixed small bug in thread counter.
* ExperimentalTedd Hansen2008-02-011-7/+45
| | | | | | Moved DotNetScriptEngine configuration to config file. Added option to share script execution threads between regions.
* Highly experimentalTedd Hansen2008-02-011-149/+99
| | | | | A separate thread is used to enforce max function (event) execution time for scripts.
* * Potential fix to the 'can't run a script anymore bug'Teravus Ovares2008-01-191-6/+7
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* Added data structure to be passed through event execution queue so that ↵Tedd Hansen2008-01-171-7/+29
| | | | events can use llDetect*-commands to find information about event.
* * 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 Hansen2008-01-121-363/+363
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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/+363
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.