| Commit message (Collapse) | Author | Age | Files | Lines |
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llParticleSystem and osDynamicTexture issues.
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(this took a while to run).
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region queue before queue objects were fully operational)
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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.
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compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
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the randoms segfaults
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commented out.
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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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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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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
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ScriptThreadPriority to set script thread priority
DeactivateScriptOnTimeout to remove script if it is executing too long
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Moved DotNetScriptEngine configuration to config file.
Added option to share script execution threads between regions.
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A separate thread is used to enforce max function (event) execution time for scripts.
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