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path: root/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs (follow)
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-4/+2
| | | | (this took a while to run).
* Comment out unused private methods.Jeff Ames2008-03-251-40/+42
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* Formatting cleanup.Jeff Ames2008-03-181-28/+25
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* Maintenance thread in charge of loading/unloading of scripts. 1 thread less ↵Tedd Hansen2008-02-221-17/+23
| | | | | | | | per region. Total so far: 2 threads less per region Note: Currently causes delay in load/unload of scripts
* Now last commit will compile too... The features just keep on coming!Tedd Hansen2008-02-221-2/+2
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* From this commit and a few hours into the future ScriptEngine will be unstable:Tedd Hansen2008-02-221-26/+23
| | | | | | | | * 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.
* "threads" command now works. I've added manual tracking of threads (only if ↵Tedd Hansen2008-02-211-0/+1
| | | | compiled in DEBUG mode)... Its ugly and even requires a separate thread to track the treads, but it will be very valuable in debugging.
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* From: Michael Osias <mosias@us.ibm.com>Sean Dague2008-02-191-24/+32
| | | | | | | | This patch implements the llSendRemoteData command and fixes mantis 552, and possibly 586.
* Make timer events from scripts a little less chatty. Charles Krinke2008-02-081-6/+8
| | | | | DEBUG is defined by default in the Linux build.
* Converted logging to use log4net.Jeff Ames2008-02-051-3/+3
| | | | | | 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
* Bugfixes. Now it even reads configuration before it uses it! ;)Tedd Hansen2008-02-021-0/+2
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* Added load/unload queue size limitTedd Hansen2008-02-021-10/+61
| | | | | | | Added option to share script load/unload thread between regions Added event execution queue size limit + some bugfixes from all the changes
* Bugfix, maybe it won't crash during startup and crash somewhere else instead? :)Tedd Hansen2008-02-011-1/+2
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* SCRIPTING STILL BROKENTedd Hansen2008-02-011-3/+20
| | | | | | | | | | | 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 Hansen2008-01-171-1/+2
| | | | 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 Hansen2008-01-121-347/+347
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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/+347
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.