| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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* 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.
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llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
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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
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Scripts can now no longer DOS the user server and there are a lot fewer
gratuitious lookups of user profile data.
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makes progress in extracting the line number of LSL
script execution errors.
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In case you run the server with mono --debug OpenSim.exe
line numbers are reported as <filename>:<linenumber>, so no
"at line" is found. That led to an exception, which is caught
since r5766. The attached patch fixes this for mono;
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attached are some patches to either comment out direct
console writes or to convert them to log writes
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exceeded issues) seen in osgrid meeting today
* From the logs, I'm guessing probable cause is that an exception generated by a bad index given to substring error line number conversion stopped the script being killed, leading to continuous events that filled up the log (maybe)
* Someone will need to go back and fix this properly
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to your scheduled scripting.
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Set thread culture for event processing threads in DotNetEngine.
XEngine already had this. Maybe someone with a French OS can verify
the fix.
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esets script permissions when a script is recompiled.
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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)
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not break trunk.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
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the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
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* 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....
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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There appears to be a problem with the mapping of scripts when an llHTTPRequest completes.
CheckHttpRequests() looks for a function that maps to the localID associated with the http
request. However, the only context in which it looks is that of the first region. That is,
m_CmdManager.m_ScriptEngine.m_ScriptManager is the same no matter where the script executed
that initiated the llHTTPRequest. Since scripts appear to be loaded into a region specific
scriptmanager on startup, the event handler is only found for requests coming from the first region.
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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Copying, reseting, dragging scripts cause unnecessary recompilation,
slowing down the simulator and filling up the ScriptEngines directory
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts,
and only recompiles new assets. (editing a script generates a new asset,
so no problems there).
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of the key of the payer to an Explicit one.
* Fixes Mantis: #1045
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* Eventually this codebase will be clean. >_>
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* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.
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llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
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Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
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loop, this queue manipulation is dead wrong as Queue is not
a synchronized data structure. Hopefully this helps.
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* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
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llParticleSystem and osDynamicTexture issues.
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script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
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