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path: root/OpenSim/Region/ScriptEngine/DotNetEngine/EventManager.cs (follow)
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Make the scrpt engines ignore any script that begins with //MRM:Melanie Thielker2009-04-101-0/+3
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* * Remove unnecessary build dependencies on the ExamplemoneyModule stub. Teravus Ovares2009-04-071-1/+0
| | | | | (??? using OpenSim.Region.CoreModules.Avatar.Currency.SampleMoney ???)
* Refactor log4net logger handling in script engine. (#3148)Jeff Ames2009-02-221-6/+10
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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-101-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-3/+2
| | | | | | | | | | | | | | | | | | | | OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
* Implementation of the llDetectedTouch* functionsidb2008-12-051-1/+5
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* * refactor: Rip out SOP inventory from the partial into a separate classJustin Clarke Casey2008-11-211-1/+1
| | | | | | | | * SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life * A proper inventory interface to follow * Parallel changes for other inventory partial classes to follow at a later date
* Script region crossing. This has not user functionality, but lays all theMelanie Thielker2008-11-091-1/+1
| | | | | | groundwork.
* Fix: Mantis#2326: Fix: privilege escalation through attach from groundMelanie Thielker2008-10-031-1/+1
| | | | | | | | | | Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of attachments while editing. Fix: Attachments being persisted to database on login. Fix: Attachments being persisted when changed by a script like invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent spurious full updates while editing attachments. Several other fixes
* Mantis #2282.Homer Horwitz2008-10-021-1/+1
| | | | | | Thanks tglion for the necessary info to solve an ArgumentOutOfRangeException during region start.
* Remove another interface that is no longer neededMelanie Thielker2008-09-261-1/+1
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* Finishing the code cleanup in DNE, make llDie work again in DNE.Melanie Thielker2008-09-261-40/+90
| | | | | | Add some compile messages from XEngine into DNE as well.
* And another fileMelanie Thielker2008-09-261-0/+479
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* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-259/+0
| | | | | | | | 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.
* ScriptServer communication is ok. Script is creatd on onrez. But since it ↵Tedd Hansen2008-01-121-21/+45
| | | | | | | can not access Scene it sort of crashes right away ;) Added some sample placeholders for implementing rest of LSL events.
* Changes to ScriptServer to (hopefully) make it compile on both .Net and Mono.Tedd Hansen2008-01-051-1/+1
| | | | | Some debug info for startup added to find bugs. ++
* server->script event path almost ready for remote scriptengine (translation ↵Tedd Hansen2007-12-301-34/+36
| | | | table between local script ID and remote script ID missing)
* Added comments to ScriptEngine classes that explains what their purpose isTedd Hansen2007-12-301-0/+13
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* * Optimized usingslbsa712007-12-271-1/+1
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-2/+2
| | | | notice of doom
* * Optimized usingslbsa712007-10-301-42/+131
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+1
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* * Rewired Touch to route to group/part (Still triggering EventManager as well)lbsa712007-09-201-3/+3
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* remove ^M, as native storage should be UNIX format, and ^M in/out mashingSean Dague2007-09-131-131/+131
| | | | | | will happen on the windows side now that eol-style is correct
* Hiding evidence that I once was a VB coder (thanks to refactoring). Renamed ↵Tedd Hansen2007-09-131-3/+3
| | | | member names to smallcapsy.
* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
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* startup event on script added to object, not all inside object.Tedd Hansen2007-08-281-4/+0
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* Added class for "long commands" (command that returns as event) with ↵Tedd Hansen2007-08-251-1/+0
| | | | dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
* Scripts no longer crash sim after 5 minutes (override ↵Tedd Hansen2007-08-251-2/+4
| | | | 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.
* Lowered priority of script threads. Executing state_entry() event on script rez.Tedd Hansen2007-08-231-1/+1
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* GC.GetTotalMemory(true) was blocking.Tedd Hansen2007-08-221-6/+3
| | | | | We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
* Added OnRemoveScript event handler to ScriptEngine. Fixed event queuing of ↵Tedd Hansen2007-08-221-1/+3
| | | | empty objects crash.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-5/+33
| | | | fired likewise. Bugfixes coming in next commit.
* Started on AppDomains for ScriptEngine. Moved llFunctions in ↵Tedd Hansen2007-08-181-0/+1
| | | | LSL_BaseClass.cs to LSL_BuiltIn_Commands.cs. Changed how scripts are loaded.
* Pimped up Default.lsl. Now featuring a touch counter.Tedd Hansen2007-08-171-1/+3
| | | | | Changed "ObjectID" in ScriptEngine to IScriptHost reference. Events will now be queued based on IScriptHost reference instead of string ID of object. Removed "root" object reference in script.
* * Now sending manager, host and root host to Script in constructor.lbsa712007-08-161-1/+1
| | | | | | | | * Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions
* Removed some debugging. Removed *.lso from project include in prebuild.xml.Tedd Hansen2007-08-141-1/+1
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* llSay() works again. Cleanup of debug messages.Tedd Hansen2007-08-141-1/+1
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* ScriptEngine: Some error handling, logs to loggerTedd Hansen2007-08-141-4/+3
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* Common script for all objects (Default.lsl). ScriptEngine touch_start event ↵Tedd Hansen2007-08-131-2/+5
| | | | now works, but llSay only outputs to server console.
* Removed 2 warnings. Added pointer comments to where to add hooks and modify ↵Tedd Hansen2007-08-091-0/+3
| | | | functions to get SE working.
* ScriptEngine just needs 2 events hooked up and llSay() implemented to work. ↵Tedd Hansen2007-08-091-1/+1
| | | | See TODO.txt for details.
* Added ScriptEngine.DotNetEngineTedd Hansen2007-08-081-0/+99