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path: root/OpenSim/Region/ScriptEngine/DotNetEngine/EventQueueManager.cs (follow)
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* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-221-1/+1
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
* Refactor log4net logger handling in script engine. (#3148)Jeff Ames2009-02-221-6/+10
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* Add friendly error messages to both engines.Melanie Thielker2008-09-271-0/+7
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* Remove another interface that is no longer neededMelanie Thielker2008-09-261-1/+1
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* Remove all the subclassing complexity and script server interfaces fromMelanie Thielker2008-09-261-0/+447
| | | | | | | | DNE and move all of DNE into the DotNetEngine directory. Remove references that would cause the script runtime to load the entire engine + scene into each script appdomain. This might help DNE memory consumption.
* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-364/+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 Hansen2008-01-121-2/+2
| | | | | | | can not access Scene it sort of crashes right away ;) Added some sample placeholders for implementing rest of LSL events.
* Added comments to ScriptEngine classes that explains what their purpose isTedd Hansen2007-12-301-0/+22
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* * Optimized usingslbsa712007-12-271-10/+11
| | | | | | | * 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
* converted hard-coded chat type values to ChatTypeEnumJeff Ames2007-11-081-1/+2
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* ScriptServer fixes: Added more debug logging, mutex lock (to be ↵Tedd Hansen2007-11-011-8/+15
| | | | | | | extra-super-sure) on script load/unload, removed experimental Grid-scriptengine from compile because of dynamic module loader, and added random string to script filename to bypass module loader file lock. Please delete your copy of bin/ScriptEngine/OpenSim.Grid.ScriptEngine.DotNetEngine.dll.
* * Optimized usingslbsa712007-10-301-26/+38
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* * Wired up chat so that channel goes into OnChatFromViewer. However:lbsa712007-09-141-1/+1
| | | | | | | * There's no libsl reply packet field for it, I guess other channels than 0 makes no sense sending back to clients. * We do not currently support objects listening, so there's really no way of actually using this feature. So; somebody please wire chat all the way to the scripts.
* remove ^M, as native storage should be UNIX format, and ^M in/out mashingSean Dague2007-09-131-321/+321
| | | | | | 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 Hansen2007-09-131-36/+36
| | | | member names to smallcapsy.
* * Took a stab at #388lbsa712007-09-101-1/+4
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* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
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* Cut down on the number of compile warnings. Now down to 5: 4 are related to ↵MW2007-09-081-2/+2
| | | | unused events on IClientAPI and 1 is a unused variable in LSL_BuiltIn_Commands (which I'll leave to Tedd, as he will know if it will be used in the future or not).
* in-world run-time error-message no-w con-tains function-name.Tedd Hansen2007-08-261-1/+1
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* Run-time script errors are now shown in-world. No line number though, might ↵Tedd Hansen2007-08-261-0/+29
| | | | require script to be compiled with (slow) debug information.
* Bugfix for last commit, { instead of (Tedd Hansen2007-08-261-1/+1
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* Fixed bug that occurs sometimes on script unload where queued script event ↵Tedd Hansen2007-08-261-40/+47
| | | | was attempted executed after AppDomain was unloaded.
* Fixed error on shutdown caused by ThreadAbortException sending message ↵Tedd Hansen2007-08-251-2/+2
| | | | through already disposed logger. Thanks ckrinke
* Added class for "long commands" (command that returns as event) with ↵Tedd Hansen2007-08-251-22/+33
| | | | 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 Hansen2007-08-251-1/+1
| | | | 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 Hansen2007-08-231-0/+1
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* GC.GetTotalMemory(true) was blocking.Tedd Hansen2007-08-221-0/+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 Hansen2007-08-221-0/+4
| | | | empty objects crash.
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-24/+31
| | | | fired likewise. Bugfixes coming in next commit.
* Code comments on recent changes in EventQueueManagerTedd Hansen2007-08-191-9/+45
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* Sped up EventQueueManager response time (scripts now respond quickly). Added ↵Tedd Hansen2007-08-191-39/+117
| | | | support for multiple threads executing events on objects, but only one thread on one script at the time (to utilize MultiCore/hyperthreading CPU's).
* Moved in-AppDomain event execution from Script to ↵Tedd Hansen2007-08-181-1/+1
| | | | OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
* 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 Hansen2007-08-171-2/+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.lbsa712007-08-161-2/+2
| | | | | | | | * Changed how Script accesses World * Implemented llSay, llWhisper and llShout * Added SetText() to IScriptHost, implemented llText * Minor renamings to conform with code conventions
* krinkec's updates to ll* interface and functionsTedd Hansen2007-08-141-0/+4
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* Removed some debugging. Removed *.lso from project include in prebuild.xml.Tedd Hansen2007-08-141-2/+2
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* llSay() works again. Cleanup of debug messages.Tedd Hansen2007-08-141-2/+2
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* ScriptEngine: Some error handling, logs to loggerTedd Hansen2007-08-141-6/+6
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* Added ScriptEngine.DotNetEngineTedd Hansen2007-08-081-0/+136