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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-101-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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!
* An initial implementation of llMinEventDelay in XEngine.idb2008-12-211-0/+7
| | | | | | Not implemented yet in DotNetEngine. Fixes Mantis #2830
* Refactor IEventReceiver back into IScriptEngineMelanie Thielker2008-11-081-1/+16
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* * Added missing dependencies that was causing build to fail in windows. ↵Teravus Ovares2008-10-171-0/+1
| | | | Mono doesn't seem to care.
* Fixed (mono-)script handling for SL viewer 1.21:Homer Horwitz2008-10-161-2/+12
| | | | | | | | | | - Added two missing caps (UpdateScriptAgent, UpdateScriptTask) - Added one missing EventQueue event (ScriptRunningReply) - Changed DNE and XEngine to use this new event As we only use the mono engine anyway, the "Mono" checkbox is set by default but doesn't have any function.
* Fix Mantis #2281: touch events in non-default states in DNE work again.Homer Horwitz2008-10-041-1/+1
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* Reintroduces the discovery mechanism to use llRequestSimulatorData("", 128)Melanie Thielker2008-10-031-0/+5
| | | | | | | Causes the dataserver event to return "OpenSim" when running on OpenSim. Requires ThreatLevel to be "High" or above to function.
* Plumb in the start parameter in DNEMelanie Thielker2008-10-031-1/+1
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* DNE code cleanupsMelanie Thielker2008-09-261-25/+43
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* Adds support for the "Running" checkbox and the "Reset" button, as well asMelanie Thielker2008-09-261-0/+44
| | | | | | | ResetScripts In Selection, Set Script to [not] Running In Selection from the tools menu. Allows DNE script reset without a full recompile.
* Yay! Common/ is gone! One API is achieved!Melanie Thielker2008-09-261-1/+1
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* Add per-instance date to DNE to avoid serializing stuff 10 times a second.Melanie Thielker2008-09-261-16/+24
| | | | | | Clode cleanup and removal of commented stuff in ScriptManager.
* Remove all the subclassing complexity and script server interfaces fromMelanie Thielker2008-09-261-8/+260
| | | | | | | | 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.
* Brushing rust of ye old commitTedd Hansen2008-09-061-1/+0
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+2
| | | | (this took a while to run).
* Formatting cleanup.Jeff Ames2008-03-181-27/+27
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* Converted logging to use log4net.Jeff Ames2008-02-051-1/+1
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* Added OpenSim.32BitLaunch.exe that can be used on 64-bit systems to run ↵Tedd Hansen2008-02-021-1/+1
| | | | | | | OpenSim in 32-bit mode. Fixed ScriptEngine.Common startup problems.
* SCRIPTING STILL BROKENTedd Hansen2008-02-011-1/+1
| | | | | | | | | | | 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
* ExperimentalTedd Hansen2008-02-011-0/+6
| | | | | | Moved DotNetScriptEngine configuration to config file. Added option to share script execution threads between regions.
* Small bug in ResetScriptTedd Hansen2008-01-211-4/+0
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* Major reorganizing of DotNetEngine. Moved common script engine parts to ↵Tedd Hansen2008-01-121-78/+8
| | | | | | | | 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 Hansen2008-01-121-3/+3
| | | | | | | can not access Scene it sort of crashes right away ;) Added some sample placeholders for implementing rest of LSL events.
* Dynamic loading of ScriptEngine in ScriptServerTedd Hansen2008-01-091-1/+7
| | | | | ScriptServer event pipe (OpenSim->ScriptServer->ScriptEngine) should in theory be done
* server->script event path almost ready for remote scriptengine (translation ↵Tedd Hansen2007-12-301-12/+5
| | | | table between local script ID and remote script ID missing)
* In this commit I am using an editor feature called "Save All" before I commit.Tedd Hansen2007-12-301-1/+2
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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 usingslbsa712007-10-301-21/+12
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* changes to pass nini config object to the modules that getSean Dague2007-10-191-132/+133
| | | | | | loaded so that they may read out any bits they are interested in
* * Gave ModuleLoader some good lovin'lbsa712007-10-101-132/+132
| | | | | | | * Introduced ModuleLoader.PickupModules that currently picks up IRegionModule:s from /bin * Made LogBase thread-safe (or at least not thread-ignorant) * Ignored some genned files
* remove ^M, as native storage should be UNIX format, and ^M in/out mashingSean Dague2007-09-131-132/+132
| | | | | | 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 Hansen2007-09-131-10/+10
| | | | member names to smallcapsy.
* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
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* Converted the LSL scripting engine into a IRegionModule, so now all ↵MW2007-09-081-2/+31
| | | | | | | | | "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back). Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. Some early work to prepare for improving the way clients are updated (about prims etc).
* Added class for "long commands" (command that returns as event) with ↵Tedd Hansen2007-08-251-0/+2
| | | | dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
* (Untested) Scripts are individually loaded into objects (on rez), and event ↵Tedd Hansen2007-08-221-19/+13
| | | | fired likewise. Bugfixes coming in next commit.
* A case of 'while I was working someone set me up the bomb'.lbsa712007-08-221-1/+2
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* * Added stub OnRezScript handler with plentiful of commentslbsa712007-08-221-0/+11
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* 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/+3
| | | | 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/+4
| | | | | 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.lbsa712007-08-161-3/+10
| | | | | | | | * 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 Hansen2007-08-141-3/+3
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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 Hansen2007-08-141-4/+8
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* Common script for all objects (Default.lsl). ScriptEngine touch_start event ↵Tedd Hansen2007-08-131-0/+1
| | | | now works, but llSay only outputs to server console.
* (DotNet) ScriptEngine is now loaded and added to Scene during startup.Tedd Hansen2007-08-131-1/+1
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* ScriptEngine just needs 2 events hooked up and llSay() implemented to work. ↵Tedd Hansen2007-08-091-2/+2
| | | | See TODO.txt for details.