| Commit message (Collapse) | Author | Age | Files | Lines |
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new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
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for later removal/replacement.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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work anyway.
Added js to OpenSim.ini.example.
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Added some logging on what is happening during compile.
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Added option to share script load/unload thread between regions
Added event execution queue size limit
+ some bugfixes from all the changes
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OpenSim in 32-bit mode.
Added VISUAL BASIC.NET-support
//cs, //lsl and //vb as first characters of script will determine what compiler is used.
Compile warnings are no longer treated as errors. Script will still run.
Added a few useless and useful config options:
Write script source to harddisk for debug, Default compile language, Allowed compilers (languages), compile in release or debug mode, clean up old scripts on startup
Loads of warnings for incorrect config
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OpenSim in 32-bit mode.
Fixed ScriptEngine.Common startup problems.
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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
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events can use llDetect*-commands to find information about event.
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* 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.
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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.
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So loading/unloading of scripts are now done in same sequence as they are called.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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llResetScript() is now functional. With this patch, Kan-script 0000003 should run.
Noted the llListen(0,"","","") errored due to "" != UUID - patched to set to
NULL_KEY which then works to listen to everything.
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notice of doom
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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.
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* Shortened type references
* Removed redundant 'this' qualifier
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* Some propertification and hideousness of fields.
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Implemented: llHTTPRequest (queue, thread, etc -- but not actuall call)
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* 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.
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drop IScriptHost for now and just use SceneObjectPart, given how many of
SceneObjectPart's properties we need for the script engine
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will happen on the windows side now that eol-style is correct
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member names to smallcapsy.
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require script to be compiled with (slow) debug information.
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was attempted executed after AppDomain was unloaded.
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LSL-script.
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Displays script compile error messages in-world.
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dedicated thread for processing. Added support for llSetTimerEvent(). Deleting old compiled scripts before new compile is attempted (avoids loading wrong script on compile error).
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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.
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and load.
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We now support individual scripts on individual prims. Do the script dance... \o/ \o\ /o/ \o/ .o.
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fired likewise. Bugfixes coming in next commit.
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in script, removes script from EventQueueManagers target list, tells AppDomainManager that script is no longer active (and ready for unload).
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times". Will speed up script event execution considerable. But at the cost of some memory (will be optimized later with RuntimeXHandle).
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scripts loaded count in AppDomain properly.
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OpenSim.Region.ScriptEngine.Executor. Script no longer responsible for handling event calls to itself (and we can create reference cache in Executor).
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(no security yet).
*phew* that only took me 12 hours of coding...
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