aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Change the return value if the compiler to "object" to allow compilersMelanie2009-08-311-1/+1
| | | | to return dynamic method objects
* Thank you, thomax, for a patch to provide finer-grained access control toMelanie Thielker2009-06-051-1/+1
| | | | | | | scripting. Fixes Mantis #2862
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* cleanupDr Scofield2009-03-251-1/+1
|
* Fixes Mantis #3289. Thank you kindly, Ewe Loon, for a patch that:Charles Krinke2009-03-151-10/+28
| | | | | | fixes Sporadic Errors in "Dictionary<InstanceData, DetectParams[]" Causing total script Failure
* Mantis#3187. Thank you kindly, DoranZemlja for a patch that:Charles Krinke2009-02-231-0/+37
| | | | | | | Adds a warning for an LSL construct that exploits a popular list memory saving hack.
* Refactor log4net logger handling in script engine. (#3148)Jeff Ames2009-02-221-25/+26
|
* Fix some compiler warnings. Minor formatting cleanup.Jeff Ames2009-02-131-4/+0
|
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-1/+1
| | | | | | | | | | | | | | | | | | | | 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!
* Mantis #2350idb2008-12-051-2/+3
| | | | | Move the DotNetEngine Unloading script debug message
* Comment the ScriptSponsor and restore the indefinite lifetime forMelanie Thielker2008-11-291-5/+5
| | | | | | scripts until that can be better debugged
* Attempt to give script objects a proper lease time (DNE and xengine). Relies ↵Tedd Hansen2008-11-261-0/+9
| | | | on GC. Also removed lease for LSL_Api as it strictly speaking should not be MarshalByRef. Or should it? If so I broke scripting! :)
* * refactor: Rip out SOP inventory from the partial into a separate classJustin Clarke Casey2008-11-211-3/+2
| | | | | | | | * 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
* Reintroduces the discovery mechanism to use llRequestSimulatorData("", 128)Melanie Thielker2008-10-031-0/+17
| | | | | | | 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 Thielker2008-10-031-0/+10
|
* Add explicit CultureInfo to the script compile thread in DotNetEngine toMelanie Thielker2008-09-281-0/+4
| | | | | | ensure that scripts will compile on nonenglish systems
* Stop DNE saying "Loading script" when it's actually unloading.Melanie Thielker2008-09-271-2/+4
|
* Add friendly error messages to both engines.Melanie Thielker2008-09-271-1/+4
|
* Kill "Compile successful" message when rezzing prims/wearing attachmentsMelanie Thielker2008-09-261-2/+2
| | | | | | | Changes behavior to send on_rez event to prims when rezzed from agent inventory.
* Finishing the code cleanup in DNE, make llDie work again in DNE.Melanie Thielker2008-09-261-7/+3
| | | | | | Add some compile messages from XEngine into DNE as well.
* Pluggable API module (XEngine style) support for DNEMelanie Thielker2008-09-261-7/+14
|
* Compiler Connection! One world, one compiler!Melanie Thielker2008-09-261-19/+20
|
* Yay! Common/ is gone! One API is achieved!Melanie Thielker2008-09-261-4/+5
|
* Add per-instance date to DNE to avoid serializing stuff 10 times a second.Melanie Thielker2008-09-261-189/+140
| | | | | | Clode cleanup and removal of commented stuff in ScriptManager.
* Remove all the subclassing complexity and script server interfaces fromMelanie Thielker2008-09-261-8/+452
| | | | | | | | 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.
* Full API convergence. Api is back in LSL_Api.cs and OSSL_Api.cs.Melanie Thielker2008-09-261-2/+8
| | | | | | | | | The binaries are still different, but that is only a small step away now. The OSSLPrim has been removed. This commit will breal all scripts using Prim.Scale(), etc, syntax. It was not secure and will have to be brought back in another form.
* Fixes an exception that is seen on regions running XEngine, where DNEMelanie Thielker2008-09-251-8/+3
| | | | | | tries to stop a script that is not run by it
* Convergence is almost complete. This brings the diff between the API to < 10kMelanie Thielker2008-09-251-3/+4
| | | | | | | | and makes it use a common set of types in both engine. Fixes the issues with running both engines and HTTP requests / listens / timers etc.. Also fixes a couple of minor Scene issues and a CTB by nullref.
* Remove Common/LSL_Types.cs. Both script engines now use a single versionMelanie Thielker2008-09-231-0/+1
| | | | | | | | of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs Also changes the compiler in DotNetEngine to use that. You _will_ need to let your region recompile all your scripts!
* Brushing rust of ye old commitTedd Hansen2008-09-061-3/+3
|
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-6/+6
| | | | | | | * 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.
* Formatting cleanup.Jeff Ames2008-08-181-6/+6
|
* Fix issue 1582. The maximum allowable length for a string passed to SimChat ↵Mike Mazur2008-07-161-1/+1
| | | | is 1500. If it was longer than 1500, it was being truncated to 1501 characters. This caused an exception and prevented the errors from reaching the console and the user in-world.
* * On archive loading, tell the user how many objects we are ignoring because ↵Justin Clarke Casey2008-07-121-1/+1
| | | | | | | | they already exist in the scene * (ability to give objects new uuids will come later)
* * minor: just some null guards and name changes to make it clearer that prim ↵Justin Clarke Casey2008-07-121-9/+16
| | | | count is actually a prim local id dispenser
* Copyright notices and formatting cleanup.Jeff Ames2008-07-061-1/+1
|
* Mantis#1623. Thank you, Melanie for a patch that:Charles Krinke2008-06-281-1/+7
| | | | | | 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)
* Formatting cleanup.Jeff Ames2008-05-281-2/+2
|
* This cleans up a merge mess from the earlier checkin and implements ↵Dr Scofield2008-05-261-2/+2
| | | | | | | | llOwnerSay() via the newly created Scene.SimBroadcast() call.
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-251-2/+2
|
* Thank you very much, Xantor for a patch that:Charles Krinke2008-05-251-2/+28
| | | | | | | | | | 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).
* Formatting cleanup.Jeff Ames2008-05-161-1/+1
|
* * Unraveled the DEBUG_CHANNEL mystery.Teravus Ovares2008-05-051-1/+1
| | | | | | | | * 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
* * Deletes my EventReader ScriptRewriter. It isn't required to rewrite the ↵Teravus Ovares2008-05-011-0/+2
| | | | | | | script to publish the events anymore. * Introduces a language(regex) independent event recognizer and publishes the events the script listens.
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-1/+1
| | | | (this took a while to run).
* Removed some script engine noise from consoleTedd Hansen2008-04-201-3/+3
|
* * Applied Grumly57 patch for #781; Thanks, Grumly!lbsa712008-03-181-7/+7
|
* Formatting cleanup.Jeff Ames2008-03-181-26/+26
|
* Ok, so NOW scripts work. New patch to break them coming soon.Tedd Hansen2008-02-241-1/+1
|
* Changed so "BuiltIn_Commands" given to scripts is easily extendable. Added ↵Tedd Hansen2008-02-241-3/+1
| | | | new OSSL_BuilIn_Commands class where we can start adding our own modular commands.