| Commit message (Collapse) | Author | Files | Lines |
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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internally
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all scripts are loaded from the same thread, rather than launching a
new one for each script. This is only marginally slower, but avoids the
race condition that led to script engine failure.
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* Added the new AppDomainLoading variable to the [XEngine] section in the example config
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debug pane. This will still use DEBUG_CHANNEL currently, since it is not
fully implemented. This also removes the "Compiled successfully" message
that pops up in the viewer.
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If XEngine compile fails, show script name in error message in-world as well as the exception itself
Thanks Luca Peck
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to return dynamic method objects
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Moved the Close() for the appdomain-hosted parts into a new destructor
on ScriptInstance.
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This matches behavior seen with an earlier attempt to do this, apparently
the sponsor mechanism does't work in Mono
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|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
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|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains. When a script and
| its controlling agent communicate across an application boundary, it calls
| functions on a stub proxy object that then invokes the remote method on
| the object in the other app domain. These stub objects (two for each script)
| were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
| to a scene event and never removing it. This cause the event's delegate list
| to maintain a link to that object which is then never freed as the scene event
| object is never destroyed.
Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
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allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
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the ball rolling on replacable modules. No user functionality yet
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After noticing on several occasions that the thread counts
we see when running OpenSIm were bordering on the astronomical
I decided to seriously investigate.
After much poking I discovered that the problem is actually very
simple. The XEngine secition of the example ini says that the
timeout for an iden thread is in seconds, and an example value
of 60 is specified. In fact, this is actually resulting in a 60mS
idle timeout, which is not normally enough for a smart thread
to survive. I have added a multiplier to the XEngine constructor
so that the number now matches the published behavior.
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local file. This caused llHttpRequest and llSetInventoryPermsMask to fail
on regions that load their config from a web server
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scripting.
Fixes Mantis #2862
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LICENSE.txt.
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actually being used.
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handling to XEngine. Add needed stubs to DotNetEngine.
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attachments. Convert base types to LSL types for event marshalling through
IScriptModule to avoid parameter errors.
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This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
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UUIDs with a central marshaller for grids, or publish the ULS for objects
elsewhere.
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of objects from the scene, and of scripts from objects. This facilitates
the development of modules that can register prims with externall servers
for inbound email and XMLRPC. Currently implemented in XEngine only.
Also applying cmickeyb's compiler locking patch, since it seems risk-free.
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is deleted.
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Patch by antont, thank you.
Fixes Mantis #3338
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Fixes Mantis #3321
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Adds a warning for an LSL construct that exploits a
popular list memory saving hack.
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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
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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!
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This patch fixes the problem where if an object containing a script is
deleted at the same time as an object containing the same script is
rezzed, it can result in the assembly file being deleted after the
second object script initialisation has found it but not started using
it yet, resulting in the script not starting up.
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This changeset fixes a race condition where a script (XEngine run) can
startup before a reference is added to it in all of the required
places in the XEngine class. The effect of this is that a script can
sometimes on startup miss script events. For example a script which
starts up and initialises itself from a notecard may never receive the
dataserver event containing the notecard information.
The patch isn't as clean as I'd like - I've split the constructor of
ScriptInstance up so it does everything it did before except
call Startup and post events like state_entry and on_rez. An Init
function has been added which is called after the ScriptInstance
object has been added to the necessary data structures in XEngine.
Happy to rework it if someone suggests a better way of doing it.
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Adding Oarfileloaded and EmptyScriptCompileQueue event support which
allows (with a module) for programmatic notification of when a region
objects and scripts are up and running after a server start or
load-oar.
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* Updates LibOMV to r2362
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- Mantis #2655
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Not implemented yet in DotNetEngine.
Fixes Mantis #2830
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collection was modified'
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next region
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* 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
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libOMV.
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