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path: root/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs (follow)
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* 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!
* From: Christopher Yeoh <yeohc@au1.ibm.com>Sean Dague2009-02-051-17/+46
| | | | | | | | | 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.
* Update svn properties, minor formatting cleanup.Jeff Ames2009-01-301-13/+13
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* From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield2009-01-281-8/+11
| | | | | | | | | | | | | | | | | | | 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.
* From: Christopher Yeoh <yeohc@au1.ibm.com>Dr Scofield2009-01-281-0/+24
| | | | | | | | | 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.
* * Progressive texture patch + PriorityQueue put into the LLClient namespace.Teravus Ovares2009-01-191-46/+56
| | | | | * Updates LibOMV to r2362
* Revert progressive texture patch from r8001 until issues can be addressedDahlia Trimble2009-01-101-56/+46
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* Thanks jhurliman for a patch that implements progressive texture downloading ↵Dahlia Trimble2009-01-101-1/+11
| | | | - Mantis #2655
* Insert a 15 seconds delay before the script engine starts loading scriptsMelanie Thielker2008-12-281-0/+7
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* An initial implementation of llMinEventDelay in XEngine.idb2008-12-211-0/+7
| | | | | | Not implemented yet in DotNetEngine. Fixes Mantis #2830
* * Adding some locks to XEngine's m_PrimObjects which were prone to 'the ↵Teravus Ovares2008-12-171-23/+34
| | | | collection was modified'
* Fix an ArgumentNullException when moving a DotNet scripted object to the ↵idb2008-12-061-2/+2
| | | | next region
* * refactor: Rip out SOP inventory from the partial into a separate classJustin Clarke Casey2008-11-211-2/+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
* Reapply r7369 r7367 r7366 r7370 r7381. This brings it back up to the newMelanie Thielker2008-11-191-1/+2
| | | | | | libOMV.
* Reverting the texture sending patch and the new libOMV. This makes thisMelanie Thielker2008-11-191-2/+1
| | | | | | | | | release a direct descendant of the stable 7364, with all the features and none of the issues. This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373 r7372 r7370 r7369 r7368 r7367 r7366
* * Remove Appdomain code in XEngine.csJustin Clarke Casey2008-11-171-12/+2
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* * Update libOMV to r2359. This is necessary for the progressive texture patchJustin Clarke Casey2008-11-171-1/+12
| | | | | | | | * Update libopenjpeg as well for this patch. * Appears to be okay on a very short sniff test * Source code will be placed in opensim-libs shortly
* Make scripts in objects rezzed from script compile synchronously to closeMelanie Thielker2008-11-131-35/+12
| | | | | | a timing gap. Still not 100%, but getting there
* Script region crossing. This has not user functionality, but lays all theMelanie Thielker2008-11-091-5/+4
| | | | | | groundwork.
* Refactor IEventReceiver back into IScriptEngineMelanie Thielker2008-11-081-0/+16
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* * refactor: Convert most non SOP methods to use SOG.IsAttachment rather than ↵Justin Clarke Casey2008-11-011-1/+1
| | | | SOP.IsAttachment
* * 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/+11
| | | | | | | | | | - 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.
* Restore "friendly errors" to the XEngineMelanie Thielker2008-10-071-1/+1
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* Fix: Mantis#2326: Fix: privilege escalation through attach from groundMelanie Thielker2008-10-031-1/+1
| | | | | | | | | | Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of attachments while editing. Fix: Attachments being persisted to database on login. Fix: Attachments being persisted when changed by a script like invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent spurious full updates while editing attachments. Several other fixes
* Add explicit CultureInfo to the script compile thread in DotNetEngine toMelanie Thielker2008-09-281-0/+4
| | | | | | ensure that scripts will compile on nonenglish systems
* Add friendly error messages to both engines.Melanie Thielker2008-09-271-2/+3
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* 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 Thielker2008-09-261-0/+25
| | | | | | Add some compile messages from XEngine into DNE as well.
* Fix script engine name parsing for DotNetEngine to make that actually workMelanie Thielker2008-09-251-1/+1
| | | | | | Add a reference for Windows builds
* Add an extension to allow registering multiple interfaces of a type withMelanie Thielker2008-09-251-3/+23
| | | | | | | | | | Scene. Make the script engines check that the engine name in the //Engine:language comment is a valid engine and treat it as a normal comment if it's not. //DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since that is it's real internal name. //XEngine: still works
* Convergence is almost complete. This brings the diff between the API to < 10kMelanie Thielker2008-09-251-18/+21
| | | | | | | | 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.
* Rename lots of stuff in DNE to reduce source code differences in theMelanie Thielker2008-09-241-1/+0
| | | | | | | LSL implementation files. Rename lots of stuff in XEngine for the same reason. Move methods between interfaces. Just refactor stuff.
* Decouple AsyncCommands from XEngine and the script instance. MakeMelanie Thielker2008-09-241-10/+0
| | | | | | | | all methods needed outside the API ststic. Async command processing is now wholly internal to the API. This sets the stage for the next convergence step.
* Update the permissions system to handle scripts and notecards the wayMelanie Thielker2008-09-231-1/+1
| | | | | | it was meant to. No functional changes, just better code
* Remove the script engine identifier tag, so the compiler just seesMelanie Thielker2008-09-221-0/+1
| | | | | | | the language specifier. Makes language specifiers work again with script engine specifiers.
* Prevent scripts from running under multiple engines at onceMelanie Thielker2008-09-221-4/+8
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* Allows to use the new script engine feature. Begin your script withMelanie Thielker2008-09-211-0/+9
| | | | | | | //XEngine: or //DotNetEnine: , optionally followed by a language like //XEngine:lsl, and it will be run on the chosen engine.
* Change the scirpt engine loading mechanism. Script engines are nowMelanie Thielker2008-09-211-9/+21
| | | | | | | | | ordinary region modules and are able to coexist in one instance. See http://opensimulator.org/wiki/ScriptEngines for details. There were changes to OpenSim.ini.example, please note DefaultScriptEngine. Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
* Change XEngine startup to enable it to run as a normal region moduleMelanie Thielker2008-09-211-27/+40
| | | | | | rather than a special one
* * Duh, forgot I had undone some of the changes I meant to include in the ↵Justin Clarke Casey2008-09-191-2/+2
| | | | previous commit
* * Remove one possible deadlock situation as seen todayJustin Clarke Casey2008-09-191-1/+7
| | | | | | | | * On script rez, XEngine was taking an m_scripts lock and then later on an m_parts lock when looking for a part by local id * In the meantime, a scene object being deleted would take an m_parts lock and then later on try to take an m_scripts lock when it tried to trigger script removal * There may be better ways to resolve this, but I believe that in general, we must always take an m_parts lock before an m_scripts lock
* Kan-Ed fix series. Fix llTakeControls to behave as documented.Melanie Thielker2008-09-171-0/+1
| | | | | | | | | XEngine fixes: prevent queue overruns, prevent spamming when no key is down. Release controls when conflicting permissions are requested or permissions are refused later. Release when prim or script are deleted. Fixes Scene script instance deletion semantics.
* * Change XEngine default configuration values to match those in ↵Justin Clarke Casey2008-09-161-3/+3
| | | | | | | | OpenSim.example.ini * Particularly important for max threads since setting this to 2 was causing all events to wait behind the regularly sleeping maintenance event
* * minor: method documentationJustin Clarke Casey2008-09-161-29/+39
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* Provide a GetApi method on the IScriptEngine to get a named API referenceMelanie Thielker2008-09-131-0/+8
| | | | | | | This allows cross-api method calls on the implementation and also allows "Meta APIs" that only provide common functionality to other APIs
* Update svn properties, formatting cleanup.Jeff Ames2008-09-091-11/+11
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* Implement proper persistence of the following prim properties:Melanie Thielker2008-09-081-0/+8
| | | | | | | | | Floating text, Rotation, Texture animation, Particle System This will make "Eye Candy" scripts work without modification in XEngine. The use of the CHANGED_REGION_RESTART hack is no longer needed. Implemented in MySQL only, hovertext also in SQLite.
* Xengine patch to force a persistence save on script creation. This preventsMelanie Thielker2008-09-071-3/+24
| | | | | | | | | duplicate delivery of state_entry if a region is restarted just after saving the script. Changes script state saves to no longer abort long- running event handlers. Queues the save instead. Adds shutdown handler to save script state on irderly shutdown
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-43/+43
| | | | | | | * 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.