| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
doesn't need to match the release version number, but I think it's a very good idea that they do.
|
|
|
|
| |
This provides no obvious benefit as far as I can tell but has a definite cost in keep script strings in memory for the entire simulator session.
|
|
|
|
|
|
|
|
|
|
| |
their own or as attachments) with AppDomainLoading = false would create the new state in the source region area rather than the dest.
This was beause the code was finding the script DLL compiled for the source region as everything is in the same appdomain and using this as the location for the destination script state, etc.
This resolves the regression by passing the proper destination separately from the DLL retrieved.
Probably a regression since commit d7b92604 (11 July 2014).
Added regression test for this case.
At least partly addresses http://opensimulator.org/mantis/view.php?id=7278
|
|
|
|
|
|
| |
could complete but see OnRezScript() insert a new job and complete before it set m_CurrentCompile = null
If the above happened, it would mean the new script would not compile until some script was added for compilation.
|
|
|
|
| |
m_CompileDict to avoid a rare but not impossible race condition.
|
|
|
|
| |
config change (a rare situation), then explicitly log this for debug purposes.
|
|
|
|
|
|
|
| |
controlled at runtime with the command "debug xengine log <level>", as with similar commands.
If log level is 1 then every script load is logged.
This means the <logger name="OpenSim.Region.ScriptEngine.XEngine"> section in OpenSim.exe.config is no longer needed to avoid log spam on regions with many scripts and can be removed.
|
|
|
|
|
|
| |
writing the linemap.
The previous error report of already exists is inaccurate since existing files do get overwritten.
|
|
|
|
| |
DoOnRezScriptQueue()(and now the scene name).
|
|
|
|
|
|
|
| |
error and always set m_CurrentCompile = null
Setting m_CurrentCompile = null in the finally block reduces the risk that an exception could permanently stop any future scripts compiling until the simulator is restarted.
If an exception is seen from this then please report and further changes to fix the bug or improve compiling reliability can be made.
|
|
|
|
| |
m_ScriptFailCount as set in XEngine.DoOnRezScriptQueue()
|
|
|
|
|
|
| |
package rather than some in OpenSim.Tests.Common.Mock
the separate mock package was not useful and was just another using line to always add
|
|
|
|
|
|
|
| |
co-op should be more stable as it doesn't abort threads, which can trigger virtual machine instability
This change will be invisible to users as script DLLs are recompiled automatically where necessary, though the change won't take affect until the next simulator restart.
This change has no effect on existing script state.
If you want to continue using abort, set ScriptStopStrategy = abort in the [XEngine] section of OpenSim.ini
|
|
|
|
| |
other debug commands live.
|
|
|
|
| |
that were removed some time ago
|
|
|
|
|
|
|
| |
existing session use the previous strategy for that script rather than not starting the script at all.
We have to do this since we can't unload existing DLLs if they're all in the same AppDomain.
But we can still update the underlying DLL which will be used in the next simulator session.
|
| |
|
|
|
|
| |
GetStartParameter().
|
| |
|
|
|
|
|
|
|
|
|
|
| |
SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool
This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those.
However, two changes have been made to stock 2.2.3.
Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified.
This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled.
Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch
The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586
|
|
|
|
| |
reporting.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
avoid a Windows casting issue in SmartThreadPool for large TimeSpans.
TimeSpan.Milliseconds is an int64. However, STP casts this to an int (32-bit).
If TimeSpan.MaxValue is given then the casting results in an invalid value for the SDK WaitHandle.WaitAll() call.
This was causing the co-op script termination regression tests to fail on Windows but not Mono 2.10.8 (which is perhaps not strict in the negative values that it accepts).
Solution here is to use the int millisecondsTimeout STP call rather than the TimeSpan one.
This also allows us to more clearly specify Timeout.Infinite rather than TimeSpan.MaxValue
Thanks to Teravus for this spot.
|
|
|
|
|
|
|
|
| |
This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
|
| |
|
|
|
|
|
|
|
|
| |
that these can be triggered by future code (not yet implemented).
Also hooks up moving_start and moving_end script events, eliminating itemID on XEngine EventManager methods since this is completely unused.
An adaptation of the patch in http://opensimulator.org/mantis/view.php?id=6515
Thanks Garmin Kawaguichi and Signpost Marv.
|
|\ |
|
| |
| |
| |
| | |
This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
|
| |
| |
| |
| |
| |
| |
| |
| | |
fails to load.
Moves the noise co-op start/stop debug log messages to only display if xengine debug level >= 1
Logs which stop strategy is being used (abort or co-op)
Adjusts some other logging to remove not very useful stuff
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
continue to generate C# that is functionality identical to historical generation
This is to eliminate disruption until co-op termination has been well-tested.
In non co-op mode, XEngine will continue to load DLLs of the existing Script class and the new XEngineScript class.
Moving to co-op mode still requires existing script DLL deletion to force recompilation, either manually or by setting DeleteScriptsOnStartup = true for one run.
This change also means that scripts which fail to initialize do not still show up as running scripts.
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
| |
addition to termination on wait.
This involves inserting opensim_reserved_CheckForCoopTermination() calls in lsl -> c# translation at any place where the script could be in a loop with no wait calls.
These places are for, while, do-while, label, user function call and manual event function call.
Call goes through to an XEngineScriptBase which extends ScriptBase.
IEngine is extended to supply necessary engine-specific parent class references and constructor parameters to Compiler.
Unfortunately, since XEngineScriptBase has to be passed WaitHandle in its constructor, older compiled scripts will fail to load with an error on the OpenSim console.
Such scripts will need to be recompiled, either by removing all *.dll files from the bin/ScriptEngines/<region-id> or by setting DeleteScriptsOnStartup = true in [XEngine] for one run.
Automatic recompilation may be implemented in a later commit.
This feature should not yet be used, default remains termination with Thread.Abort() which will work as normal once scripts are recompiled.
|
|
|
|
|
|
|
|
|
|
| |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
|
|
|
|
|
|
|
|
| |
during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
|
|
|
|
|
|
|
|
|
| |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
|
|
|
|
|
|
|
|
| |
pass down IScriptInstance instead.
This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests.
This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method
in order to facilititate continued script logic regression testing.
|
|
|
|
| |
Also, "show sensors" changes to "show script sensors".
|
| |
|
|
|
|
| |
match other scripts commands (and it's own short help text)
|
| |
|
|
|
|
|
| |
A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
|
|
|
|
|
|
|
|
| |
reset (as called by llResetOtherScript()).
As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script.
On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas.
This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
|
|
|
|
|
|
|
| |
OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
|
|
|
|
|
|
|
| |
individual IScriptInstances for debugging purposes.
Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
|
|
|
|
| |
easier to extract and inspect the script's asset via "dump asset"
|
|
|
|
| |
"xengine status" console command. For debugging purposes.
|
|
|
|
| |
callers to lock and directly inspect the EventQueue
|
|
|
|
|
|
| |
processed.
For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
|
|
|
|
| |
information and display in "show scripts" for debug purposes
|