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* Updated OpenSim-as-addin version from 0.5 to 0.8.1. The addin version number ↵Diva Canto2014-12-291-1/+1
| | | | doesn't need to match the release version number, but I think it's a very good idea that they do.
* Remove XEngine.m_uniqueScriptsJustin Clark-Casey (justincc)2014-12-151-8/+0
| | | | 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.
* Fix a regression where objects crossing regions in the same simulator (on ↵Justin Clark-Casey (justincc)2014-12-103-30/+220
| | | | | | | | | | 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
* Avoid a possible race condition where the XEngine script compile thread ↵Justin Clark-Casey (justincc)2014-12-101-0/+8
| | | | | | 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.
* In XEngine, enqueue a script rez to the compile queue after setting ↵Justin Clark-Casey (justincc)2014-12-091-3/+4
| | | | m_CompileDict to avoid a rare but not impossible race condition.
* minor: If we are recompiling scripts in response to a ScriptStopStrategy ↵Justin Clark-Casey (justincc)2014-12-031-0/+8
| | | | config change (a rare situation), then explicitly log this for debug purposes.
* Reintroduce general xengine extra debugging log level. This can be ↵Justin Clark-Casey (justincc)2014-12-031-31/+32
| | | | | | | 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.
* minor: improve logged error in XEngine.SetXmlState if there was a problem ↵Justin Clark-Casey (justincc)2014-12-031-1/+2
| | | | | | writing the linemap. The previous error report of already exists is inaccurate since existing files do get overwritten.
* Correct 690fe0c to actually log the exception reported in ↵Justin Clark-Casey (justincc)2014-11-291-1/+2
| | | | DoOnRezScriptQueue()(and now the scene name).
* If there are any exceptions in XEngine.DoOnRezScriptQueue() then log the ↵Justin Clark-Casey (justincc)2014-11-291-31/+43
| | | | | | | 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.
* Remove minor race condition where two threads could race on fields such as ↵Justin Clark-Casey (justincc)2014-11-291-6/+6
| | | | m_ScriptFailCount as set in XEngine.DoOnRezScriptQueue()
* refactor: consistently put all test classes in the OpenSim.Tests.Common ↵Justin Clark-Casey (justincc)2014-11-251-1/+0
| | | | | | 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
* Change default script stop method to co-op instead of abort.Justin Clark-Casey (justincc)2014-07-161-1/+5
| | | | | | | 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
* minor: Move debug xengine script console command to Debug help section where ↵Justin Clark-Casey (justincc)2014-07-111-1/+1
| | | | other debug commands live.
* minor: further cleanup of old vb and yield prolog script engine references ↵Justin Clark-Casey (justincc)2014-07-111-2/+0
| | | | that were removed some time ago
* If [XEngine] ScriptStopStrategy is changed between abort and co-op, for the ↵Justin Clark-Casey (justincc)2014-07-112-10/+37
| | | | | | | 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.
* Change assembly versions to 0.8.1Justin Clark-Casey (justincc)2014-06-171-1/+1
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* Convert if-blocks to return statements in small functions such as ↵Eva Comaroski2013-12-141-15/+5
| | | | GetStartParameter().
* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
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* Update SmartThreadPool to latest version 2.2.3 with a major and minor change.Justin Clark-Casey (justincc)2013-05-012-5/+5
| | | | | | | | | | 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
* Use Output instead of OutputFormat in appropriate places of XEngine status ↵Justin Clark-Casey (justincc)2013-04-021-2/+2
| | | | reporting.
* Deleted all AssemblyFileVersion directivesDiva Canto2013-02-191-1/+1
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* Use an integer when specifying the XWorkItem wait rather than a TimeSpan to ↵Justin Clark-Casey (justincc)2013-02-121-1/+5
| | | | | | | | | | | 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.
* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | 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.
* minor: remove some mono compile warnings in XEngine.csJustin Clark-Casey (justincc)2013-01-291-2/+0
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* Add OnScriptMovingStartEvent and OnScriptMovingEndEvent to EventManager so ↵Justin Clark-Casey (justincc)2013-01-261-2/+4
| | | | | | | | 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.
* Merge branch 'master' into coopterminationJustin Clark-Casey (justincc)2013-01-241-2/+2
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| * Assign the SmartThreadPool name in the constructorOren Hurvitz2013-01-191-2/+2
| | | | | | | | This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
* | Improve logging by making it clearer which script is failing if an assembly ↵Justin Clark-Casey (justincc)2013-01-232-9/+8
| | | | | | | | | | | | | | | | 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
* | If ScriptStopStrategy hasn't been set to co-op in [XEngine] config, then ↵Justin Clark-Casey (justincc)2013-01-231-6/+20
| | | | | | | | | | | | | | | | | | 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.
* | minor: comment out Console.WriteLine debugging message in XEngineJustin Clark-Casey (justincc)2013-01-221-1/+1
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* | refactor: rename XEngineTest to more descriptive XEngineBasicTestsJustin Clark-Casey (justincc)2013-01-221-0/+0
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* | Implement non-wait co-operative termination of scripts for XEngine in ↵Justin Clark-Casey (justincc)2013-01-172-1/+77
|/ | | | | | | | | | | | | 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.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-0/+5
| | | | | | | | | | 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.
* Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-161-5/+0
| | | | | | | | 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.
* Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-161-0/+5
| | | | | | | | | 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.
* Instead of passing separate engine, part and item components to script APIs, ↵Justin Clark-Casey (justincc)2013-01-151-5/+5
| | | | | | | | 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.
* Add "show script timers" command to show script timers. For debug purposes.Justin Clark-Casey (justincc)2013-01-101-3/+43
| | | | Also, "show sensors" changes to "show script sensors".
* Add "show sensors" command to show script sensor information for debug purposes.Justin Clark-Casey (justincc)2013-01-102-0/+91
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* minor: Fix command match of "debug script" command to "debug scripts" to ↵Justin Clark-Casey (justincc)2013-01-091-1/+1
| | | | match other scripts commands (and it's own short help text)
* minor: Allow "script *" console commands to take multiple script item idsJustin Clark-Casey (justincc)2013-01-091-30/+32
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* minor: Assign names to the different SmartThreadPools for debugging purposes.Justin Clark-Casey (justincc)2013-01-011-0/+1
| | | | | A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462 that doesn't involve further forking of SmartThreadPool
* Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-171-1/+1
| | | | | | | | 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.
* Add WaitForEventCompletionOnScriptStop [XEngine] config param to ↵Justin Clark-Casey (justincc)2012-12-131-10/+24
| | | | | | | 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
* Add "debug script log" command to allow setting a numeric debug level on ↵Justin Clark-Casey (justincc)2012-12-121-5/+48
| | | | | | | individual IScriptInstances for debugging purposes. Current, state changes and event fires can be logged for individual scripts. See command help for more details.
* Add asset id to "show script" and "show scripts" command output to make it ↵Justin Clark-Casey (justincc)2012-12-121-0/+1
| | | | easier to extract and inspect the script's asset via "dump asset"
* Add engine-wide events queued and events processed numbers to output of ↵Justin Clark-Casey (justincc)2012-12-051-1/+14
| | | | "xengine status" console command. For debugging purposes.
* Add IScriptInstance.EventsQueued to match EventsProcessed instead of asking ↵Justin Clark-Casey (justincc)2012-12-051-4/+1
| | | | callers to lock and directly inspect the EventQueue
* For now, sort "show scripts" output in descending order sorted by events ↵Justin Clark-Casey (justincc)2012-12-051-3/+21
| | | | | | processed. For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
* Add IScriptInstance.EventsProcessed stat so that we can record this ↵Justin Clark-Casey (justincc)2012-12-051-0/+1
| | | | information and display in "show scripts" for debug purposes