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* * 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
* XEngine: fix collisions, add event coalescing for collision events.Melanie Thielker2008-09-181-11/+14
| | | | | | | Fix a nasty concurrency issue that could cause a high event frequency to start more than one thread pool job for a single script.
* 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 Ovares2008-09-062-61/+60
| | | | | | | * 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.
* fix: PostInitialise() not being called on script engines (nasty one that)Dr Scofield2008-09-021-48/+45
| | | | | | cleanup: warnings, readability
* Change some chat output functions so that text is truncated atMelanie Thielker2008-09-021-2/+2
| | | | | | | | 1000 chars to avoid the exception thrown by libomv at 1100 chars. Change string->int conversion so it copes with non-numeric chars after the number and no longer uses a float to parse the value.
* Update svn properties, formatting cleanup.Jeff Ames2008-08-281-2/+1
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* Refactor IScriptInstance / IScriptEngine to use a generic IScriptWorkItem,Melanie Thielker2008-08-282-3/+68
| | | | | | | | | which is a thin wrapper around a IWorkItemResult from the SmartThreadPool. However, it is very easy to reimplement on top of basic threading and therefore makes the IScriptInstance class independent of the specific threading implementation.
* Thank you, salahazar, for a patch that corrects the behavior ofMelanie Thielker2008-08-272-28/+42
| | | | | | | llDetectedLink(). Also a small refactor to remove an interface member from IScriptEngine.
* Refactor XScriptInstance to IScriptInstance and move into Shared/. NowMelanie Thielker2008-08-271-1048/+28
| | | | | | | | engines that want to use the XEngine's instance handling and state persistence can do so. IScriptInstance is optional, but it does require the SmartThreadPool if it is used.
* Refactor Executor into the script app domain and IScript. This changesMelanie Thielker2008-08-273-325/+3
| | | | | | | an implicit reference into a proxied one and further reduces memory consumption of XEngine
* Some complex re-ordering to make prebuild do what needed to be done.Melanie Thielker2008-08-231-0/+1
| | | | | | | | | It is now possible to use module interfaces without referencing Scene. Place those interfaces in OpenSim/Region/Interfaces. They may not use any refs from OpenSim.Region.Environment as parameters. This resolves a circular library ref introduced in r5949
* Formatting cleanup.Jeff Ames2008-08-181-3/+3
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* Fix wrong bitmask value in script engine that would make a mess ofMelanie Thielker2008-08-041-1/+1
| | | | | | the ObjectFlags. Good catch, gsky, thank you!
* * Changed a number of field names to ccc (public members shouldn't be called m_)lbsa712008-07-261-1/+1
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* Update svn properties. Formatting cleanup. Remove a compiler warning.Jeff Ames2008-07-231-4/+4
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* Fix prim link numbers (Mantis #1781)Melanie Thielker2008-07-191-9/+3
| | | | | | | | | | | Implements additional unlink modes (unlink root prim from link set, some multi-set operations). Linking (single and mutiple) fully implemented. Consistent numbering of links while in world. Link/delink with predictable link numbering. Correct link numbers in LSL. Not all multi-set ops implemented. Link numbers still change when taken and re-rezzed.
* Patch #9141 (Mantis #1655)Melanie Thielker2008-07-121-2/+10
| | | | | | | Untangles llDie handling in XEngine, which resulted in a thread being aborted while executing inside of Scene.
* Mantis#1690. Thank you kindly, Melanie for a patch that:Charles Krinke2008-07-081-0/+6
| | | | | esets script permissions when a script is recompiled.
* Copyright notices and formatting cleanup.Jeff Ames2008-07-061-15/+15
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* mini-warnings-safari, plus cleanup of IUserServices method naming.Dr Scofield2008-07-041-1/+1
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* Mantis#1659. Thank you, Melanie for a patch that:Charles Krinke2008-07-041-31/+36
| | | | | | | In LSL, the state command should have an immediate effect. The OpenSim script engine seems to wait until the function ends to process the state transition.
* Mantis#1648. Thank you, Melanie for a patch that:Charles Krinke2008-07-021-2/+25
| | | | | Fix a script Xengine deadlock/hang if llResetScript is used in changed()
* Mantis#1640. Thank you, Chernega for a patch that addresses:Charles Krinke2008-07-011-2/+7
| | | | | | | | It would appear that calling llResetScript() in state_entry() causes deadlock of region. Probably due to llResetScript calling state_entry again. llResetScript should see who called it, and not recall state_entry() after a state/variable reset. Once this script is in a prim, the region/world/debug/script window shows it consuming the server (from 2,400 to 800,000 milliseconds).