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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.
* Mantis 6343: Turn a prim to flexy to OFF don't work llSetPrimParamsTalun2013-01-261-3/+10
| | | | Correction so that scripts can turn Flexi off as well as on.
* * This makes the non-physics llCastRay 'better'. It's not 'correctly ↵teravus2013-01-231-4/+17
| | | | working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
* Remove unnecessary System.Linq reference from Compiler.csJustin Clark-Casey (justincc)2013-01-241-1/+0
| | | | Hopefully will fix windows build via compile.bat
* Disable the not very useful infinite recursion co-op termination tests for ↵Justin Clark-Casey (justincc)2013-01-241-2/+6
| | | | | | now as they appear to cause failures with testing in jenkins. These tests are not very useful anyway as they never actually get a chance to try termination before the script runs out of stack
* Fix mono 2.4.3 build break by using CreateInstanceAndUnwrap 9 method call ↵Justin Clark-Casey (justincc)2013-01-241-0/+1
| | | | deprecated in later .net versions
* Merge branch 'master' into coopterminationJustin Clark-Casey (justincc)2013-01-246-53/+290
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| * Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-13/+77
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| * Remove the return value from llGiveMoney and add llTransferLindenDollars. AlsoMelanie2013-01-233-33/+114
| | | | | | | | | | make llGiveMoney async so the script thread is not held up waiting for comms to an external server.
| * Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenterRobert Adams2013-01-211-1/+1
| | | | | | | | | | routines on the physics engine. Won't make a difference for any existing scripts since ODE always returned Vector3.Zero.
| * 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.
| * New constants for llGetObjectDetailsTalun2013-01-192-0/+92
| | | | | | | | | | | | | | New constants for llGetObjectDetails OBJECT_CHARACTER_TIME, OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE, OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ also Pathfining constants, 3 of which are used by llGetObjectDetails
| * Mantis 6507 keys returned by llGetAgentList incorrect for llList2KeyTalun2013-01-191-2/+2
| | | | | | | | The type of the keys returned by llGetAgentList corrected to LSL_Key
| * Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-182-2/+2
| | | | | | | | | | | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* | Pass narrower WaitHandle rather than EventWaitHandle as co-op termination ↵Justin Clark-Casey (justincc)2013-01-235-6/+6
| | | | | | | | | | | | wait handle to script APIs. APIs don't need to reference any methods on EventWaitHandle
* | Improve logging by making it clearer which script is failing if an assembly ↵Justin Clark-Casey (justincc)2013-01-233-28/+31
| | | | | | | | | | | | | | | | 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)2013-01-235-27/+87
| | | | | | | | | | | | | | | | | | 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.
* | Add co-op termination regression test for infinite recursive manual call on ↵Justin Clark-Casey (justincc)2013-01-221-0/+22
| | | | | | | | | | | | event function. Such code would normally terminate quickly with a stack overflow exception anyway.
* | Set script delay factor to 0 in co-op termination testsJustin Clark-Casey (justincc)2013-01-221-0/+3
| | | | | | | | | | This is to ensure loops aren't actually terminating from a wait on an LSL function. This was not the case with any of the existing tests.
* | Add regression test for co-op termination on infinite user function call ↵Justin Clark-Casey (justincc)2013-01-221-0/+30
| | | | | | | | | | | | regression. Such a script would probably run out of stack pretty quickly anyway.
* | Add regression test for co-op stop of an infinite jump loopJustin Clark-Casey (justincc)2013-01-221-8/+41
| | | | | | | | | | | | | | Also fixes bug in do-while test Improves detection of failure due to invalid script in test Sets up xengine anew for each test rather than once for the while testsuite to improve isolation between tests. Stop listening for chat after the first 'script is running' chat is received to reduce test run time.
* | Add do-while co-op termination testJustin Clark-Casey (justincc)2013-01-221-2/+30
| | | | | | | | Minor changes to scripts in other tests.
* | Add single and comound while loop co-op termination testJustin Clark-Casey (justincc)2013-01-221-0/+44
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* | Fix bug in generating termination checks in compound statement for loop.Justin Clark-Casey (justincc)2013-01-222-3/+27
| | | | | | | | Add regression test for this case.
* | factor out common code in existing co-op termination regression testsJustin Clark-Casey (justincc)2013-01-221-55/+24
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* | Increase WaitForEventCompletionOnScriptStop to 120 secs to show that the ↵Justin Clark-Casey (justincc)2013-01-221-0/+4
| | | | | | | | co-op setting is active in its regression tests.
* | minor: comment out Console.WriteLine debugging message in XEngineJustin Clark-Casey (justincc)2013-01-221-1/+1
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* | Add regression test TestStopOnLongForLoop()Justin Clark-Casey (justincc)2013-01-221-0/+59
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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)2013-01-177-77/+271
|/ | | | | | | | | | | | | 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)2013-01-1617-51/+304
| | | | | | | | | | 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)2013-01-166-266/+10
| | | | | | | | 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)2013-01-166-10/+266
| | | | | | | | | 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)2013-01-1515-79/+109
| | | | | | | | 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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-153-11/+54
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| * BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-113-11/+54
| | | | | | | | | | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
* | refactor: Simplify ScriptInstance by retaining reference to SceneObjectPart ↵Justin Clark-Casey (justincc)2013-01-141-72/+55
|/ | | | instead of sometimes but not always looking it up.
* Add "show script timers" command to show script timers. For debug purposes.Justin Clark-Casey (justincc)2013-01-103-35/+81
| | | | Also, "show sensors" changes to "show script sensors".
* Add "show sensors" command to show script sensor information for debug purposes.Justin Clark-Casey (justincc)2013-01-103-32/+153
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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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* Set default particle burst count to 1 instead of 0 in any set particle ↵Justin Clark-Casey (justincc)2013-01-041-3/+3
| | | | | | system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353
* Fix build break caused by missing ) from dce2809.Justin Clark-Casey (justincc)2013-01-041-1/+1
| | | | Was hand-typing in a line of code I had tested before but not retested this time
* Automatically grant sit-related llRequestPermissions() for subsequent ↵Justin Clark-Casey (justincc)2013-01-041-15/+1
| | | | | | avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog. Resolves http://opensimulator.org/mantis/view.php?id=6478
* refactor: simplify llGetNumberOfPrims() to return prim count + sitting ↵Justin Clark-Casey (justincc)2013-01-041-7/+1
| | | | avatar count rather than independently inspecting every scene presence
* Fix llGetLinkName() to return the name of the last avatar sat as the last ↵Justin Clark-Casey (justincc)2013-01-041-41/+35
| | | | | | link number. As per http://wiki.secondlife.com/wiki/LlGetLinkName
* Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)2013-01-041-17/+31
| | | | | | | | As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
* Scipt modules get the OpenMetaverse types, so lists passed as arguments to ↵SignpostMarv2013-01-031-2/+27
| | | | script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.
* Improving documentation of AttachToAvatar and GetLine methods in LSL_Api.cs ↵SignpostMarv2013-01-031-8/+15
| | | | based on doxygen error output
* Fixed several problems with the Sun: some settings didn't work, or were ↵Oren Hurvitz2013-01-021-6/+4
| | | | inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)