From b1a6f4821b650acf5523d8d7114a8f5c122dedcb Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Sat, 2 Feb 2008 07:13:37 +0000 Subject: Updated svn properties. --- .../ScriptEngineBase/AsyncLSLCommandManager.cs | 624 ++++++++++---------- .../ScriptEngineBase/EventQueueThreadClass.cs | 628 ++++++++++----------- .../Common/ScriptEngineBase/MaintenanceThread.cs | 326 +++++------ .../iScriptEngineFunctionModule.cs | 22 +- .../OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj | 124 ++-- OpenSim/Tools/OpenSim.32BitLaunch/Program.cs | 20 +- .../OpenSim.32BitLaunch/Properties/AssemblyInfo.cs | 72 +-- bin/OpenSim.32BitLaunch.exe | Bin bin/OpenSim.32BitLaunch.vshost.exe | Bin update-svn-properties.py | 1 + 10 files changed, 909 insertions(+), 908 deletions(-) mode change 100644 => 100755 bin/OpenSim.32BitLaunch.exe mode change 100644 => 100755 bin/OpenSim.32BitLaunch.vshost.exe diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs index 5ec8f50..c8b1256 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncLSLCommandManager.cs @@ -1,313 +1,313 @@ -/* -* Copyright (c) Contributors, http://opensimulator.org/ -* See CONTRIBUTORS.TXT for a full list of copyright holders. -* -* Redistribution and use in source and binary forms, with or without -* modification, are permitted provided that the following conditions are met: -* * Redistributions of source code must retain the above copyright -* notice, this list of conditions and the following disclaimer. -* * Redistributions in binary form must reproduce the above copyright -* notice, this list of conditions and the following disclaimer in the -* documentation and/or other materials provided with the distribution. -* * Neither the name of the OpenSim Project nor the -* names of its contributors may be used to endorse or promote products -* derived from this software without specific prior written permission. -* -* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY -* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY -* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND -* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -* -*/ - -using System; -using System.Collections.Generic; -using System.Threading; -using libsecondlife; -using OpenSim.Region.Environment.Interfaces; -using OpenSim.Region.Environment.Modules; - -namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase -{ - /// - /// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc. - /// - public class AsyncLSLCommandManager : iScriptEngineFunctionModule - { - private Thread cmdHandlerThread; - private int cmdHandlerThreadCycleSleepms; - - private ScriptEngine m_ScriptEngine; - - public AsyncLSLCommandManager(ScriptEngine _ScriptEngine) - { - m_ScriptEngine = _ScriptEngine; - ReadConfig(); - - // Start the thread that will be doing the work - cmdHandlerThread = new Thread(CmdHandlerThreadLoop); - cmdHandlerThread.Name = "CmdHandlerThread"; - cmdHandlerThread.Priority = ThreadPriority.BelowNormal; - cmdHandlerThread.IsBackground = true; - cmdHandlerThread.Start(); - } - - public void ReadConfig() - { - cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50); - } - - - ~AsyncLSLCommandManager() - { - // Shut down thread - try - { - if (cmdHandlerThread != null) - { - if (cmdHandlerThread.IsAlive == true) - { - cmdHandlerThread.Abort(); - cmdHandlerThread.Join(); - } - } - } - catch - { - } - } - - private void CmdHandlerThreadLoop() - { - while (true) - { - // Check timers - CheckTimerEvents(); - Thread.Sleep(25); - // Check HttpRequests - CheckHttpRequests(); - Thread.Sleep(25); - // Check XMLRPCRequests - CheckXMLRPCRequests(); - Thread.Sleep(25); - // Check Listeners - CheckListeners(); - Thread.Sleep(25); - - // Sleep before next cycle - //Thread.Sleep(cmdHandlerThreadCycleSleepms); - } - } - - /// - /// Remove a specific script (and all its pending commands) - /// - /// - /// - public void RemoveScript(uint localID, LLUUID itemID) - { - // Remove a specific script - - // Remove from: Timers - UnSetTimerEvents(localID, itemID); - // Remove from: HttpRequest - IHttpRequests iHttpReq = - m_ScriptEngine.World.RequestModuleInterface(); - iHttpReq.StopHttpRequest(localID, itemID); - } - - #region TIMER - - // - // TIMER - // - private class TimerClass - { - public uint localID; - public LLUUID itemID; - public double interval; - public DateTime next; - } - - private List Timers = new List(); - private object TimerListLock = new object(); - - public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec) - { - Console.WriteLine("SetTimerEvent"); - - // Always remove first, in case this is a re-set - UnSetTimerEvents(m_localID, m_itemID); - if (sec == 0) // Disabling timer - return; - - // Add to timer - TimerClass ts = new TimerClass(); - ts.localID = m_localID; - ts.itemID = m_itemID; - ts.interval = sec; - ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); - lock (TimerListLock) - { - Timers.Add(ts); - } - } - - public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID) - { - // Remove from timer - lock (TimerListLock) - { - List NewTimers = new List(); - foreach (TimerClass ts in Timers) - { - if (ts.localID != m_localID && ts.itemID != m_itemID) - { - NewTimers.Add(ts); - } - } - Timers.Clear(); - Timers = NewTimers; - } - } - - public void CheckTimerEvents() - { - // Nothing to do here? - if (Timers.Count == 0) - return; - - lock (TimerListLock) - { - // Go through all timers - foreach (TimerClass ts in Timers) - { - // Time has passed? - if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) - { - // Add it to queue - m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer", EventQueueManager.llDetectNull, - new object[] {}); - // set next interval - - - ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); - } - } - } // lock - } - - #endregion - - #region HTTP REQUEST - - public void CheckHttpRequests() - { - if (m_ScriptEngine.World == null) - return; - - IHttpRequests iHttpReq = - m_ScriptEngine.World.RequestModuleInterface(); - - HttpRequestClass httpInfo = null; - - if (iHttpReq != null) - httpInfo = iHttpReq.GetNextCompletedRequest(); - - while (httpInfo != null) - { - //Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status); - - // Deliver data to prim's remote_data handler - // - // TODO: Returning null for metadata, since the lsl function - // only returns the byte for HTTP_BODY_TRUNCATED, which is not - // implemented here yet anyway. Should be fixed if/when maxsize - // is supported - - object[] resobj = new object[] - { - httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body - }; - - m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( - httpInfo.localID, httpInfo.itemID, "http_response", EventQueueManager.llDetectNull, resobj - ); - - httpInfo.Stop(); - httpInfo = null; - - httpInfo = iHttpReq.GetNextCompletedRequest(); - } - } - - #endregion - - public void CheckXMLRPCRequests() - { - if (m_ScriptEngine.World == null) - return; - - IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface(); - - if (xmlrpc != null) - { - while (xmlrpc.hasRequests()) - { - RPCRequestInfo rInfo = xmlrpc.GetNextRequest(); - //Console.WriteLine("PICKED REQUEST"); - - //Deliver data to prim's remote_data handler - object[] resobj = new object[] - { - 2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), String.Empty, - rInfo.GetIntValue(), - rInfo.GetStrVal() - }; - m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( - rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", EventQueueManager.llDetectNull, resobj - ); - } - } - } - - public void CheckListeners() - { - if (m_ScriptEngine.World == null) - return; - IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface(); - - while (comms.HasMessages()) - { - ListenerInfo lInfo = comms.GetNextMessage(); - - //Deliver data to prim's listen handler - object[] resobj = new object[] - { - lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage() - }; - - m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( - lInfo.GetLocalID(), lInfo.GetItemID(), "listen", EventQueueManager.llDetectNull, resobj - ); - } - } - - /// - /// If set to true then threads and stuff should try to make a graceful exit - /// - public bool PleaseShutdown - { - get { return _PleaseShutdown; } - set { _PleaseShutdown = value; } - } - private bool _PleaseShutdown = false; - - } +/* +* Copyright (c) Contributors, http://opensimulator.org/ +* See CONTRIBUTORS.TXT for a full list of copyright holders. +* +* Redistribution and use in source and binary forms, with or without +* modification, are permitted provided that the following conditions are met: +* * Redistributions of source code must retain the above copyright +* notice, this list of conditions and the following disclaimer. +* * Redistributions in binary form must reproduce the above copyright +* notice, this list of conditions and the following disclaimer in the +* documentation and/or other materials provided with the distribution. +* * Neither the name of the OpenSim Project nor the +* names of its contributors may be used to endorse or promote products +* derived from this software without specific prior written permission. +* +* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY +* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY +* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +* +*/ + +using System; +using System.Collections.Generic; +using System.Threading; +using libsecondlife; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Modules; + +namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase +{ + /// + /// Handles LSL commands that takes long time and returns an event, for example timers, HTTP requests, etc. + /// + public class AsyncLSLCommandManager : iScriptEngineFunctionModule + { + private Thread cmdHandlerThread; + private int cmdHandlerThreadCycleSleepms; + + private ScriptEngine m_ScriptEngine; + + public AsyncLSLCommandManager(ScriptEngine _ScriptEngine) + { + m_ScriptEngine = _ScriptEngine; + ReadConfig(); + + // Start the thread that will be doing the work + cmdHandlerThread = new Thread(CmdHandlerThreadLoop); + cmdHandlerThread.Name = "CmdHandlerThread"; + cmdHandlerThread.Priority = ThreadPriority.BelowNormal; + cmdHandlerThread.IsBackground = true; + cmdHandlerThread.Start(); + } + + public void ReadConfig() + { + cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50); + } + + + ~AsyncLSLCommandManager() + { + // Shut down thread + try + { + if (cmdHandlerThread != null) + { + if (cmdHandlerThread.IsAlive == true) + { + cmdHandlerThread.Abort(); + cmdHandlerThread.Join(); + } + } + } + catch + { + } + } + + private void CmdHandlerThreadLoop() + { + while (true) + { + // Check timers + CheckTimerEvents(); + Thread.Sleep(25); + // Check HttpRequests + CheckHttpRequests(); + Thread.Sleep(25); + // Check XMLRPCRequests + CheckXMLRPCRequests(); + Thread.Sleep(25); + // Check Listeners + CheckListeners(); + Thread.Sleep(25); + + // Sleep before next cycle + //Thread.Sleep(cmdHandlerThreadCycleSleepms); + } + } + + /// + /// Remove a specific script (and all its pending commands) + /// + /// + /// + public void RemoveScript(uint localID, LLUUID itemID) + { + // Remove a specific script + + // Remove from: Timers + UnSetTimerEvents(localID, itemID); + // Remove from: HttpRequest + IHttpRequests iHttpReq = + m_ScriptEngine.World.RequestModuleInterface(); + iHttpReq.StopHttpRequest(localID, itemID); + } + + #region TIMER + + // + // TIMER + // + private class TimerClass + { + public uint localID; + public LLUUID itemID; + public double interval; + public DateTime next; + } + + private List Timers = new List(); + private object TimerListLock = new object(); + + public void SetTimerEvent(uint m_localID, LLUUID m_itemID, double sec) + { + Console.WriteLine("SetTimerEvent"); + + // Always remove first, in case this is a re-set + UnSetTimerEvents(m_localID, m_itemID); + if (sec == 0) // Disabling timer + return; + + // Add to timer + TimerClass ts = new TimerClass(); + ts.localID = m_localID; + ts.itemID = m_itemID; + ts.interval = sec; + ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); + lock (TimerListLock) + { + Timers.Add(ts); + } + } + + public void UnSetTimerEvents(uint m_localID, LLUUID m_itemID) + { + // Remove from timer + lock (TimerListLock) + { + List NewTimers = new List(); + foreach (TimerClass ts in Timers) + { + if (ts.localID != m_localID && ts.itemID != m_itemID) + { + NewTimers.Add(ts); + } + } + Timers.Clear(); + Timers = NewTimers; + } + } + + public void CheckTimerEvents() + { + // Nothing to do here? + if (Timers.Count == 0) + return; + + lock (TimerListLock) + { + // Go through all timers + foreach (TimerClass ts in Timers) + { + // Time has passed? + if (ts.next.ToUniversalTime() < DateTime.Now.ToUniversalTime()) + { + // Add it to queue + m_ScriptEngine.m_EventQueueManager.AddToScriptQueue(ts.localID, ts.itemID, "timer", EventQueueManager.llDetectNull, + new object[] {}); + // set next interval + + + ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval); + } + } + } // lock + } + + #endregion + + #region HTTP REQUEST + + public void CheckHttpRequests() + { + if (m_ScriptEngine.World == null) + return; + + IHttpRequests iHttpReq = + m_ScriptEngine.World.RequestModuleInterface(); + + HttpRequestClass httpInfo = null; + + if (iHttpReq != null) + httpInfo = iHttpReq.GetNextCompletedRequest(); + + while (httpInfo != null) + { + //Console.WriteLine("PICKED HTTP REQ:" + httpInfo.response_body + httpInfo.status); + + // Deliver data to prim's remote_data handler + // + // TODO: Returning null for metadata, since the lsl function + // only returns the byte for HTTP_BODY_TRUNCATED, which is not + // implemented here yet anyway. Should be fixed if/when maxsize + // is supported + + object[] resobj = new object[] + { + httpInfo.reqID.ToString(), httpInfo.status, null, httpInfo.response_body + }; + + m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( + httpInfo.localID, httpInfo.itemID, "http_response", EventQueueManager.llDetectNull, resobj + ); + + httpInfo.Stop(); + httpInfo = null; + + httpInfo = iHttpReq.GetNextCompletedRequest(); + } + } + + #endregion + + public void CheckXMLRPCRequests() + { + if (m_ScriptEngine.World == null) + return; + + IXMLRPC xmlrpc = m_ScriptEngine.World.RequestModuleInterface(); + + if (xmlrpc != null) + { + while (xmlrpc.hasRequests()) + { + RPCRequestInfo rInfo = xmlrpc.GetNextRequest(); + //Console.WriteLine("PICKED REQUEST"); + + //Deliver data to prim's remote_data handler + object[] resobj = new object[] + { + 2, rInfo.GetChannelKey().ToString(), rInfo.GetMessageID().ToString(), String.Empty, + rInfo.GetIntValue(), + rInfo.GetStrVal() + }; + m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( + rInfo.GetLocalID(), rInfo.GetItemID(), "remote_data", EventQueueManager.llDetectNull, resobj + ); + } + } + } + + public void CheckListeners() + { + if (m_ScriptEngine.World == null) + return; + IWorldComm comms = m_ScriptEngine.World.RequestModuleInterface(); + + while (comms.HasMessages()) + { + ListenerInfo lInfo = comms.GetNextMessage(); + + //Deliver data to prim's listen handler + object[] resobj = new object[] + { + lInfo.GetChannel(), lInfo.GetName(), lInfo.GetID().ToString(), lInfo.GetMessage() + }; + + m_ScriptEngine.m_EventQueueManager.AddToScriptQueue( + lInfo.GetLocalID(), lInfo.GetItemID(), "listen", EventQueueManager.llDetectNull, resobj + ); + } + } + + /// + /// If set to true then threads and stuff should try to make a graceful exit + /// + public bool PleaseShutdown + { + get { return _PleaseShutdown; } + set { _PleaseShutdown = value; } + } + private bool _PleaseShutdown = false; + + } } \ No newline at end of file diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs index c19d641..b239965 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/EventQueueThreadClass.cs @@ -1,314 +1,314 @@ -using System; -using System.Collections.Generic; -using System.Text; -using System.Threading; -using libsecondlife; -using Nini.Config; -using OpenSim.Framework; -using OpenSim.Region.Environment.Scenes.Scripting; - -namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase -{ - /// - /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class - /// - public class EventQueueThreadClass: iScriptEngineFunctionModule - { - /// - /// How many ms to sleep if queue is empty - /// - private int nothingToDoSleepms;// = 50; - private ThreadPriority MyThreadPriority; - - public long LastExecutionStarted; - public bool InExecution = false; - public bool KillCurrentScript = false; - - private EventQueueManager eventQueueManager; - public Thread EventQueueThread; - private static int ThreadCount = 0; - - private string ScriptEngineName = "ScriptEngine.Common"; - - public EventQueueThreadClass(EventQueueManager eqm) - { - eventQueueManager = eqm; - ReadConfig(); - Start(); - } - - ~EventQueueThreadClass() - { - Stop(); - } - - - public void ReadConfig() - { - ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName; - nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); - - // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually - string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); - switch (pri.ToLower()) - { - case "lowest": - MyThreadPriority = ThreadPriority.Lowest; - break; - case "belownormal": - MyThreadPriority = ThreadPriority.BelowNormal; - break; - case "normal": - MyThreadPriority = ThreadPriority.Normal; - break; - case "abovenormal": - MyThreadPriority = ThreadPriority.AboveNormal; - break; - case "highest": - MyThreadPriority = ThreadPriority.Highest; - break; - default: - MyThreadPriority = ThreadPriority.BelowNormal; // Default - eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\"."); - break; - } - - // Now set that priority - if (EventQueueThread != null) - if (EventQueueThread.IsAlive) - EventQueueThread.Priority = MyThreadPriority; - - } - - - /// - /// Start thread - /// - private void Start() - { - - EventQueueThread = new Thread(EventQueueThreadLoop); - EventQueueThread.IsBackground = true; - - EventQueueThread.Priority = MyThreadPriority; - EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; - EventQueueThread.Start(); - - // Look at this... Don't you wish everyone did that solid coding everywhere? :P - if (ThreadCount == int.MaxValue) - ThreadCount = 0; - ThreadCount++; - } - - public void Stop() - { - PleaseShutdown = true; // Set shutdown flag - Thread.Sleep(100); // Wait a bit - if (EventQueueThread != null && EventQueueThread.IsAlive == true) - { - try - { - EventQueueThread.Abort(); // Send abort - EventQueueThread.Join(); // Wait for it - } - catch (Exception) - { - //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString()); - } - } - } - - - /// - /// Queue processing thread loop - /// - private void EventQueueThreadLoop() - { - //myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned"); - try - { - while (true) - { - try - { - EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); - while (true) - { - // Every now and then check if we should shut down - if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0) - { - // Someone should shut down, lets get exclusive lock - lock (eventQueueManager.ThreadsToExitLock) - { - // Lets re-check in case someone grabbed it - if (eventQueueManager.ThreadsToExit > 0) - { - // Its crowded here so we'll shut down - eventQueueManager.ThreadsToExit--; - Stop(); - return; - } - else - { - // We have been asked to shut down - Stop(); - return; - } - } - } - - - //try - // { - EventQueueManager.QueueItemStruct QIS = BlankQIS; - bool GotItem = false; - - if (PleaseShutdown) - return; - - if (eventQueueManager.eventQueue.Count == 0) - { - // Nothing to do? Sleep a bit waiting for something to do - Thread.Sleep(nothingToDoSleepms); - } - else - { - // Something in queue, process - //myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); - - // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD - lock (eventQueueManager.queueLock) - { - GotItem = false; - for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) - { - // Get queue item - QIS = eventQueueManager.eventQueue.Dequeue(); - - // Check if object is being processed by someone else - if (eventQueueManager.TryLock(QIS.localID) == false) - { - // Object is already being processed, requeue it - eventQueueManager.eventQueue.Enqueue(QIS); - } - else - { - // We have lock on an object and can process it - GotItem = true; - break; - } - } // go through queue - } // lock - - if (GotItem == true) - { - // Execute function - try - { -#if DEBUG - eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName, - "Executing event:\r\n" - + "QIS.localID: " + QIS.localID - + ", QIS.itemID: " + QIS.itemID - + ", QIS.functionName: " + - QIS.functionName); -#endif - LastExecutionStarted = DateTime.Now.Ticks; - KillCurrentScript = false; - InExecution = true; - eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, - QIS.itemID, - QIS.functionName, - QIS.llDetectParams, - QIS.param); - InExecution = false; - } - catch (Exception e) - { - InExecution = false; - // DISPLAY ERROR INWORLD - string text = "Error executing script function \"" + QIS.functionName + - "\":\r\n"; - if (e.InnerException != null) - { - // Send inner exception - text += e.InnerException.Message.ToString(); - } - else - { - text += "\r\n"; - // Send normal - text += e.Message.ToString(); - } - if (KillCurrentScript) - text += "\r\nScript will be deactivated!"; - - try - { - if (text.Length > 1500) - text = text.Substring(0, 1500); - IScriptHost m_host = - eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); - //if (m_host != null) - //{ - eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), - ChatTypeEnum.Say, 0, - m_host.AbsolutePosition, - m_host.Name, m_host.UUID); - } - catch - { - //} - //else - //{ - // T oconsole - eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, - "Unable to send text in-world:\r\n" + - text); - } - finally - { - // So we are done sending message in-world - if (KillCurrentScript) - { - eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( - QIS.localID, QIS.itemID); - } - } - } - finally - { - InExecution = false; - eventQueueManager.ReleaseLock(QIS.localID); - } - } - } // Something in queue - } - } - catch (ThreadAbortException tae) - { - eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function."); - } - catch (Exception e) - { - eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString()); - } - } // while - } // try - catch (ThreadAbortException) - { - //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message); - } - } - - /// - /// If set to true then threads and stuff should try to make a graceful exit - /// - public bool PleaseShutdown - { - get { return _PleaseShutdown; } - set { _PleaseShutdown = value; } - } - private bool _PleaseShutdown = false; - } -} +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading; +using libsecondlife; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Environment.Scenes.Scripting; + +namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase +{ + /// + /// Because every thread needs some data set for it (time started to execute current function), it will do its work within a class + /// + public class EventQueueThreadClass: iScriptEngineFunctionModule + { + /// + /// How many ms to sleep if queue is empty + /// + private int nothingToDoSleepms;// = 50; + private ThreadPriority MyThreadPriority; + + public long LastExecutionStarted; + public bool InExecution = false; + public bool KillCurrentScript = false; + + private EventQueueManager eventQueueManager; + public Thread EventQueueThread; + private static int ThreadCount = 0; + + private string ScriptEngineName = "ScriptEngine.Common"; + + public EventQueueThreadClass(EventQueueManager eqm) + { + eventQueueManager = eqm; + ReadConfig(); + Start(); + } + + ~EventQueueThreadClass() + { + Stop(); + } + + + public void ReadConfig() + { + ScriptEngineName = eventQueueManager.m_ScriptEngine.ScriptEngineName; + nothingToDoSleepms = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetInt("SleepTimeIfNoScriptExecutionMs", 50); + + // Later with ScriptServer we might want to ask OS for stuff too, so doing this a bit manually + string pri = eventQueueManager.m_ScriptEngine.ScriptConfigSource.GetString("ScriptThreadPriority", "BelowNormal"); + switch (pri.ToLower()) + { + case "lowest": + MyThreadPriority = ThreadPriority.Lowest; + break; + case "belownormal": + MyThreadPriority = ThreadPriority.BelowNormal; + break; + case "normal": + MyThreadPriority = ThreadPriority.Normal; + break; + case "abovenormal": + MyThreadPriority = ThreadPriority.AboveNormal; + break; + case "highest": + MyThreadPriority = ThreadPriority.Highest; + break; + default: + MyThreadPriority = ThreadPriority.BelowNormal; // Default + eventQueueManager.m_ScriptEngine.Log.Error("ScriptEngineBase", "Unknown priority type \"" + pri + "\" in config file. Defaulting to \"BelowNormal\"."); + break; + } + + // Now set that priority + if (EventQueueThread != null) + if (EventQueueThread.IsAlive) + EventQueueThread.Priority = MyThreadPriority; + + } + + + /// + /// Start thread + /// + private void Start() + { + + EventQueueThread = new Thread(EventQueueThreadLoop); + EventQueueThread.IsBackground = true; + + EventQueueThread.Priority = MyThreadPriority; + EventQueueThread.Name = "EventQueueManagerThread_" + ThreadCount; + EventQueueThread.Start(); + + // Look at this... Don't you wish everyone did that solid coding everywhere? :P + if (ThreadCount == int.MaxValue) + ThreadCount = 0; + ThreadCount++; + } + + public void Stop() + { + PleaseShutdown = true; // Set shutdown flag + Thread.Sleep(100); // Wait a bit + if (EventQueueThread != null && EventQueueThread.IsAlive == true) + { + try + { + EventQueueThread.Abort(); // Send abort + EventQueueThread.Join(); // Wait for it + } + catch (Exception) + { + //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Exception killing worker thread: " + e.ToString()); + } + } + } + + + /// + /// Queue processing thread loop + /// + private void EventQueueThreadLoop() + { + //myScriptEngine.m_logger.Verbose(ScriptEngineName, "EventQueueManager Worker thread spawned"); + try + { + while (true) + { + try + { + EventQueueManager.QueueItemStruct BlankQIS = new EventQueueManager.QueueItemStruct(); + while (true) + { + // Every now and then check if we should shut down + if (PleaseShutdown || eventQueueManager.ThreadsToExit > 0) + { + // Someone should shut down, lets get exclusive lock + lock (eventQueueManager.ThreadsToExitLock) + { + // Lets re-check in case someone grabbed it + if (eventQueueManager.ThreadsToExit > 0) + { + // Its crowded here so we'll shut down + eventQueueManager.ThreadsToExit--; + Stop(); + return; + } + else + { + // We have been asked to shut down + Stop(); + return; + } + } + } + + + //try + // { + EventQueueManager.QueueItemStruct QIS = BlankQIS; + bool GotItem = false; + + if (PleaseShutdown) + return; + + if (eventQueueManager.eventQueue.Count == 0) + { + // Nothing to do? Sleep a bit waiting for something to do + Thread.Sleep(nothingToDoSleepms); + } + else + { + // Something in queue, process + //myScriptEngine.m_logger.Verbose(ScriptEngineName, "Processing event for localID: " + QIS.localID + ", itemID: " + QIS.itemID + ", FunctionName: " + QIS.FunctionName); + + // OBJECT BASED LOCK - TWO THREADS WORKING ON SAME OBJECT IS NOT GOOD + lock (eventQueueManager.queueLock) + { + GotItem = false; + for (int qc = 0; qc < eventQueueManager.eventQueue.Count; qc++) + { + // Get queue item + QIS = eventQueueManager.eventQueue.Dequeue(); + + // Check if object is being processed by someone else + if (eventQueueManager.TryLock(QIS.localID) == false) + { + // Object is already being processed, requeue it + eventQueueManager.eventQueue.Enqueue(QIS); + } + else + { + // We have lock on an object and can process it + GotItem = true; + break; + } + } // go through queue + } // lock + + if (GotItem == true) + { + // Execute function + try + { +#if DEBUG + eventQueueManager.m_ScriptEngine.Log.Debug(ScriptEngineName, + "Executing event:\r\n" + + "QIS.localID: " + QIS.localID + + ", QIS.itemID: " + QIS.itemID + + ", QIS.functionName: " + + QIS.functionName); +#endif + LastExecutionStarted = DateTime.Now.Ticks; + KillCurrentScript = false; + InExecution = true; + eventQueueManager.m_ScriptEngine.m_ScriptManager.ExecuteEvent(QIS.localID, + QIS.itemID, + QIS.functionName, + QIS.llDetectParams, + QIS.param); + InExecution = false; + } + catch (Exception e) + { + InExecution = false; + // DISPLAY ERROR INWORLD + string text = "Error executing script function \"" + QIS.functionName + + "\":\r\n"; + if (e.InnerException != null) + { + // Send inner exception + text += e.InnerException.Message.ToString(); + } + else + { + text += "\r\n"; + // Send normal + text += e.Message.ToString(); + } + if (KillCurrentScript) + text += "\r\nScript will be deactivated!"; + + try + { + if (text.Length > 1500) + text = text.Substring(0, 1500); + IScriptHost m_host = + eventQueueManager.m_ScriptEngine.World.GetSceneObjectPart(QIS.localID); + //if (m_host != null) + //{ + eventQueueManager.m_ScriptEngine.World.SimChat(Helpers.StringToField(text), + ChatTypeEnum.Say, 0, + m_host.AbsolutePosition, + m_host.Name, m_host.UUID); + } + catch + { + //} + //else + //{ + // T oconsole + eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, + "Unable to send text in-world:\r\n" + + text); + } + finally + { + // So we are done sending message in-world + if (KillCurrentScript) + { + eventQueueManager.m_ScriptEngine.m_ScriptManager.StopScript( + QIS.localID, QIS.itemID); + } + } + } + finally + { + InExecution = false; + eventQueueManager.ReleaseLock(QIS.localID); + } + } + } // Something in queue + } + } + catch (ThreadAbortException tae) + { + eventQueueManager.m_ScriptEngine.Log.Notice(ScriptEngineName, "ThreadAbortException while executing function."); + } + catch (Exception e) + { + eventQueueManager.m_ScriptEngine.Log.Error(ScriptEngineName, "Exception in EventQueueThreadLoop: " + e.ToString()); + } + } // while + } // try + catch (ThreadAbortException) + { + //myScriptEngine.Log.Verbose(ScriptEngineName, "EventQueueManager Worker thread killed: " + tae.Message); + } + } + + /// + /// If set to true then threads and stuff should try to make a graceful exit + /// + public bool PleaseShutdown + { + get { return _PleaseShutdown; } + set { _PleaseShutdown = value; } + } + private bool _PleaseShutdown = false; + } +} diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs index fc2fda9..ae6f001 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/MaintenanceThread.cs @@ -1,163 +1,163 @@ -using System; -using System.Collections.Generic; -using System.Text; -using System.Threading; - -namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase -{ - /// - /// This class does maintenance on script engine. - /// - public class MaintenanceThread : iScriptEngineFunctionModule - { - public ScriptEngine m_ScriptEngine; - private int MaintenanceLoopms; - - public MaintenanceThread(ScriptEngine _ScriptEngine) - { - m_ScriptEngine = _ScriptEngine; - - ReadConfig(); - - // Start maintenance thread - StartMaintenanceThread(); - } - - ~MaintenanceThread() - { - StopMaintenanceThread(); - } - - public void ReadConfig() - { - MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50); - } - - - #region " Maintenance thread " - /// - /// Maintenance thread. Enforcing max execution time for example. - /// - public Thread MaintenanceThreadThread; - - /// - /// Starts maintenance thread - /// - private void StartMaintenanceThread() - { - if (MaintenanceThreadThread == null) - { - MaintenanceThreadThread = new Thread(MaintenanceLoop); - MaintenanceThreadThread.Name = "ScriptMaintenanceThread"; - MaintenanceThreadThread.IsBackground = true; - MaintenanceThreadThread.Start(); - } - } - - /// - /// Stops maintenance thread - /// - private void StopMaintenanceThread() - { -#if DEBUG - m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "StopMaintenanceThread() called"); -#endif - PleaseShutdown = true; - Thread.Sleep(100); - try - { - if (MaintenanceThreadThread != null) - { - if (MaintenanceThreadThread.IsAlive) - { - MaintenanceThreadThread.Abort(); - } - } - } - catch (Exception ex) - { - m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName, "Exception stopping maintenence thread: " + ex.ToString()); - } - - } - - /// - /// A thread should run in this loop and check all running scripts - /// - public void MaintenanceLoop() - { - if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms) - m_ScriptEngine.Log.Warn(m_ScriptEngine.ScriptEngineName, - "Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run."); - - while (true) - { - try - { - long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks; - long Last_ReReadConfigFilens = DateTime.Now.Ticks; - while (true) - { - System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass - if (PleaseShutdown) - return; - - if (m_ScriptEngine != null) - { - // - // Re-reading config every x seconds - // - if (m_ScriptEngine.RefreshConfigFileSeconds > 0) - { - // Check if its time to re-read config - if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens) - { - // Its time to re-read config file - m_ScriptEngine.ReadConfig(); - Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time - } - } - - // - // Adjust number of running script threads if not correct - // - if (m_ScriptEngine.m_EventQueueManager != null) - m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads(); - - // - // Check if any script has exceeded its max execution time - // - if (m_ScriptEngine.m_EventQueueManager != null && m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime) - { - // We are enforcing execution time - if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens > - m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens) - { - // Its time to check again - m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check - Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time - } - } - } // m_ScriptEngine != null - } - } - catch (Exception ex) - { - m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName, "Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString()); - Thread.Sleep(5000); - } - } - } - #endregion - /// - /// If set to true then threads and stuff should try to make a graceful exit - /// - public bool PleaseShutdown - { - get { return _PleaseShutdown; } - set { _PleaseShutdown = value; } - } - private bool _PleaseShutdown = false; - - } -} +using System; +using System.Collections.Generic; +using System.Text; +using System.Threading; + +namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase +{ + /// + /// This class does maintenance on script engine. + /// + public class MaintenanceThread : iScriptEngineFunctionModule + { + public ScriptEngine m_ScriptEngine; + private int MaintenanceLoopms; + + public MaintenanceThread(ScriptEngine _ScriptEngine) + { + m_ScriptEngine = _ScriptEngine; + + ReadConfig(); + + // Start maintenance thread + StartMaintenanceThread(); + } + + ~MaintenanceThread() + { + StopMaintenanceThread(); + } + + public void ReadConfig() + { + MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50); + } + + + #region " Maintenance thread " + /// + /// Maintenance thread. Enforcing max execution time for example. + /// + public Thread MaintenanceThreadThread; + + /// + /// Starts maintenance thread + /// + private void StartMaintenanceThread() + { + if (MaintenanceThreadThread == null) + { + MaintenanceThreadThread = new Thread(MaintenanceLoop); + MaintenanceThreadThread.Name = "ScriptMaintenanceThread"; + MaintenanceThreadThread.IsBackground = true; + MaintenanceThreadThread.Start(); + } + } + + /// + /// Stops maintenance thread + /// + private void StopMaintenanceThread() + { +#if DEBUG + m_ScriptEngine.Log.Debug(m_ScriptEngine.ScriptEngineName, "StopMaintenanceThread() called"); +#endif + PleaseShutdown = true; + Thread.Sleep(100); + try + { + if (MaintenanceThreadThread != null) + { + if (MaintenanceThreadThread.IsAlive) + { + MaintenanceThreadThread.Abort(); + } + } + } + catch (Exception ex) + { + m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName, "Exception stopping maintenence thread: " + ex.ToString()); + } + + } + + /// + /// A thread should run in this loop and check all running scripts + /// + public void MaintenanceLoop() + { + if (m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens < MaintenanceLoopms) + m_ScriptEngine.Log.Warn(m_ScriptEngine.ScriptEngineName, + "Configuration error: MaxEventExecutionTimeMs is less than MaintenanceLoopms. The Maintenance Loop will only check scripts once per run."); + + while (true) + { + try + { + long Last_maxFunctionExecutionTimens = 0; // DateTime.Now.Ticks; + long Last_ReReadConfigFilens = DateTime.Now.Ticks; + while (true) + { + System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass + if (PleaseShutdown) + return; + + if (m_ScriptEngine != null) + { + // + // Re-reading config every x seconds + // + if (m_ScriptEngine.RefreshConfigFileSeconds > 0) + { + // Check if its time to re-read config + if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens) + { + // Its time to re-read config file + m_ScriptEngine.ReadConfig(); + Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time + } + } + + // + // Adjust number of running script threads if not correct + // + if (m_ScriptEngine.m_EventQueueManager != null) + m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads(); + + // + // Check if any script has exceeded its max execution time + // + if (m_ScriptEngine.m_EventQueueManager != null && m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime) + { + // We are enforcing execution time + if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens > + m_ScriptEngine.m_EventQueueManager.maxFunctionExecutionTimens) + { + // Its time to check again + m_ScriptEngine.m_EventQueueManager.CheckScriptMaxExecTime(); // Do check + Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time + } + } + } // m_ScriptEngine != null + } + } + catch (Exception ex) + { + m_ScriptEngine.Log.Error(m_ScriptEngine.ScriptEngineName, "Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString()); + Thread.Sleep(5000); + } + } + } + #endregion + /// + /// If set to true then threads and stuff should try to make a graceful exit + /// + public bool PleaseShutdown + { + get { return _PleaseShutdown; } + set { _PleaseShutdown = value; } + } + private bool _PleaseShutdown = false; + + } +} diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/iScriptEngineFunctionModule.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/iScriptEngineFunctionModule.cs index 7539074..ded85b3 100644 --- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/iScriptEngineFunctionModule.cs +++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/iScriptEngineFunctionModule.cs @@ -1,12 +1,12 @@ -using System; -using System.Collections.Generic; -using System.Text; - -namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase -{ - public interface iScriptEngineFunctionModule - { - void ReadConfig(); - bool PleaseShutdown { get; set; } - } +using System; +using System.Collections.Generic; +using System.Text; + +namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase +{ + public interface iScriptEngineFunctionModule + { + void ReadConfig(); + bool PleaseShutdown { get; set; } + } } \ No newline at end of file diff --git a/OpenSim/Tools/OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj b/OpenSim/Tools/OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj index d5886e2..bfca5e4 100644 --- a/OpenSim/Tools/OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj +++ b/OpenSim/Tools/OpenSim.32BitLaunch/OpenSim.32BitLaunch.csproj @@ -1,63 +1,63 @@ - - - - Debug - AnyCPU - 9.0.21022 - 2.0 - {595D67F3-B413-4A43-8568-5B5930E3B31D} - Exe - Properties - OpenSim._32BitLaunch - OpenSim.32BitLaunch - v2.0 - 512 - - - true - full - false - ..\..\..\bin\ - DEBUG;TRACE - prompt - 4 - x86 - - - pdbonly - true - bin\Release\ - TRACE - prompt - 4 - - - - - 3.5 - - - 3.5 - - - - - - - - - - - {AC9EB8AB-0000-0000-0000-000000000000} - OpenSim - - - - + + + + Debug + AnyCPU + 9.0.21022 + 2.0 + {595D67F3-B413-4A43-8568-5B5930E3B31D} + Exe + Properties + OpenSim._32BitLaunch + OpenSim.32BitLaunch + v2.0 + 512 + + + true + full + false + ..\..\..\bin\ + DEBUG;TRACE + prompt + 4 + x86 + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + + 3.5 + + + 3.5 + + + + + + + + + + + {AC9EB8AB-0000-0000-0000-000000000000} + OpenSim + + + + \ No newline at end of file diff --git a/OpenSim/Tools/OpenSim.32BitLaunch/Program.cs b/OpenSim/Tools/OpenSim.32BitLaunch/Program.cs index ba2f461..afd7754 100644 --- a/OpenSim/Tools/OpenSim.32BitLaunch/Program.cs +++ b/OpenSim/Tools/OpenSim.32BitLaunch/Program.cs @@ -1,10 +1,10 @@ -namespace OpenSim._32BitLaunch -{ - class Program - { - static void Main(string[] args) - { - OpenSim.Application.Main(args); - } - } -} +namespace OpenSim._32BitLaunch +{ + class Program + { + static void Main(string[] args) + { + OpenSim.Application.Main(args); + } + } +} diff --git a/OpenSim/Tools/OpenSim.32BitLaunch/Properties/AssemblyInfo.cs b/OpenSim/Tools/OpenSim.32BitLaunch/Properties/AssemblyInfo.cs index cd83f3f..8cf2d05 100644 --- a/OpenSim/Tools/OpenSim.32BitLaunch/Properties/AssemblyInfo.cs +++ b/OpenSim/Tools/OpenSim.32BitLaunch/Properties/AssemblyInfo.cs @@ -1,36 +1,36 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("OpenSim.32BitLaunch")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("Microsoft")] -[assembly: AssemblyProduct("OpenSim.32BitLaunch")] -[assembly: AssemblyCopyright("Copyright © Microsoft 2008")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("5072e919-46ab-47e6-8a63-08108324ccdf")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("OpenSim.32BitLaunch")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("Microsoft")] +[assembly: AssemblyProduct("OpenSim.32BitLaunch")] +[assembly: AssemblyCopyright("Copyright © Microsoft 2008")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("5072e919-46ab-47e6-8a63-08108324ccdf")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/bin/OpenSim.32BitLaunch.exe b/bin/OpenSim.32BitLaunch.exe old mode 100644 new mode 100755 diff --git a/bin/OpenSim.32BitLaunch.vshost.exe b/bin/OpenSim.32BitLaunch.vshost.exe old mode 100644 new mode 100755 diff --git a/update-svn-properties.py b/update-svn-properties.py index eaf8e9b..c1518ce 100755 --- a/update-svn-properties.py +++ b/update-svn-properties.py @@ -60,6 +60,7 @@ property_map = { ".mdp" : textfile, ".mds" : textfile, ".nsi" : textfile, + ".pdb" : binary, ".php" : script, ".pidb" : binary, ".pl" : script, -- cgit v1.1