Commit Graph

116 Commits

Author SHA1 Message Date
Melanie Thielker
9f932a4205 Thank you, thomax, for a patch to provide finer-grained access control to
scripting.
Fixes Mantis #2862
2009-06-05 09:47:42 +00:00
Jeff Ames
840de6c036 Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
Dr Scofield
0bb3d2e6d7 cleanup 2009-03-25 07:36:56 +00:00
Charles Krinke
9e4d9e2c3f Fixes Mantis #3289. Thank you kindly, Ewe Loon, for a patch that:
fixes Sporadic Errors in "Dictionary<InstanceData, DetectParams[]" 
Causing total script Failure
2009-03-15 19:39:43 +00:00
Charles Krinke
08c76989a7 Mantis#3187. Thank you kindly, DoranZemlja for a patch that:
Adds a warning for an LSL construct that exploits a
popular list memory saving hack.
2009-02-23 02:43:51 +00:00
Jeff Ames
818af9d482 Refactor log4net logger handling in script engine. (#3148) 2009-02-22 01:26:18 +00:00
Jeff Ames
163c1026d1 Fix some compiler warnings. Minor formatting cleanup. 2009-02-13 02:52:08 +00:00
Dr Scofield
9b66108081 This changeset is the step 1 of 2 in refactoring
OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.

The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.

I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
2009-02-06 16:55:34 +00:00
idb
e56f918b17 Mantis #2350
Move the DotNetEngine Unloading script debug message
2008-12-05 12:30:50 +00:00
Melanie Thielker
1952a67ceb Comment the ScriptSponsor and restore the indefinite lifetime for
scripts until that can be better debugged
2008-11-29 07:10:00 +00:00
Tedd Hansen
e6ddb5de7d Attempt to give script objects a proper lease time (DNE and xengine). Relies on GC. Also removed lease for LSL_Api as it strictly speaking should not be MarshalByRef. Or should it? If so I broke scripting! :) 2008-11-26 11:12:57 +00:00
Justin Clarke Casey
915593bfbc * refactor: Rip out SOP inventory from the partial into a separate class
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
2008-11-21 21:16:42 +00:00
Melanie Thielker
cffd73c59f Reintroduces the discovery mechanism to use llRequestSimulatorData("", 128)
Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
2008-10-03 06:15:23 +00:00
Melanie Thielker
1cf0798863 Plumb in the start parameter in DNE 2008-10-03 05:32:51 +00:00
Melanie Thielker
c2308d8a7d Add explicit CultureInfo to the script compile thread in DotNetEngine to
ensure that scripts will compile on nonenglish systems
2008-09-28 20:29:56 +00:00
Melanie Thielker
c0b60bb8cf Stop DNE saying "Loading script" when it's actually unloading. 2008-09-27 14:19:03 +00:00
Melanie Thielker
85068dae60 Add friendly error messages to both engines. 2008-09-27 05:31:43 +00:00
Melanie Thielker
b416422349 Kill "Compile successful" message when rezzing prims/wearing attachments
Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
2008-09-26 20:18:31 +00:00
Melanie Thielker
e5db6a75d0 Finishing the code cleanup in DNE, make llDie work again in DNE.
Add some compile messages from XEngine into DNE as well.
2008-09-26 17:59:36 +00:00
Melanie Thielker
6e9d7484d0 Pluggable API module (XEngine style) support for DNE 2008-09-26 16:19:50 +00:00
Melanie Thielker
d8c470343e Compiler Connection! One world, one compiler! 2008-09-26 16:11:53 +00:00
Melanie Thielker
12a6b7c835 Yay! Common/ is gone! One API is achieved! 2008-09-26 15:34:23 +00:00
Melanie Thielker
24628928c3 Add per-instance date to DNE to avoid serializing stuff 10 times a second.
Clode cleanup and removal of commented stuff in ScriptManager.
2008-09-26 15:01:03 +00:00
Melanie Thielker
824283ca3c Remove all the subclassing complexity and script server interfaces from
DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
2008-09-26 13:16:11 +00:00
Melanie Thielker
c21a8b9969 Full API convergence. Api is back in LSL_Api.cs and OSSL_Api.cs.
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
2008-09-26 02:51:00 +00:00
Melanie Thielker
f6650d33cc Fixes an exception that is seen on regions running XEngine, where DNE
tries to stop a script that is not run by it
2008-09-25 14:20:31 +00:00
Melanie Thielker
f3c8963c86 Convergence is almost complete. This brings the diff between the API to < 10k
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.
2008-09-25 05:13:44 +00:00
Melanie Thielker
420a645036 Remove Common/LSL_Types.cs. Both script engines now use a single version
of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
2008-09-23 15:14:15 +00:00
Tedd Hansen
e0264f67d6 Brushing rust of ye old commit 2008-09-06 18:49:36 +00:00
Teravus Ovares
7d89e12293 * This is the fabled LibOMV update with all of the libOMV types from JHurliman
* 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.
2008-09-06 07:52:41 +00:00
Jeff Ames
6ef9d4da90 Formatting cleanup. 2008-08-18 00:39:10 +00:00
Mike Mazur
18aa58c63b Fix issue 1582. The maximum allowable length for a string passed to SimChat is 1500. If it was longer than 1500, it was being truncated to 1501 characters. This caused an exception and prevented the errors from reaching the console and the user in-world. 2008-07-16 01:19:32 +00:00
Justin Clarke Casey
a89385818d * On archive loading, tell the user how many objects we are ignoring because they already exist in the scene
* (ability to give objects new uuids will come later)
2008-07-12 22:14:38 +00:00
Justin Clarke Casey
000d5e8b93 * minor: just some null guards and name changes to make it clearer that prim count is actually a prim local id dispenser 2008-07-12 21:03:12 +00:00
Jeff Ames
d470d30c09 Copyright notices and formatting cleanup. 2008-07-06 14:02:22 +00:00
Charles Krinke
2f70baee52 Mantis#1623. Thank you, Melanie for a patch that:
Fully defines the equality operators on the lsl types and plubs 
in the script engine side of the work begun in 0001616 (aly, this one's for you)
2008-06-28 16:18:47 +00:00
Jeff Ames
5752c1f5c2 Formatting cleanup. 2008-05-28 03:44:49 +00:00
Dr Scofield
1bb1d5d9b0 This cleans up a merge mess from the earlier checkin and implements llOwnerSay()
via the newly created Scene.SimBroadcast() call.
2008-05-26 15:37:31 +00:00
Jeff Ames
5d77625e9a Update svn properties. Formatting cleanup. 2008-05-25 23:27:38 +00:00
Charles Krinke
83bfd29af8 Thank you very much, Xantor for a patch that:
Copying, reseting, dragging scripts cause unnecessary recompilation, 
slowing down the simulator and filling up the ScriptEngines directory 
with compiled .dll and misc. files.
This patch keeps track of compiled assets since the last simulator restarts, 
and only recompiles new assets. (editing a script generates a new asset, 
so no problems there).
2008-05-25 19:26:21 +00:00
Jeff Ames
65c5efe43b Formatting cleanup. 2008-05-16 01:22:11 +00:00
Teravus Ovares
ce19234dc8 * Unraveled the DEBUG_CHANNEL mystery.
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
2008-05-05 15:53:11 +00:00
Teravus Ovares
c803e0cca1 * Deletes my EventReader ScriptRewriter. It isn't required to rewrite the script to publish the events anymore.
* Introduces a language(regex) independent event recognizer and publishes the events the script listens.
2008-05-01 16:39:02 +00:00
Adam Frisby
fef3b36894 * Optimised using statements and namespace references across entire project (this took a while to run). 2008-04-21 07:09:17 +00:00
Tedd Hansen
16275ca26d Removed some script engine noise from console 2008-04-20 11:58:14 +00:00
lbsa71
9c428d9935 * Applied Grumly57 patch for #781; Thanks, Grumly! 2008-03-18 13:39:29 +00:00
Jeff Ames
47180080f0 Formatting cleanup. 2008-03-18 05:16:43 +00:00
Tedd Hansen
f10d895105 Ok, so NOW scripts work. New patch to break them coming soon. 2008-02-24 17:01:20 +00:00
Tedd Hansen
2cd85e15dc Changed so "BuiltIn_Commands" given to scripts is easily extendable. Added new OSSL_BuilIn_Commands class where we can start adding our own modular commands. 2008-02-24 15:45:20 +00:00
Jeff Ames
e207284fef Clean up logging calls using String.Format explicitly 2008-02-10 01:57:59 +00:00