Added some error checking to MaintenanceThread, no-crash (just log) loading of script engines, and support to load multiple script engines
parent
694642a482
commit
34d21ac94b
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@ -455,7 +455,19 @@ namespace OpenSim
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//m_moduleLoader.PickupModules(scene, "ScriptEngines");
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//m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
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MainLog.Instance.Verbose("MODULES", "Loading scripting engine modules");
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m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
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foreach (string module in m_scriptEngine.Split(';'))
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{
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string mod = module.Trim(" \t\r\n".ToCharArray()); // Clean up name
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MainLog.Instance.Verbose("MODULES", "Loading scripting engine: " + mod);
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try
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{
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m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", mod), scene);
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}
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catch (Exception ex)
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{
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MainLog.Instance.Error("MODULES", "Failed to load script engine: " + ex.ToString());
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}
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}
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m_moduleLoader.InitialiseSharedModules(scene);
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scene.SetModuleInterfaces();
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@ -95,6 +95,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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System.Threading.Thread.Sleep(MaintenanceLoopms); // Sleep before next pass
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if (PleaseShutdown)
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return;
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if (m_ScriptEngine != null)
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{
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//
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// Re-reading config every x seconds
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//
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@ -104,7 +107,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens > m_ScriptEngine.RefreshConfigFilens)
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{
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// Its time to re-read config file
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m_ScriptEngine.ConfigSource.Reload(); // Refresh config
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m_ScriptEngine.ReadConfig();
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Last_ReReadConfigFilens = DateTime.Now.Ticks; // Reset time
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}
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@ -113,12 +115,13 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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//
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// Adjust number of running script threads if not correct
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//
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if (m_ScriptEngine.m_EventQueueManager != null)
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m_ScriptEngine.m_EventQueueManager.AdjustNumberOfScriptThreads();
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//
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// Check if any script has exceeded its max execution time
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//
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if (m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
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if (m_ScriptEngine.m_EventQueueManager != null && m_ScriptEngine.m_EventQueueManager.EnforceMaxExecutionTime)
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{
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// We are enforcing execution time
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if (DateTime.Now.Ticks - Last_maxFunctionExecutionTimens >
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@ -129,6 +132,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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Last_maxFunctionExecutionTimens = DateTime.Now.Ticks; // Reset time
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}
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}
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} // m_ScriptEngine != null
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}
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}
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catch (Exception ex)
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@ -51,11 +51,6 @@ asset_database = "sqlite"
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verbose = true
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; ScriptEngine
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script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
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;Experimental remote ScriptServer plugin:
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;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
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; if you would like to allow prim to be physical and move by physics with the physical checkbox in the client set this to true.
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physical_prim = true
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@ -115,7 +110,29 @@ shout_distance = 100
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; make for smoother sun transition at the cost of network
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;frame_rate = 100
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; ##
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; ## ScriptEngine
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; ##
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; These are region modules loaded into each region to provide script support
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; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
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; You can load multiple modules by separating them with ;.
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;
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; Example:
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;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll;OpenSim.Region.ScriptEngine.RemoteServer.dll
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;
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; This is the current and most stable ScriptEngine:
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script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
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;Experimental remote ScriptServer plugin (does not currently work):
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;script_engine = OpenSim.Region.ScriptEngine.RemoteServer.dll
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[ScriptEngine.DotNetEngine]
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;
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; These settings are specific to DotNetEngine script engine
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; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
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;
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; When a script receives an event the event is queued.
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; Any free thread will start executing this event. One script can only have one event executed simultaneously.
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