Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Interfaces/IScriptModule.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.csavinationmerge
commit
67d4f1d66c
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@ -227,6 +227,16 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary></returns>
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bool ContainsScripts();
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/// <summary>
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/// Returns the count of scripts contained
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/// </summary></returns>
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int ScriptCount();
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/// <summary>
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/// Returns the count of running scripts contained
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/// </summary></returns>
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int RunningScriptCount();
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/// <summary>
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/// Get the uuids of all items in this inventory
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/// </summary>
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@ -71,6 +71,12 @@ namespace OpenSim.Region.Framework.Interfaces
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bool HasScript(UUID itemID, out bool running);
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/// <summary>
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/// Returns true if a script is running.
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/// </summary>
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/// <param name="itemID">The item ID of the script.</param>
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bool GetScriptState(UUID itemID);
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void SaveAllState();
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/// <summary>
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@ -87,4 +93,4 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </returns>
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Dictionary<uint, float> GetObjectScriptsExecutionTimes();
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}
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}
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}
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@ -156,7 +156,9 @@ namespace OpenSim.Region.Framework.Scenes
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// that the region position is cached or performance will degrade
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Utils.LongToUInts(regionHandle, out x, out y);
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GridRegion dest = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
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// bool v = true;
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if (dest == null)
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continue;
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if (!simulatorList.Contains(dest.ServerURI))
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{
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// we havent seen this simulator before, add it to the list
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@ -4017,7 +4017,33 @@ namespace OpenSim.Region.Framework.Scenes
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for (int i = 0; i < parts.Length; i++)
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parts[i].TriggerScriptChangedEvent(val);
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}
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/// <summary>
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/// Returns a count of the number of scripts in this groups parts.
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/// </summary>
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public int ScriptCount()
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{
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int count = 0;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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count += parts[i].Inventory.ScriptCount();
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return count;
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}
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/// <summary>
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/// Returns a count of the number of running scripts in this groups parts.
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/// </summary>
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public int RunningScriptCount()
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{
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int count = 0;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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count += parts[i].Inventory.RunningScriptCount();
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return count;
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}
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public override string ToString()
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{
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return String.Format("{0} {1} ({2})", Name, UUID, AbsolutePosition);
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@ -1280,9 +1280,59 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Returns the count of scripts in this parts inventory.
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/// </summary>
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/// <returns></returns>
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public int ScriptCount()
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{
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int count = 0;
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lock (m_items)
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{
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foreach (TaskInventoryItem item in m_items.Values)
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{
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if (item.InvType == (int)InventoryType.LSL)
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{
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count++;
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}
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}
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}
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return count;
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}
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/// <summary>
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/// Returns the count of running scripts in this parts inventory.
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/// </summary>
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/// <returns></returns>
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public int RunningScriptCount()
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{
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IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
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if (engines.Length == 0)
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return 0;
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int count = 0;
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List<TaskInventoryItem> scripts = GetInventoryScripts();
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foreach (TaskInventoryItem item in scripts)
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{
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foreach (IScriptModule engine in engines)
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{
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if (engine != null)
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{
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if (engine.GetScriptState(item.ItemID))
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{
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count++;
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}
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}
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}
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}
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return count;
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}
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public List<UUID> GetInventoryList()
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{
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List<UUID> ret = new List<UUID>();
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@ -3521,6 +3521,44 @@ namespace OpenSim.Region.Framework.Scenes
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return m_attachments.Count > 0;
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}
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/// <summary>
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/// Returns the total count of scripts in all parts inventories.
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/// </summary>
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public int ScriptCount()
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{
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int count = 0;
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lock (m_attachments)
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{
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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if (gobj != null)
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{
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count += gobj.ScriptCount();
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}
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}
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}
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return count;
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}
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/// <summary>
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/// Returns the total count of running scripts in all parts.
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/// </summary>
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public int RunningScriptCount()
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{
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int count = 0;
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lock (m_attachments)
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{
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foreach (SceneObjectGroup gobj in m_attachments)
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{
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if (gobj != null)
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{
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count += gobj.RunningScriptCount();
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}
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}
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}
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return count;
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}
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public bool HasScriptedAttachments()
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{
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lock (m_attachments)
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@ -11175,19 +11175,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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break;
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// For the following 8 see the Object version below
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case ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT:
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(av.RunningScriptCount()));
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break;
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case ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT:
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(av.ScriptCount()));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_MEMORY:
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(av.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
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ret.Add(new LSL_Float(0));
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(1));
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break;
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case ScriptBaseClass.OBJECT_SERVER_COST:
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ret.Add(new LSL_Float(0));
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@ -11239,24 +11239,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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case ScriptBaseClass.OBJECT_CREATOR:
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ret.Add(new LSL_String(obj.CreatorID.ToString()));
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break;
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// The following 8 I have intentionaly coded to return zero. They are part of
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// "Land Impact" calculations. These calculations are probably not applicable
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// to OpenSim, required figures (cpu/memory usage) are not currently tracked
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// I have intentionally left these all at zero rather than return possibly
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// missleading numbers
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case ScriptBaseClass.OBJECT_RUNNING_SCRIPT_COUNT:
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// in SL this currently includes crashed scripts
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount()));
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break;
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case ScriptBaseClass.OBJECT_TOTAL_SCRIPT_COUNT:
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(obj.ParentGroup.ScriptCount()));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_MEMORY:
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// The value returned in SL for mono scripts is 65536 * number of active scripts
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ret.Add(new LSL_Integer(0));
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// and 16384 * number of active scripts for LSO. since llGetFreememory
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// is coded to give the LSO value use it here
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ret.Add(new LSL_Integer(obj.ParentGroup.RunningScriptCount() * 16384));
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break;
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case ScriptBaseClass.OBJECT_SCRIPT_TIME:
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// Average cpu time per simulator frame expended on all scripts in the objetc
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// Average cpu time per simulator frame expended on all scripts in the object
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// Not currently available at Object level
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ret.Add(new LSL_Float(0));
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break;
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case ScriptBaseClass.OBJECT_PRIM_EQUIVALENCE:
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@ -11264,18 +11261,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// equivalent of the number of prims in a linkset if it does not
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// contain a mesh anywhere in the link set or is not a normal prim
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// The value returned in SL for normal prims is prim count
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ret.Add(new LSL_Integer(0));
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ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
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break;
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// The following 3 costs I have intentionaly coded to return zero. They are part of
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// "Land Impact" calculations. These calculations are probably not applicable
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// to OpenSim and are not yet complete in SL
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case ScriptBaseClass.OBJECT_SERVER_COST:
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// The value returned in SL for normal prims is prim count
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// The linden calculation is here
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// http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
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// The value returned in SL for normal prims looks like the prim count
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ret.Add(new LSL_Float(0));
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break;
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case ScriptBaseClass.OBJECT_STREAMING_COST:
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// The value returned in SL for normal prims is prim count * 0.06
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// The linden calculation is here
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// http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost
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// The value returned in SL for normal prims looks like the prim count * 0.06
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ret.Add(new LSL_Float(0));
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break;
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case ScriptBaseClass.OBJECT_PHYSICS_COST:
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// The value returned in SL for normal prims is prim count
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// The linden calculation is here
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// http://wiki.secondlife.com/wiki/Mesh/Mesh_physics
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// The value returned in SL for normal prims looks like the prim count
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ret.Add(new LSL_Float(0));
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break;
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default:
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