Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
avinationmerge
Melanie 2013-01-24 00:25:08 +00:00
commit be4c8c4931
27 changed files with 758 additions and 260 deletions

View File

@ -140,6 +140,25 @@ public struct EntityProperties
public Vector3 Velocity;
public Vector3 Acceleration;
public Vector3 RotationalVelocity;
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("<i=");
buff.Append(ID.ToString());
buff.Append(",p=");
buff.Append(Position.ToString());
buff.Append(",r=");
buff.Append(Rotation.ToString());
buff.Append(",v=");
buff.Append(Velocity.ToString());
buff.Append(",a=");
buff.Append(Acceleration.ToString());
buff.Append(",rv=");
buff.Append(RotationalVelocity.ToString());
buff.Append(">");
return buff.ToString();
}
}
// Format of this structure must match the definition in the C++ code

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@ -690,7 +690,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Bullet does a bunch of smoothing for changing parameters.
// Since the vehicle is demanding this setting, we override Bullet's smoothing
// by telling Bullet the value was the same last time.
PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity);
// PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity);
}
if ((m_knownChanged & m_knownChangedForce) != 0)
@ -702,7 +702,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
{
Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
// PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
}
if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0)
@ -963,23 +963,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// Step the motor from the current value. Get the correction needed this step.
Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation);
Vector3 linearMotorCorrection = m_linearMotor.Step(pTimestep, currentVel);
Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel);
// Motor is vehicle coordinates. Rotate it to world coordinates
Vector3 linearMotorVelocity = linearMotorCorrection * VehicleOrientation;
Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation;
// If we're a ground vehicle, don't add any upward Z movement
if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
{
if (linearMotorVelocity.Z > 0f)
linearMotorVelocity.Z = 0f;
if (linearMotorVelocityW.Z > 0f)
linearMotorVelocityW.Z = 0f;
}
// Add this correction to the velocity to make it faster/slower.
VehicleVelocity += linearMotorVelocity;
VehicleVelocity += linearMotorVelocityW;
VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}",
Prim.LocalID, VehicleVelocity, linearMotorCorrection, linearMotorVelocity);
Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW);
}
public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@ -1123,8 +1123,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// a downward raycast to find what is below.
public void ComputeLinearMotorUp(float pTimestep)
{
Vector3 ret = Vector3.Zero;
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
// This code tries to decide if the object is not on the ground and then pushing down
@ -1250,8 +1248,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private void ComputeAngularTurning(float pTimestep)
{
// The user wants this many radians per second angular change?
Vector3 currentAngular = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep, currentAngular);
Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
// ==================================================================
// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
@ -1263,12 +1261,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// is a linear effect. Where should this check go?
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
{
angularMotorContribution.X = 0f;
angularMotorContribution.Y = 0f;
angularMotorContributionV.X = 0f;
angularMotorContributionV.Y = 0f;
}
VehicleRotationalVelocity += angularMotorContribution * VehicleOrientation;
VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV);
}
// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
@ -1284,7 +1282,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// If vertical attaction timescale is reasonable
if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
{
Vector3 vertContribution = Vector3.Zero;
Vector3 vertContributionV = Vector3.Zero;
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
@ -1299,26 +1297,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Y error means needed rotation around X axis and visa versa.
// Since the error goes from zero to one, the asin is the corresponding angle.
vertContribution.X = (float)Math.Asin(verticalError.Y);
vertContributionV.X = (float)Math.Asin(verticalError.Y);
// (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.)
vertContribution.Y = -(float)Math.Asin(verticalError.X);
vertContributionV.Y = -(float)Math.Asin(verticalError.X);
// If verticalError.Z is negative, the vehicle is upside down. Add additional push.
if (verticalError.Z < 0f)
{
vertContribution.X += PIOverFour;
vertContributionV.X += PIOverFour;
// vertContribution.Y -= PIOverFour;
}
// 'vertContrbution' is now the necessary angular correction to correct tilt in one second.
// Correction happens over a number of seconds.
Vector3 unscaledContrib = vertContribution; // DEBUG DEBUG
vertContribution /= m_verticalAttractionTimescale;
Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG
vertContributionV /= m_verticalAttractionTimescale;
VehicleRotationalVelocity += vertContribution * VehicleOrientation;
VehicleRotationalVelocity += vertContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}",
Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContribution);
Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV);
}
}
@ -1336,7 +1334,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
{
Vector3 deflectContribution = Vector3.Zero;
Vector3 deflectContributionV = Vector3.Zero;
// The direction the vehicle is moving
Vector3 movingDirection = VehicleVelocity;
@ -1363,13 +1361,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// ret = m_angularDeflectionCorrectionMotor(1f, deflectionError);
// Scale the correction by recovery timescale and efficiency
deflectContribution = (-deflectionError) * m_angularDeflectionEfficiency;
deflectContribution /= m_angularDeflectionTimescale;
deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency;
deflectContributionV /= m_angularDeflectionTimescale;
VehicleRotationalVelocity += deflectContribution * VehicleOrientation;
VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContribution);
Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
}
@ -1410,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
{
Vector3 bankingContribution = Vector3.Zero;
Vector3 bankingContributionV = Vector3.Zero;
// Rotate a UnitZ vector (pointing up) to how the vehicle is oriented.
// As the vehicle rolls to the right or left, the Y value will increase from
@ -1428,15 +1426,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f);
// Build the force vector to change rotation from what it is to what it should be
bankingContribution.Z = -mixedYawAngle;
bankingContributionV.Z = -mixedYawAngle;
// Don't do it all at once.
bankingContribution /= m_bankingTimescale;
bankingContributionV /= m_bankingTimescale;
VehicleRotationalVelocity += bankingContribution * VehicleOrientation;
VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContribution);
Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
}
}

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@ -261,11 +261,6 @@ public abstract class BSLinkset
// Called at taint-time!!
public abstract bool RemoveBodyDependencies(BSPrim child);
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public abstract void RestoreBodyDependencies(BSPrim child);
// ================================================================
protected virtual float ComputeLinksetMass()
{

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@ -290,13 +290,6 @@ public sealed class BSLinksetCompound : BSLinkset
return ret;
}
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
}
// When the linkset is built, the child shape is added to the compound shape relative to the
// root shape. The linkset then moves around but this does not move the actual child
// prim. The child prim's location must be recomputed based on the location of the root shape.
@ -384,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Constraint linksets are rebuilt every time.
// Note that this works for rebuilding just the root after a linkset is taken apart.
// Called at taint time!!
private bool disableCOM = true; // disable until we get this debugged
private bool disableCOM = false; // disable until we get this debugged
private void RecomputeLinksetCompound()
{
try
@ -407,12 +400,16 @@ public sealed class BSLinksetCompound : BSLinkset
} // DEBUG DEBUG
else
{
centerOfMass = ComputeLinksetGeometricCenter();
centerDisplacement = centerOfMass - LinksetRoot.RawPosition;
centerOfMass = ComputeLinksetCenterOfMass();
// 'centerDisplacement' is the value to *add* to all the shape offsets
centerDisplacement = LinksetRoot.RawPosition - centerOfMass;
// Since we're displacing the center of the shape, we need to move the body in the world
LinksetRoot.PositionDisplacement = centerDisplacement;
// This causes the root prim position to be set properly based on the new PositionDisplacement
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
// Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM
PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, -centerDisplacement, OMV.Quaternion.Identity, false);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}",
LinksetRoot.LocalID, centerOfMass, LinksetRoot.RawPosition, centerDisplacement);
@ -444,7 +441,7 @@ public sealed class BSLinksetCompound : BSLinkset
if (cPrim.PhysShape.isNativeShape)
{
// A native shape is turning into a hull collision shape because native
// A native shape is turned into a hull collision shape because native
// shapes are not shared so we have to hullify it so it will be tracked
// and freed at the correct time. This also solves the scaling problem
// (native shapes scaled but hull/meshes are assumed to not be).

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@ -110,14 +110,6 @@ public sealed class BSLinksetConstraints : BSLinkset
return ret;
}
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
}
// ================================================================
// Add a new child to the linkset.

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@ -645,11 +645,8 @@ public static class BSParam
entries.Add(new PhysParameterEntry(pd.name, pd.desc));
}
// make the list in alphabetical order for estetic reasons
entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2)
{
return ppe1.name.CompareTo(ppe2.name);
});
// make the list alphabetical for estetic reasons
entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
SettableParameters = entries.ToArray();
}

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@ -322,6 +322,7 @@ public sealed class BSPrim : BSPhysObject
});
}
}
public override OMV.Vector3 ForcePosition {
get {
_position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement;
@ -336,25 +337,6 @@ public sealed class BSPrim : BSPhysObject
}
}
}
// Override to have position displacement immediately update the physical position.
// A feeble attempt to keep the sim and physical positions in sync
// Must be called at taint time.
public override OMV.Vector3 PositionDisplacement
{
get
{
return base.PositionDisplacement;
}
set
{
base.PositionDisplacement = value;
PhysicsScene.TaintedObject(PhysicsScene.InTaintTime, "BSPrim.setPosition", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetTranslation(PhysBody, _position + base.PositionDisplacement, _orientation);
});
}
}
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
@ -371,11 +353,11 @@ public sealed class BSPrim : BSPhysObject
return ret;
}
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
OMV.Vector3 upForce = OMV.Vector3.Zero;
if (RawPosition.Z < terrainHeight)
{
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
float targetHeight = terrainHeight + (Size.Z / 2f);
// If the object is below ground it just has to be moved up because pushing will
// not get it through the terrain
@ -1606,11 +1588,6 @@ public sealed class BSPrim : BSPhysObject
// Called at taint-time!!!
public void CreateGeomAndObject(bool forceRebuild)
{
// If this prim is part of a linkset, we must remove and restore the physical
// links if the body is rebuilt.
bool needToRestoreLinkset = false;
bool needToRestoreVehicle = false;
// Create the correct physical representation for this type of object.
// Updates PhysBody and PhysShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
@ -1619,21 +1596,10 @@ public sealed class BSPrim : BSPhysObject
// Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
Linkset.RemoveBodyDependencies(this);
_vehicle.RemoveBodyDependencies(this);
});
if (needToRestoreLinkset)
{
// If physical body dependencies were removed, restore them
Linkset.RestoreBodyDependencies(this);
}
if (needToRestoreVehicle)
{
// If physical body dependencies were removed, restore them
_vehicle.RestoreBodyDependencies(this);
}
// Make sure the properties are set on the new object
UpdatePhysicalParameters();
return;
@ -1653,14 +1619,25 @@ public sealed class BSPrim : BSPhysObject
// entprop.RotationalVelocity = OMV.Vector3.Zero;
}
// Assign directly to the local variables so the normal set actions do not happen
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// Undo any center-of-mass displacement that might have been done.
if (PositionDisplacement != OMV.Vector3.Zero)
{
// Correct for any rotation around the center-of-mass
// TODO!!!
entprop.Position -= PositionDisplacement;
}
// Assign directly to the local variables so the normal set actions do not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// The sanity check can change the velocity and/or position.
if (IsPhysical && PositionSanityCheck(true))
{
@ -1669,8 +1646,7 @@ public sealed class BSPrim : BSPhysObject
}
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;

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@ -708,8 +708,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// TriggerPreStepEvent
// DoOneTimeTaints
// Step()
// ProcessAndForwardCollisions
// ProcessAndForwardPropertyUpdates
// ProcessAndSendToSimulatorCollisions
// ProcessAndSendToSimulatorPropertyUpdates
// TriggerPostStepEvent
// Calls to the PhysicsActors can't directly call into the physics engine

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@ -1,5 +1,7 @@
CURRENT PRIORITIES
=================================================
Deleting a linkset while standing on the root will leave the physical shape of the root behind.
Not sure if it is because standing on it. Done with large prim linksets.
Child movement in linkset (don't rebuild linkset)
Vehicle angular vertical attraction
vehicle angular banking

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@ -46,6 +46,6 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
/// <param name='item'>/param>
/// <param name='coopSleepHandle'>/param>
void Initialize(
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle);
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle);
}
}

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@ -25,16 +25,17 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using log4net;
using System;
using OpenSim.Region.ScriptEngine.Shared;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenMetaverse;
using Nini.Config;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using Amib.Threading;
using OpenSim.Framework;
using log4net;
using Nini.Config;
using OpenMetaverse;
namespace OpenSim.Region.ScriptEngine.Interfaces
{
@ -76,6 +77,38 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
IConfigSource ConfigSource { get; }
string ScriptEngineName { get; }
string ScriptEnginePath { get; }
/// <summary>
/// Return the name of the class that will be used for all running scripts.
/// </summary>
/// <remarks>
/// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
/// </remarks>
string ScriptClassName { get; }
/// <summary>
/// Return the name of the base class that will be used for all running scripts.
/// </summary>
string ScriptBaseClassName { get; }
/// <summary>
/// Assemblies that need to be referenced when compiling scripts.
/// </summary>
/// <remarks>
/// These are currently additional to those always referenced by the compiler, BUT THIS MAY CHANGE IN THE
/// FUTURE.
/// This can be null if there are no additional assemblies.
/// </remarks>
string[] ScriptReferencedAssemblies { get; }
/// <summary>
/// Parameters for the generated script's constructor.
/// </summary>
/// <remarks>
/// Can be null if there are no parameters
/// </remarks>
ParameterInfo[] ScriptBaseClassParameters { get; }
IScriptApi GetApi(UUID itemID, string name);
}
}

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@ -63,7 +63,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal TaskInventoryItem m_item;
internal bool m_CMFunctionsEnabled = false;
public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
{
m_ScriptEngine = ScriptEngine;
m_host = host;

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@ -95,7 +95,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
/// Used for script sleeps when we are using co-operative script termination.
/// </summary>
/// <remarks>null if co-operative script termination is not active</remarks>
EventWaitHandle m_coopSleepHandle;
WaitHandle m_coopSleepHandle;
/// <summary>
/// The item that hosts this script
@ -150,7 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
};
public void Initialize(
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
{
m_lastSayShoutCheck = DateTime.UtcNow;
@ -227,7 +227,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
{
if (m_coopSleepHandle == null)
System.Threading.Thread.Sleep(delay);
else if (m_coopSleepHandle.WaitOne(delay))
else
CheckForCoopTermination(delay);
}
/// <summary>
/// Check for co-operative termination.
/// </summary>
/// <param name='delay'>If called with 0, then just the check is performed with no wait.</param>
protected virtual void CheckForCoopTermination(int delay)
{
if (m_coopSleepHandle.WaitOne(delay))
throw new ScriptCoopStopException();
}

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@ -63,7 +63,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal IScriptModuleComms m_comms = null;
public void Initialize(
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
{
m_ScriptEngine = scriptEngine;
m_host = host;

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@ -63,7 +63,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
internal IScriptModuleComms m_comms = null;
public void Initialize(
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
{
m_ScriptEngine = scriptEngine;
m_host = host;

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@ -144,7 +144,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected IUrlModule m_UrlModule = null;
public void Initialize(
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, EventWaitHandle coopSleepHandle)
IScriptEngine scriptEngine, SceneObjectPart host, TaskInventoryItem item, WaitHandle coopSleepHandle)
{
m_ScriptEngine = scriptEngine;
m_host = host;

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@ -49,6 +49,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
private List<string> m_warnings = new List<string>();
private IScriptModuleComms m_comms = null;
private bool m_insertCoopTerminationChecks;
private static string m_coopTerminationCheck = "opensim_reserved_CheckForCoopTermination();";
/// <summary>
/// Keep a record of the previous node when we do the parsing.
/// </summary>
/// <remarks>
/// We do this here because the parser generated by CSTools does not retain a reference to its parent node.
/// The previous node is required so we can correctly insert co-op termination checks when required.
/// </remarks>
// private SYMBOL m_previousNode;
/// <summary>
/// Creates an 'empty' CSCodeGenerator instance.
/// </summary>
@ -58,9 +70,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
ResetCounters();
}
public CSCodeGenerator(IScriptModuleComms comms)
public CSCodeGenerator(IScriptModuleComms comms, bool insertCoopTerminationChecks)
{
m_comms = comms;
m_insertCoopTerminationChecks = insertCoopTerminationChecks;
ResetCounters();
}
@ -155,7 +168,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// here's the payload
retstr += GenerateLine();
foreach (SYMBOL s in m_astRoot.kids)
retstr += GenerateNode(s);
retstr += GenerateNode(m_astRoot, s);
// close braces!
m_braceCount--;
@ -165,7 +178,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// Removes all carriage return characters which may be generated in Windows platform. Is there
// cleaner way of doing this?
retstr=retstr.Replace("\r", "");
retstr = retstr.Replace("\r", "");
return retstr;
}
@ -191,9 +204,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
/// Recursively called to generate each type of node. Will generate this
/// node, then all it's children.
/// </summary>
/// <param name="previousSymbol">The parent node.</param>
/// <param name="s">The current node to generate code for.</param>
/// <returns>String containing C# code for SYMBOL s.</returns>
private string GenerateNode(SYMBOL s)
private string GenerateNode(SYMBOL previousSymbol, SYMBOL s)
{
string retstr = String.Empty;
@ -207,11 +221,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
else if (s is State)
retstr += GenerateState((State) s);
else if (s is CompoundStatement)
retstr += GenerateCompoundStatement((CompoundStatement) s);
retstr += GenerateCompoundStatement(previousSymbol, (CompoundStatement) s);
else if (s is Declaration)
retstr += GenerateDeclaration((Declaration) s);
else if (s is Statement)
retstr += GenerateStatement((Statement) s);
retstr += GenerateStatement(previousSymbol, (Statement) s);
else if (s is ReturnStatement)
retstr += GenerateReturnStatement((ReturnStatement) s);
else if (s is JumpLabel)
@ -261,7 +275,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
else
{
foreach (SYMBOL kid in s.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(s, kid);
}
return retstr;
@ -295,7 +309,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += GenerateLine(")");
foreach (SYMBOL kid in remainingKids)
retstr += GenerateNode(kid);
retstr += GenerateNode(gf, kid);
return retstr;
}
@ -312,7 +326,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
foreach (SYMBOL s in gv.kids)
{
retstr += Indent();
retstr += GenerateNode(s);
retstr += GenerateNode(gv, s);
retstr += GenerateLine(";");
}
@ -365,7 +379,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += GenerateLine(")");
foreach (SYMBOL kid in remainingKids)
retstr += GenerateNode(kid);
retstr += GenerateNode(se, kid);
return retstr;
}
@ -404,7 +418,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
foreach (SYMBOL s in al.kids)
{
retstr += GenerateNode(s);
retstr += GenerateNode(al, s);
if (0 < comma--)
retstr += Generate(", ");
}
@ -417,7 +431,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
/// </summary>
/// <param name="cs">The CompoundStatement node.</param>
/// <returns>String containing C# code for CompoundStatement cs.</returns>
private string GenerateCompoundStatement(CompoundStatement cs)
private string GenerateCompoundStatement(SYMBOL previousSymbol, CompoundStatement cs)
{
string retstr = String.Empty;
@ -425,8 +439,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += GenerateIndentedLine("{");
m_braceCount++;
if (m_insertCoopTerminationChecks)
{
// We have to check in event functions as well because the user can manually call these.
if (previousSymbol is GlobalFunctionDefinition
|| previousSymbol is WhileStatement
|| previousSymbol is DoWhileStatement
|| previousSymbol is ForLoop
|| previousSymbol is StateEvent)
retstr += GenerateIndentedLine(m_coopTerminationCheck);
}
foreach (SYMBOL kid in cs.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(cs, kid);
// closing brace
m_braceCount--;
@ -450,13 +475,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
/// </summary>
/// <param name="s">The Statement node.</param>
/// <returns>String containing C# code for Statement s.</returns>
private string GenerateStatement(Statement s)
private string GenerateStatement(SYMBOL previousSymbol, Statement s)
{
string retstr = String.Empty;
bool printSemicolon = true;
retstr += Indent();
if (m_insertCoopTerminationChecks)
{
// We have to check in event functions as well because the user can manually call these.
if (previousSymbol is GlobalFunctionDefinition
|| previousSymbol is WhileStatement
|| previousSymbol is DoWhileStatement
|| previousSymbol is ForLoop
|| previousSymbol is StateEvent)
retstr += Generate(m_coopTerminationCheck);
}
if (0 < s.kids.Count)
{
// Jump label prints its own colon, we don't need a semicolon.
@ -466,7 +502,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// (MONO) error.
if (!(s.kids.Top is IdentExpression && 1 == s.kids.Count))
foreach (SYMBOL kid in s.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(s, kid);
}
if (printSemicolon)
@ -487,10 +523,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
List<string> identifiers = new List<string>();
checkForMultipleAssignments(identifiers, a);
retstr += GenerateNode((SYMBOL) a.kids.Pop());
retstr += GenerateNode(a, (SYMBOL) a.kids.Pop());
retstr += Generate(String.Format(" {0} ", a.AssignmentType), a);
foreach (SYMBOL kid in a.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(a, kid);
return retstr;
}
@ -563,7 +599,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += Generate("return ", rs);
foreach (SYMBOL kid in rs.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(rs, kid);
return retstr;
}
@ -575,7 +611,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
/// <returns>String containing C# code for JumpLabel jl.</returns>
private string GenerateJumpLabel(JumpLabel jl)
{
return Generate(String.Format("{0}:", CheckName(jl.LabelName)), jl) + " NoOp();\n";
string labelStatement;
if (m_insertCoopTerminationChecks)
labelStatement = m_coopTerminationCheck + "\n";
else
labelStatement = "NoOp();\n";
return Generate(String.Format("{0}: ", CheckName(jl.LabelName)), jl) + labelStatement;
}
/// <summary>
@ -598,14 +641,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
string retstr = String.Empty;
retstr += GenerateIndented("if (", ifs);
retstr += GenerateNode((SYMBOL) ifs.kids.Pop());
retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
retstr += GenerateLine(")");
// CompoundStatement handles indentation itself but we need to do it
// otherwise.
bool indentHere = ifs.kids.Top is Statement;
if (indentHere) m_braceCount++;
retstr += GenerateNode((SYMBOL) ifs.kids.Pop());
retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
if (indentHere) m_braceCount--;
if (0 < ifs.kids.Count) // do it again for an else
@ -614,7 +657,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
indentHere = ifs.kids.Top is Statement;
if (indentHere) m_braceCount++;
retstr += GenerateNode((SYMBOL) ifs.kids.Pop());
retstr += GenerateNode(ifs, (SYMBOL) ifs.kids.Pop());
if (indentHere) m_braceCount--;
}
@ -641,14 +684,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
string retstr = String.Empty;
retstr += GenerateIndented("while (", ws);
retstr += GenerateNode((SYMBOL) ws.kids.Pop());
retstr += GenerateNode(ws, (SYMBOL) ws.kids.Pop());
retstr += GenerateLine(")");
// CompoundStatement handles indentation itself but we need to do it
// otherwise.
bool indentHere = ws.kids.Top is Statement;
if (indentHere) m_braceCount++;
retstr += GenerateNode((SYMBOL) ws.kids.Pop());
retstr += GenerateNode(ws, (SYMBOL) ws.kids.Pop());
if (indentHere) m_braceCount--;
return retstr;
@ -669,11 +712,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// otherwise.
bool indentHere = dws.kids.Top is Statement;
if (indentHere) m_braceCount++;
retstr += GenerateNode((SYMBOL) dws.kids.Pop());
retstr += GenerateNode(dws, (SYMBOL) dws.kids.Pop());
if (indentHere) m_braceCount--;
retstr += GenerateIndented("while (", dws);
retstr += GenerateNode((SYMBOL) dws.kids.Pop());
retstr += GenerateNode(dws, (SYMBOL) dws.kids.Pop());
retstr += GenerateLine(");");
return retstr;
@ -702,7 +745,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += Generate("; ");
// for (x = 0; x < 10; x++)
// ^^^^^^
retstr += GenerateNode((SYMBOL) fl.kids.Pop());
retstr += GenerateNode(fl, (SYMBOL) fl.kids.Pop());
retstr += Generate("; ");
// for (x = 0; x < 10; x++)
// ^^^
@ -713,7 +756,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// otherwise.
bool indentHere = fl.kids.Top is Statement;
if (indentHere) m_braceCount++;
retstr += GenerateNode((SYMBOL) fl.kids.Pop());
retstr += GenerateNode(fl, (SYMBOL) fl.kids.Pop());
if (indentHere) m_braceCount--;
return retstr;
@ -758,7 +801,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
while (s is ParenthesisExpression)
s = (SYMBOL)s.kids.Pop();
retstr += GenerateNode(s);
retstr += GenerateNode(fls, s);
if (0 < comma--)
retstr += Generate(", ");
}
@ -779,20 +822,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
{
// special case handling for logical and/or, see Mantis 3174
retstr += "((bool)(";
retstr += GenerateNode((SYMBOL)be.kids.Pop());
retstr += GenerateNode(be, (SYMBOL)be.kids.Pop());
retstr += "))";
retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol.Substring(0,1)), be);
retstr += "((bool)(";
foreach (SYMBOL kid in be.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(be, kid);
retstr += "))";
}
else
{
retstr += GenerateNode((SYMBOL)be.kids.Pop());
retstr += GenerateNode(be, (SYMBOL)be.kids.Pop());
retstr += Generate(String.Format(" {0} ", be.ExpressionSymbol), be);
foreach (SYMBOL kid in be.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(be, kid);
}
return retstr;
@ -808,7 +851,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
string retstr = String.Empty;
retstr += Generate(ue.UnarySymbol, ue);
retstr += GenerateNode((SYMBOL) ue.kids.Pop());
retstr += GenerateNode(ue, (SYMBOL) ue.kids.Pop());
return retstr;
}
@ -824,7 +867,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += Generate("(");
foreach (SYMBOL kid in pe.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(pe, kid);
retstr += Generate(")");
return retstr;
@ -861,7 +904,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// we wrap all typecasted statements in parentheses
retstr += Generate(String.Format("({0}) (", te.TypecastType), te);
retstr += GenerateNode((SYMBOL) te.kids.Pop());
retstr += GenerateNode(te, (SYMBOL) te.kids.Pop());
retstr += Generate(")");
return retstr;
@ -931,7 +974,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
}
foreach (SYMBOL kid in fc.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(fc, kid);
retstr += Generate(")");
@ -980,11 +1023,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
string retstr = String.Empty;
retstr += Generate(String.Format("new {0}(", vc.Type), vc);
retstr += GenerateNode((SYMBOL) vc.kids.Pop());
retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
retstr += Generate(", ");
retstr += GenerateNode((SYMBOL) vc.kids.Pop());
retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
retstr += Generate(", ");
retstr += GenerateNode((SYMBOL) vc.kids.Pop());
retstr += GenerateNode(vc, (SYMBOL) vc.kids.Pop());
retstr += Generate(")");
return retstr;
@ -1000,13 +1043,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
string retstr = String.Empty;
retstr += Generate(String.Format("new {0}(", rc.Type), rc);
retstr += GenerateNode((SYMBOL) rc.kids.Pop());
retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
retstr += Generate(", ");
retstr += GenerateNode((SYMBOL) rc.kids.Pop());
retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
retstr += Generate(", ");
retstr += GenerateNode((SYMBOL) rc.kids.Pop());
retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
retstr += Generate(", ");
retstr += GenerateNode((SYMBOL) rc.kids.Pop());
retstr += GenerateNode(rc, (SYMBOL) rc.kids.Pop());
retstr += Generate(")");
return retstr;
@ -1024,7 +1067,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
retstr += Generate(String.Format("new {0}(", lc.Type), lc);
foreach (SYMBOL kid in lc.kids)
retstr += GenerateNode(kid);
retstr += GenerateNode(lc, kid);
retstr += Generate(")");

View File

@ -31,6 +31,7 @@ using System.Collections.Generic;
using System.Globalization;
using System.Reflection;
using System.IO;
using System.Linq;
using System.Text;
using Microsoft.CSharp;
//using Microsoft.JScript;
@ -72,6 +73,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
private bool CompileWithDebugInformation;
private Dictionary<string, bool> AllowedCompilers = new Dictionary<string, bool>(StringComparer.CurrentCultureIgnoreCase);
private Dictionary<string, enumCompileType> LanguageMapping = new Dictionary<string, enumCompileType>(StringComparer.CurrentCultureIgnoreCase);
private bool m_insertCoopTerminationCalls;
private string FilePrefix;
private string ScriptEnginesPath = null;
@ -95,20 +97,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
private Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>> m_lineMaps =
new Dictionary<string, Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>>>();
public bool in_startup = true;
public Compiler(IScriptEngine scriptEngine)
{
m_scriptEngine = scriptEngine;;
m_scriptEngine = scriptEngine;
ScriptEnginesPath = scriptEngine.ScriptEnginePath;
ReadConfig();
}
public bool in_startup = true;
public void ReadConfig()
{
// Get some config
WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", false);
CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true);
bool DeleteScriptsOnStartup = m_scriptEngine.Config.GetBoolean("DeleteScriptsOnStartup", true);
m_insertCoopTerminationCalls = m_scriptEngine.Config.GetString("ScriptStopStrategy", "abort") == "co-op";
// Get file prefix from scriptengine name and make it file system safe:
FilePrefix = "CommonCompiler";
@ -386,7 +390,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
if (language == enumCompileType.lsl)
{
// Its LSL, convert it to C#
LSL_Converter = (ICodeConverter)new CSCodeGenerator(comms);
LSL_Converter = (ICodeConverter)new CSCodeGenerator(comms, m_insertCoopTerminationCalls);
compileScript = LSL_Converter.Convert(Script);
// copy converter warnings into our warnings.
@ -411,16 +415,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
{
case enumCompileType.cs:
case enumCompileType.lsl:
compileScript = CreateCSCompilerScript(compileScript);
compileScript = CreateCSCompilerScript(
compileScript,
m_scriptEngine.ScriptClassName,
m_scriptEngine.ScriptBaseClassName,
m_scriptEngine.ScriptBaseClassParameters);
break;
case enumCompileType.vb:
compileScript = CreateVBCompilerScript(compileScript);
compileScript = CreateVBCompilerScript(
compileScript, m_scriptEngine.ScriptClassName, m_scriptEngine.ScriptBaseClassName);
break;
// case enumCompileType.js:
// compileScript = CreateJSCompilerScript(compileScript);
// compileScript = CreateJSCompilerScript(compileScript, m_scriptEngine.ScriptBaseClassName);
// break;
case enumCompileType.yp:
compileScript = CreateYPCompilerScript(compileScript);
compileScript = CreateYPCompilerScript(
compileScript, m_scriptEngine.ScriptClassName,m_scriptEngine.ScriptBaseClassName);
break;
}
@ -451,43 +461,60 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
// return compileScript;
// }
private static string CreateCSCompilerScript(string compileScript)
private static string CreateCSCompilerScript(
string compileScript, string className, string baseClassName, ParameterInfo[] constructorParameters)
{
compileScript = String.Empty +
"using OpenSim.Region.ScriptEngine.Shared; using System.Collections.Generic;\r\n" +
String.Empty + "namespace SecondLife { " +
String.Empty + "public class Script : OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass { \r\n" +
@"public Script() { } " +
compileScript +
"} }\r\n";
compileScript = string.Format(
@"using OpenSim.Region.ScriptEngine.Shared;
using System.Collections.Generic;
namespace SecondLife
{{
public class {0} : {1}
{{
public {0}({2}) : base({3}) {{}}
{4}
}}
}}",
className,
baseClassName,
constructorParameters != null
? string.Join(", ", Array.ConvertAll<ParameterInfo, string>(constructorParameters, pi => pi.ToString()))
: "",
constructorParameters != null
? string.Join(", ", Array.ConvertAll<ParameterInfo, string>(constructorParameters, pi => pi.Name))
: "",
compileScript);
return compileScript;
}
private static string CreateYPCompilerScript(string compileScript)
private static string CreateYPCompilerScript(string compileScript, string className, string baseClassName)
{
compileScript = String.Empty +
"using OpenSim.Region.ScriptEngine.Shared.YieldProlog; " +
"using OpenSim.Region.ScriptEngine.Shared; using System.Collections.Generic;\r\n" +
String.Empty + "namespace SecondLife { " +
String.Empty + "public class Script : OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass { \r\n" +
String.Empty + "public class " + className + " : " + baseClassName + " { \r\n" +
//@"public Script() { } " +
@"static OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP YP=null; " +
@"public Script() { YP= new OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP(); } " +
@"public " + className + "() { YP= new OpenSim.Region.ScriptEngine.Shared.YieldProlog.YP(); } " +
compileScript +
"} }\r\n";
return compileScript;
}
private static string CreateVBCompilerScript(string compileScript)
private static string CreateVBCompilerScript(string compileScript, string className, string baseClassName)
{
compileScript = String.Empty +
"Imports OpenSim.Region.ScriptEngine.Shared: Imports System.Collections.Generic: " +
String.Empty + "NameSpace SecondLife:" +
String.Empty + "Public Class Script: Inherits OpenSim.Region.ScriptEngine.Shared.ScriptBase.ScriptBaseClass: " +
String.Empty + "Public Class " + className + ": Inherits " + baseClassName +
"\r\nPublic Sub New()\r\nEnd Sub: " +
compileScript +
":End Class :End Namespace\r\n";
return compileScript;
}
@ -549,6 +576,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,
"OpenMetaverseTypes.dll"));
if (m_scriptEngine.ScriptReferencedAssemblies != null)
Array.ForEach<string>(
m_scriptEngine.ScriptReferencedAssemblies,
a => parameters.ReferencedAssemblies.Add(Path.Combine(rootPath, a)));
if (lang == enumCompileType.yp)
{
parameters.ReferencedAssemblies.Add(Path.Combine(rootPath,

View File

@ -252,7 +252,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
/// <param name='dom'></param>
/// <param name='assembly'></param>
/// <param name='stateSource'></param>
public void Load(AppDomain dom, string assembly, StateSource stateSource)
/// <returns>false if load failed, true if suceeded</returns>
public bool Load(AppDomain dom, string assembly, StateSource stateSource)
{
m_Assembly = assembly;
m_stateSource = stateSource;
@ -267,14 +268,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
try
{
if (dom != System.AppDomain.CurrentDomain)
m_Script = (IScript)dom.CreateInstanceAndUnwrap(
Path.GetFileNameWithoutExtension(assembly),
"SecondLife.Script");
object[] constructorParams;
Assembly scriptAssembly = dom.Load(Path.GetFileNameWithoutExtension(assembly));
Type scriptType = scriptAssembly.GetType("SecondLife.XEngineScript");
if (scriptType != null)
{
constructorParams = new object[] { m_coopSleepHandle };
}
else if (!m_coopTermination)
{
scriptType = scriptAssembly.GetType("SecondLife.Script");
constructorParams = null;
}
else
m_Script = (IScript)Assembly.Load(
Path.GetFileNameWithoutExtension(assembly)).CreateInstance(
"SecondLife.Script");
{
m_log.ErrorFormat(
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. You must remove all existing {6}* script DLL files before using enabling co-op termination"
+ ", either by setting DeleteScriptsOnStartup = true in [XEngine] for one run"
+ " or by deleting these files manually.",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, assembly);
return false;
}
// m_log.DebugFormat(
// "[SCRIPT INSTANCE]: Looking to load {0} from assembly {1} in {2}",
// scriptType.FullName, Path.GetFileNameWithoutExtension(assembly), Engine.World.Name);
if (dom != System.AppDomain.CurrentDomain)
m_Script
= (IScript)dom.CreateInstanceAndUnwrap(
Path.GetFileNameWithoutExtension(assembly),
scriptType.FullName,
false,
BindingFlags.Default,
null,
constructorParams,
null,
null);
else
m_Script
= (IScript)scriptAssembly.CreateInstance(
scriptType.FullName,
false,
BindingFlags.Default,
null,
constructorParams,
null,
null);
//ILease lease = (ILease)RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
//RemotingServices.GetLifetimeService(m_Script as ScriptBaseClass);
@ -283,8 +326,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
catch (Exception e)
{
m_log.ErrorFormat(
"[SCRIPT INSTANCE]: Error loading assembly {0}. Exception {1}{2}",
assembly, e.Message, e.StackTrace);
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error loading assembly {6}. Exception {7}{8}",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, assembly, e.Message, e.StackTrace);
return false;
}
try
@ -302,10 +347,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
catch (Exception e)
{
m_log.ErrorFormat(
"[SCRIPT INSTANCE]: Error loading script instance from assembly {0}. Exception {1}{2}",
assembly, e.Message, e.StackTrace);
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Error initializing script instance. Exception {6}{7}",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, e.Message, e.StackTrace);
return;
return false;
}
m_SaveState = true;
@ -358,15 +403,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
else
{
m_log.WarnFormat(
"[SCRIPT INSTANCE]: Unable to load script state file {0} for script {1} {2} in {3} {4} (assembly {5}). Memory limit exceeded",
savedState, ScriptName, ItemID, PrimName, ObjectID, assembly);
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. Memory limit exceeded.",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState);
}
}
catch (Exception e)
{
m_log.ErrorFormat(
"[SCRIPT INSTANCE]: Unable to load script state file {0} for script {1} {2} in {3} {4} (assembly {5}). XML is {6}. Exception {7}{8}",
savedState, ScriptName, ItemID, PrimName, ObjectID, assembly, xml, e.Message, e.StackTrace);
"[SCRIPT INSTANCE]: Not starting script {0} (id {1}) in part {2} (id {3}) in object {4} in {5}. Unable to load script state file {6}. XML is {7}. Exception {8}{9}",
ScriptTask.Name, ScriptTask.ItemID, Part.Name, Part.UUID, Part.ParentGroup.Name, Engine.World.Name, savedState, xml, e.Message, e.StackTrace);
}
}
// else
@ -377,6 +422,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// presence.ControllingClient.SendAgentAlertMessage("Compile successful", false);
// }
return true;
}
public void Init()
@ -560,6 +607,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
else
{
if (DebugLevel >= 1)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Co-operatively stopping script {0} {1} in {2} {3}",
ScriptName, ItemID, PrimName, ObjectID);
@ -571,6 +619,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// checking is implemented. May want to allow a shorter timeout option later.
if (workItem.Wait(TimeSpan.MaxValue))
{
if (DebugLevel >= 1)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Co-operatively stopped script {0} {1} in {2} {3}",
ScriptName, ItemID, PrimName, ObjectID);
@ -894,6 +943,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
}
else if ((e is TargetInvocationException) && (e.InnerException is ScriptCoopStopException))
{
if (DebugLevel >= 1)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Script {0}.{1} in event {2}, state {3} stopped co-operatively.",
PrimName, ScriptName, data.EventName, State);

View File

@ -50,14 +50,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
private TestScene m_scene;
private OpenSim.Region.ScriptEngine.XEngine.XEngine m_xEngine;
private AutoResetEvent m_chatEvent = new AutoResetEvent(false);
private AutoResetEvent m_stoppedEvent = new AutoResetEvent(false);
private AutoResetEvent m_chatEvent;
private AutoResetEvent m_stoppedEvent;
private OSChatMessage m_osChatMessageReceived;
[TestFixtureSetUp]
[SetUp]
public void Init()
{
m_osChatMessageReceived = null;
m_chatEvent = new AutoResetEvent(false);
m_stoppedEvent = new AutoResetEvent(false);
//AppDomain.CurrentDomain.SetData("APPBASE", Environment.CurrentDirectory + "/bin");
// Console.WriteLine(AppDomain.CurrentDomain.BaseDirectory);
m_xEngine = new OpenSim.Region.ScriptEngine.XEngine.XEngine();
@ -77,7 +81,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
xEngineConfig.Set("ScriptStopStrategy", "co-op");
m_scene = new SceneHelpers().SetupScene("My Test", UUID.Random(), 1000, 1000, configSource);
// Make sure loops aren't actually being terminated by a script delay wait.
xEngineConfig.Set("ScriptDelayFactor", 0);
// This is really just set for debugging the test.
xEngineConfig.Set("WriteScriptSourceToDebugFile", true);
// Set to false if we need to debug test so the old scripts don't get wiped before each separate test
// xEngineConfig.Set("DeleteScriptsOnStartup", false);
// This is not currently used at all for co-op termination. Bumping up to demonstrate that co-op termination
// has an effect - without it tests will fail due to a 120 second wait for the event to finish.
xEngineConfig.Set("WaitForEventCompletionOnScriptStop", 120000);
m_scene = new SceneHelpers().SetupScene("My Test", TestHelpers.ParseTail(0x9999), 1000, 1000, configSource);
SceneHelpers.SetupSceneModules(m_scene, configSource, m_xEngine);
m_scene.StartScripts();
}
@ -95,12 +112,218 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
llSay(0, ""Thin Lizzy"");
llSleep(60);
}
}";
TestStop(script);
}
[Test]
public void TestStopOnLongSingleStatementForLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
for (i = 0; i < 2147483647; i++)
llSay(0, ""Iter "" + (string)i);
}
}";
TestStop(script);
}
[Test]
public void TestStopOnLongCompoundStatementForLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
for (i = 0; i < 2147483647; i++)
{
llSay(0, ""Iter "" + (string)i);
}
}
}";
TestStop(script);
}
[Test]
public void TestStopOnLongSingleStatementWhileLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
while (1 == 1)
llSay(0, ""Iter "" + (string)i++);
}
}";
TestStop(script);
}
[Test]
public void TestStopOnLongCompoundStatementWhileLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
while (1 == 1)
{
llSay(0, ""Iter "" + (string)i++);
}
}
}";
TestStop(script);
}
[Test]
public void TestStopOnLongDoWhileLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
do
{
llSay(0, ""Iter "" + (string)i++);
} while (1 == 1);
}
}";
TestStop(script);
}
[Test]
public void TestStopOnInfiniteJumpLoop()
{
TestHelpers.InMethod();
TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
@p1;
llSay(0, ""Iter "" + (string)i++);
jump p1;
}
}";
TestStop(script);
}
[Test]
public void TestStopOnInfiniteUserFunctionCallLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"
integer i = 0;
ufn1()
{
llSay(0, ""Iter ufn1() "" + (string)i++);
ufn1();
}
default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
ufn1();
}
}";
TestStop(script);
}
[Test]
public void TestStopOnInfiniteManualEventCallLoop()
{
TestHelpers.InMethod();
// TestHelpers.EnableLogging();
string script =
@"default
{
state_entry()
{
integer i = 0;
llSay(0, ""Thin Lizzy"");
llSay(0, ""Iter"" + (string)i++);
default_event_state_entry();
}
}";
TestStop(script);
}
private void TestStop(string script)
{
UUID userId = TestHelpers.ParseTail(0x1);
// UUID objectId = TestHelpers.ParseTail(0x100);
// UUID itemId = TestHelpers.ParseTail(0x3);
string itemName = "TestStopOnObjectDerezLongSleep() Item";
string itemName = "TestStop() Item";
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStopOnObjectDerezLongSleep", 0x100);
SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, userId, "TestStop", 0x100);
m_scene.AddNewSceneObject(so, true);
InventoryItemBase itemTemplate = new InventoryItemBase();
@ -111,15 +334,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
m_scene.EventManager.OnChatFromWorld += OnChatFromWorld;
SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate,
@"default
{
state_entry()
{
llSay(0, ""Thin Lizzy"");
llSleep(60);
}
}");
SceneObjectPart partWhereRezzed = m_scene.RezNewScript(userId, itemTemplate, script);
TaskInventoryItem rezzedItem = partWhereRezzed.Inventory.GetInventoryItem(itemName);
@ -129,7 +344,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
Console.WriteLine("Script started with message [{0}]", m_osChatMessageReceived.Message);
// FIXME: This is a very poor way of trying to avoid a low-probability race condition where the script
// executes llSay() but has not started the sleep before we try to stop it.
// executes llSay() but has not started the next statement before we try to stop it.
Thread.Sleep(1000);
// We need a way of carrying on if StopScript() fail, since it won't return if the script isn't actually
@ -148,7 +363,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance.Tests
private void OnChatFromWorld(object sender, OSChatMessage oscm)
{
// Console.WriteLine("Got chat [{0}]", oscm.Message);
m_scene.EventManager.OnChatFromWorld -= OnChatFromWorld;
Console.WriteLine("Got chat [{0}]", oscm.Message);
m_osChatMessageReceived = oscm;
m_chatEvent.Set();

View File

@ -0,0 +1,61 @@
/*
* 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 OpenSimulator 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.Runtime.Remoting;
using System.Runtime.Remoting.Lifetime;
using System.Security.Permissions;
using System.Threading;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
namespace OpenSim.Region.ScriptEngine.XEngine.ScriptBase
{
public class XEngineScriptBase : ScriptBaseClass
{
/// <summary>
/// Used for script sleeps when we are using co-operative script termination.
/// </summary>
/// <remarks>null if co-operative script termination is not active</remarks>
WaitHandle m_coopSleepHandle;
public XEngineScriptBase(WaitHandle coopSleepHandle) : base()
{
m_coopSleepHandle = coopSleepHandle;
}
public void opensim_reserved_CheckForCoopTermination()
{
if (m_coopSleepHandle != null && m_coopSleepHandle.WaitOne(0))
throw new ScriptCoopStopException();
}
}
}

View File

@ -52,7 +52,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
myScriptEngine = _ScriptEngine;
m_log.Info("[XEngine] Hooking up to server events");
// m_log.Info("[XEngine] Hooking up to server events");
myScriptEngine.World.EventManager.OnAttach += attach;
myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
myScriptEngine.World.EventManager.OnObjectGrabbing += touch;
@ -69,7 +69,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
myScriptEngine.World.EventManager.OnScriptLandColliderStart += land_collision_start;
myScriptEngine.World.EventManager.OnScriptLandColliding += land_collision;
myScriptEngine.World.EventManager.OnScriptLandColliderEnd += land_collision_end;
IMoneyModule money=myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
IMoneyModule money = myScriptEngine.World.RequestModuleInterface<IMoneyModule>();
if (money != null)
{
money.OnObjectPaid+=HandleObjectPaid;

View File

@ -47,13 +47,15 @@ using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using OpenSim.Region.ScriptEngine.Shared.CodeTools;
using OpenSim.Region.ScriptEngine.Shared.Instance;
using OpenSim.Region.ScriptEngine.Shared.Api;
using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
using OpenSim.Region.ScriptEngine.Interfaces;
using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
using OpenSim.Region.ScriptEngine.XEngine.ScriptBase;
using Timer = OpenSim.Region.ScriptEngine.Shared.Api.Plugins.Timer;
using ScriptCompileQueue = OpenSim.Framework.LocklessQueue<object[]>;
@ -244,6 +246,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
get { return "XEngine"; }
}
public string ScriptClassName { get; private set; }
public string ScriptBaseClassName { get; private set; }
public ParameterInfo[] ScriptBaseClassParameters { get; private set; }
public string[] ScriptReferencedAssemblies { get; private set; }
public Scene World
{
get { return m_Scene; }
@ -298,21 +308,35 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_ScriptConfig = configSource.Configs["XEngine"];
m_ConfigSource = configSource;
string rawScriptStopStrategy = m_ScriptConfig.GetString("ScriptStopStrategy", "abort");
m_log.InfoFormat("[XEngine]: Script stop strategy is {0}", rawScriptStopStrategy);
if (rawScriptStopStrategy == "co-op")
{
ScriptClassName = "XEngineScript";
ScriptBaseClassName = typeof(XEngineScriptBase).FullName;
ScriptBaseClassParameters = typeof(XEngineScriptBase).GetConstructor(new Type[] { typeof(WaitHandle) }).GetParameters();
ScriptReferencedAssemblies = new string[] { Path.GetFileName(typeof(XEngineScriptBase).Assembly.Location) };
}
else
{
ScriptClassName = "Script";
ScriptBaseClassName = typeof(ScriptBaseClass).FullName;
}
// Console.WriteLine("ASSEMBLY NAME: {0}", ScriptReferencedAssemblies[0]);
}
public void AddRegion(Scene scene)
{
if (m_ScriptConfig == null)
return;
m_ScriptFailCount = 0;
m_ScriptErrorMessage = String.Empty;
if (m_ScriptConfig == null)
{
// m_log.ErrorFormat("[XEngine] No script configuration found. Scripts disabled");
return;
}
m_Enabled = m_ScriptConfig.GetBoolean("Enabled", true);
if (!m_Enabled)
@ -1180,7 +1204,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
}
m_log.DebugFormat(
"[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
"[XEngine]: Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
@ -1201,6 +1225,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
lock (m_AddingAssemblies)
{
m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assembly, out linemap);
if (!m_AddingAssemblies.ContainsKey(assembly)) {
m_AddingAssemblies[assembly] = 1;
} else {
@ -1250,7 +1275,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
}
catch (Exception e)
{
// m_log.ErrorFormat("[XEngine]: Exception when rezzing script {0}{1}", e.Message, e.StackTrace);
// m_log.ErrorFormat(
// "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}",
// itemID, e.Message, e.StackTrace);
// try
// {
@ -1329,13 +1356,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
sandbox = AppDomain.CurrentDomain;
}
//PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
//AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
//PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
//PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
//CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
//sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
//sandbox.SetAppDomainPolicy(sandboxPolicy);
if (!instance.Load(m_AppDomains[appDomain], assembly, stateSource))
return false;
m_AppDomains[appDomain] = sandbox;

View File

@ -745,13 +745,6 @@
;; The trade-off may be increased memory usage by the script engine.
; ThreadStackSize = 262144
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
;; by scripts have changed.
; DeleteScriptsOnStartup = true
;; Set this to true (the default) to load each script into a separate
;; AppDomain.
;;
@ -764,6 +757,23 @@
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
; AppDomainLoading = true
;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
;; co-op will be more stable but this option is currently experimental.
;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
;; Current valid values are "abort" and "co-op"
; ScriptStopStrategy = abort
;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
;; by scripts have changed.
; DeleteScriptsOnStartup = true
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
;; Default language for scripts
; DefaultCompileLanguage = "lsl"

View File

@ -1311,6 +1311,20 @@
; script assemblies
AppDomainLoading = true
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; DeleteScriptsOnStartup = false
; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
; co-op will be more stable but this option is currently experimental.
; If moving from co-op to abort, existing script DLLs will need to be recompiled.
; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
ScriptStopStrategy = abort
; Rate to poll for asynchronous command replies (ms)
; currently unused
;AsyncLLCommandLoopms = 50
@ -1412,12 +1426,6 @@
;; Path to script assemblies
; ScriptEnginesPath = "ScriptEngines"
; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
; by scripts have changed.
; DeleteScriptsOnStartup = false
[Concierge]
; Enable concierge module

View File

@ -2516,6 +2516,40 @@
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.XEngine.Api.Runtime" path="OpenSim/Region/ScriptEngine/XEngine/Api/Runtime" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Data"/>
<Reference name="System.Web"/>
<Reference name="System.Xml"/>
<Reference name="OpenMetaverseTypes" path="../../../../../../bin/"/>
<Reference name="OpenSim"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Communications"/>
<Reference name="OpenSim.Region.Framework"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime"/>
<Reference name="Nini" path="../../../../../../bin/"/>
<Reference name="log4net" path="../../../../../../bin/"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.XEngine" path="OpenSim/Region/ScriptEngine/XEngine" type="Library">
<Configuration name="Debug">
<Options>
@ -2546,6 +2580,8 @@
<Reference name="OpenSim.Region.ScriptEngine.Shared.CodeTools"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared.Instance"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api"/>
<Reference name="OpenSim.Region.ScriptEngine.Shared.Api.Runtime"/>
<Reference name="OpenSim.Region.ScriptEngine.XEngine.Api.Runtime"/>
<Reference name="SmartThreadPool"/>
<Reference name="Nini" path="../../../../bin/"/>
<Reference name="log4net" path="../../../../bin/"/>
@ -2553,6 +2589,7 @@
<Files>
<Match buildAction="EmbeddedResource" path="Resources" pattern="*.addin.xml" recurse="true"/>
<Match pattern="*.cs" recurse="true">
<Exclude name="Api"/>
<Exclude name="Tests" pattern="Tests"/>
</Match>
</Files>