Added comments and regions, restructured code
Changed a lot of AppDomain junk from console from using Console.Write to Log.Verbose and set it to #if DEBUG
All modules should now refresh their configuration runtime
Made all logging in ScriptEngine.Common get script name from actual engine
Renamed LSLLongCmdHandler to AsyncLSLCommandManager
Added auto-recover with 5 sec throttle for new MaintenanceThread
Bugfix: Scripts exceeding max and set to be killed were not killed, only removed.
Added ability to re-read configuration while OpenSim is running
All regions now sharing one MaintenanceThread
New MaintenanceThread:
- checks for script execution timeout
- re-reads config
- starts/stops threads if thread active count becomes too high/low compared to config
Speed increase on event execution:
- Reuse of try{}catch{} blocks
- Time calculation on event execution
* We still need to set the 'default particle' texture as, a particle system with no texture set doesn't work.
* The particle System Flags don't seem to be quite right yet as some flags don't seem to have an effect. So no alpha in/out, color change, affected by the wind, etc.. yet
* Thanks to Alondria for some massive work here. This update just tweaks a few things that she did.
* You can type 'stats' at the REGION# prompt to get this information in grid or standalone mode
* Don't take these numbers as gospel yet, since for some reason textures displayed from inventory which require downloading from the server are being recorded as assets
rather than textures
* But I don't have any reason to believe they aren't broadly accurate.
* I've put these in so I can tell whether the high memory usage on regions is down to the asset/texture cache
* This will require a prebuild
* DEV: Only adds needed to be implemented since, as far as I can tell, assets cached are currently never released. For my part, seeing large cache memory numbers will
provoke me to think about doing something about this.
* DEV: Now switched to using a singleton to get the stats reporters rather than threading the object through various layers
* DEV: Will refactor the other server stats reporters to do this in one of the next commits
* The hooks are still plugged in too high at the asset server, but then next layer down is the database and this may be refactored soon.
* This change will requires a prebuild
* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
* Interestingly, OpenSim builds fine on mono under nant without these references (as nulls are passed in instead of the objects)
* But it appears other systems (at least VS2008) complain if the references aren't present
* Many thanks to Grumly57 for catching this!
* I intended to think about refactoring the servers to use this common base class, but temporary laziness won out.
* I'm leaving this here as a reminder/mind poke and for reasons of laziness (again)
* If people object to me leaving this kind of thing lying around, please say