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SCRIPTING STILL BROKEN
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
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@@ -37,7 +37,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// Prepares events so they can be directly executed upon a script by EventQueueManager, then queues it.
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/// </summary>
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[Serializable]
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public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents
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public class EventManager : OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.RemoteEvents, iScriptEngineFunctionModule
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{
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//
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@@ -59,12 +59,13 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public EventManager(ScriptEngine _ScriptEngine, bool performHookUp)
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{
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myScriptEngine = _ScriptEngine;
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ReadConfig();
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// Hook up to events from OpenSim
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// We may not want to do it because someone is controlling us and will deliver events to us
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if (performHookUp)
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{
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myScriptEngine.Log.Verbose("ScriptEngine", "Hooking up to server events");
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myScriptEngine.Log.Verbose(myScriptEngine.ScriptEngineName, "Hooking up to server events");
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myScriptEngine.World.EventManager.OnObjectGrab += touch_start;
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myScriptEngine.World.EventManager.OnRezScript += OnRezScript;
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myScriptEngine.World.EventManager.OnRemoveScript += OnRemoveScript;
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@@ -73,6 +74,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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public void ReadConfig()
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{
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}
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public void changed(uint localID, uint change)
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{
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// Add to queue for all scripts in localID, Object pass change.
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@@ -263,5 +269,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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// myScriptEngine.m_EventQueueManager.AddToScriptQueue(localID, itemID, "http_response", EventQueueManager.llDetectNull);
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}
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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public bool PleaseShutdown
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{
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get { return _PleaseShutdown; }
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set { _PleaseShutdown = value; }
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}
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private bool _PleaseShutdown = false;
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}
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}
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