Remove XEngine.m_uniqueScripts
This provides no obvious benefit as far as I can tell but has a definite cost in keep script strings in memory for the entire simulator session.mb-throttle-test
parent
92c9dd42c4
commit
147d401b28
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@ -101,7 +101,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private bool m_InitialStartup = true;
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private int m_ScriptFailCount; // Number of script fails since compile queue was last empty
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private string m_ScriptErrorMessage;
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private Dictionary<string, string> m_uniqueScripts = new Dictionary<string, string>();
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private bool m_AppDomainLoading;
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private Dictionary<UUID,ArrayList> m_ScriptErrors =
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new Dictionary<UUID,ArrayList>();
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@ -570,7 +569,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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sb.AppendFormat("Scripts loaded : {0}\n", scriptsLoaded);
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sb.AppendFormat("Unique scripts : {0}\n", m_uniqueScripts.Count);
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sb.AppendFormat("Scripts waiting for load : {0}\n", m_CompileQueue.Count);
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sb.AppendFormat("Max threads : {0}\n", m_ThreadPool.MaxThreads);
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sb.AppendFormat("Min threads : {0}\n", m_ThreadPool.MinThreads);
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@ -987,12 +985,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (engine != ScriptEngineName)
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return;
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// If we've seen this exact script text before, use that reference instead
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if (m_uniqueScripts.ContainsKey(script))
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script = m_uniqueScripts[script];
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else
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m_uniqueScripts[script] = script;
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Object[] parms = new Object[]{localID, itemID, script, startParam, postOnRez, (StateSource)stateSource};
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if (stateSource == (int)StateSource.ScriptedRez)
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