refactor: use existing Compiler.CreateScriptsDirectory() (renamed to CheckOrCreateScriptsDirectory()) when checking that scripts directory exists on compile.
Code was identical apart from error logging, but if there are failures creating these directories then you'll be seeing lots of errors anyway, and these will be more informative0.8.0.3
parent
743b1efdb4
commit
405db6d450
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@ -120,7 +120,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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if (in_startup)
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{
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in_startup = false;
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CreateScriptsDirectory();
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CheckOrCreateScriptsDirectory();
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// First time we start? Delete old files
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if (DeleteScriptsOnStartup)
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@ -189,13 +189,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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}
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// We now have an allow-list, a mapping list, and a default language
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}
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/// <summary>
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/// Create the directory where compiled scripts are stored.
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/// Create the directory where compiled scripts are stored if it does not already exist.
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/// </summary>
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private void CreateScriptsDirectory()
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private void CheckOrCreateScriptsDirectory()
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{
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if (!Directory.Exists(ScriptEnginesPath))
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{
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@ -302,28 +301,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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assembly = GetCompilerOutput(asset);
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if (!Directory.Exists(ScriptEnginesPath))
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{
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try
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{
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Directory.CreateDirectory(ScriptEnginesPath);
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}
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catch (Exception)
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{
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}
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}
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if (!Directory.Exists(Path.Combine(ScriptEnginesPath,
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m_scriptEngine.World.RegionInfo.RegionID.ToString())))
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{
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try
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{
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Directory.CreateDirectory(ScriptEnginesPath);
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}
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catch (Exception)
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{
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}
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}
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CheckOrCreateScriptsDirectory();
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// Don't recompile if we already have it
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// Performing 3 file exists tests for every script can still be slow
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