If a script is deleted before it gets compiled, don't even bother to try
compiling it0.6.9-post-fixes
parent
5f60eb136e
commit
491d898db8
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@ -122,6 +122,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
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IWorkItemResult m_CurrentCompile = null;
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private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
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public string ScriptEngineName
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{
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@ -492,6 +493,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else
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{
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m_CompileQueue.Enqueue(parms);
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lock (m_CompileDict)
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{
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m_CompileDict[itemID] = 0;
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}
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if (m_CurrentCompile == null)
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{
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@ -554,6 +559,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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bool postOnRez = (bool)p[4];
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StateSource stateSource = (StateSource)p[5];
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lock(m_CompileDict)
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{
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if (!m_CompileDict.ContainsKey(itemID))
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return false;
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m_CompileDict.Remove(itemID);
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}
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// Get the asset ID of the script, so we can check if we
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// already have it.
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@ -794,6 +806,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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public void OnRemoveScript(uint localID, UUID itemID)
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{
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// If it's not yet been compiled, make sure we don't try
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lock (m_CompileDict)
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{
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if (m_CompileDict.ContainsKey(itemID))
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m_CompileDict.Remove(itemID);
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}
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lock (m_Scripts)
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{
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// Do we even have it?
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