When the user stops a script, have it remain stopped
Previously the script state was never saved for a !Running script, so upon region restart the script would be Running again. The use of the 'StayStopped' flag is needed because all scripts are automatically stopped when the region shuts down, but in that case we shouldn't save in their state that they're !Running.0.8.2-post-fixes
parent
a568f06b7f
commit
59da146e9d
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@ -92,6 +92,11 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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/// </summary>
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bool ShuttingDown { get; set; }
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/// <summary>
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/// When stopping the script: should it remain stopped permanently (i.e., save !Running in its state)?
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/// </summary>
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bool StayStopped { get; set; }
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/// <summary>
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/// Script state
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/// </summary>
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@ -126,7 +126,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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}
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public bool Running { get; set; }
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public bool Running
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{
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get { return m_running; }
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set
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{
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m_running = value;
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if (m_running)
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StayStopped = false;
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}
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}
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private bool m_running;
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public bool Suspended
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{
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@ -158,6 +169,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public string State { get; set; }
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public bool StayStopped { get; set; }
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public IScriptEngine Engine { get; private set; }
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public UUID AppDomain { get; set; }
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@ -1077,7 +1090,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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public void SaveState()
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{
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if (!Running)
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if (!Running && !StayStopped)
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return;
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// We cannot call this inside the EventQueue lock since it will currently take AsyncCommandManager.staticLock.
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@ -1089,7 +1102,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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lock (EventQueue)
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{
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// Check again to avoid a race with a thread in Stop()
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if (!Running)
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if (!Running && !StayStopped)
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return;
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// If we're currently in an event, just tell it to save upon return
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@ -1130,6 +1143,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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//}
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m_CurrentStateHash = hash;
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}
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StayStopped = false;
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}
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}
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@ -699,6 +699,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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if (instance.Running)
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{
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instance.StayStopped = true; // the script was stopped explicitly
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instance.Stop(0);
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SceneObjectPart sop = m_Scene.GetSceneObjectPart(instance.ObjectID);
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@ -1914,6 +1916,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (instance != null)
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{
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lock (instance.EventQueue)
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instance.StayStopped = true; // the script was stopped explicitly
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instance.Stop(m_WaitForEventCompletionOnScriptStop);
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}
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else
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