Remove duplication of m_RunEvents and Running
parent
b01c79354c
commit
64217d67f6
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@ -68,7 +68,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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private IScriptWorkItem m_CurrentWorkItem;
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private IScriptWorkItem m_CurrentWorkItem;
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private Queue m_EventQueue = new Queue(32);
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private Queue m_EventQueue = new Queue(32);
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private bool m_RunEvents = false;
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private UUID m_ItemID;
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private UUID m_ItemID;
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private uint m_LocalID;
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private uint m_LocalID;
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private UUID m_ObjectID;
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private UUID m_ObjectID;
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@ -141,11 +140,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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}
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}
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}
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public bool Running
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public bool Running { get; set; }
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{
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get { return m_RunEvents; }
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set { m_RunEvents = value; }
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}
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public bool Suspended
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public bool Suspended
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{
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{
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@ -164,7 +159,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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lock (m_EventQueue)
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lock (m_EventQueue)
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{
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{
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// Need to place ourselves back in a work item if there are events to process
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// Need to place ourselves back in a work item if there are events to process
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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if ((m_EventQueue.Count > 0) && Running && (!m_ShuttingDown))
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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}
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}
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}
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@ -369,13 +364,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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part.SetScriptEvents(m_ItemID,
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part.SetScriptEvents(m_ItemID,
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(int)m_Script.GetStateEventFlags(State));
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(int)m_Script.GetStateEventFlags(State));
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if (m_RunEvents && (!m_ShuttingDown))
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if (Running && (!m_ShuttingDown))
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{
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{
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m_RunEvents = false;
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Running = false;
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}
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}
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else
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else
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{
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{
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m_RunEvents = false;
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Running = false;
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m_startOnInit = false;
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m_startOnInit = false;
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}
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}
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@ -531,7 +526,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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if (Running)
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if (Running)
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return;
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return;
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m_RunEvents = true;
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Running = true;
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if (m_EventQueue.Count > 0)
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if (m_EventQueue.Count > 0)
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{
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{
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@ -559,7 +554,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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// If we're not running or waiting to run an event then we can safely stop.
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// If we're not running or waiting to run an event then we can safely stop.
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if (m_CurrentWorkItem == null)
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if (m_CurrentWorkItem == null)
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{
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{
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m_RunEvents = false;
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Running = false;
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return true;
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return true;
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}
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}
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@ -567,12 +562,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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if (m_CurrentWorkItem.Cancel())
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if (m_CurrentWorkItem.Cancel())
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{
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{
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m_CurrentWorkItem = null;
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m_CurrentWorkItem = null;
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m_RunEvents = false;
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Running = false;
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return true;
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return true;
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}
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}
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workItem = m_CurrentWorkItem;
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workItem = m_CurrentWorkItem;
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m_RunEvents = false;
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Running = false;
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}
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}
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// Wait for the current event to complete.
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// Wait for the current event to complete.
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@ -727,7 +722,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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data = (EventParams) m_EventQueue.Dequeue();
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data = (EventParams) m_EventQueue.Dequeue();
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if (data == null) // Shouldn't happen
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if (data == null) // Shouldn't happen
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{
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{
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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if (m_EventQueue.Count > 0 && Running && !m_ShuttingDown)
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{
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{
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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}
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@ -853,12 +848,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
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}
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}
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}
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}
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// If there are more events and we are currently running and not shutting down, then ask the
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// If there are more events and we are currently running and not shutting down, then ask the
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// script engine to run the next event.
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// script engine to run the next event.
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lock (m_EventQueue)
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lock (m_EventQueue)
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{
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{
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if ((m_EventQueue.Count > 0) && m_RunEvents && (!m_ShuttingDown))
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if (m_EventQueue.Count > 0 && Running && (!m_ShuttingDown))
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{
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{
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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m_CurrentWorkItem = m_Engine.QueueEventHandler(this);
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}
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}
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