Merge branch 'master' into BulletSim2017
commit
78c78f69b1
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@ -285,6 +285,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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/// Dearchive the region embodied in this request.
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/// </summary>
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public void DearchiveRegion()
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{
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DearchiveRegion(true);
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}
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public void DearchiveRegion(bool shouldStartScripts)
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{
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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@ -425,22 +430,25 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
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// that users can enter the scene. If we allow the scripts to start in the loop above
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// then they significantly increase the time until the OAR finishes loading.
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WorkManager.RunInThread(o =>
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if (shouldStartScripts)
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{
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Thread.Sleep(15000);
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m_log.Info("[ARCHIVER]: Starting scripts in scene objects");
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foreach (DearchiveContext sceneContext in sceneContexts.Values)
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WorkManager.RunInThread(o =>
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{
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foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects)
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{
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sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart
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sceneObject.ResumeScripts();
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}
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Thread.Sleep(15000);
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m_log.Info("[ARCHIVER]: Starting scripts in scene objects");
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sceneContext.SceneObjects.Clear();
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}
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}, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
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foreach (DearchiveContext sceneContext in sceneContexts.Values)
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{
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foreach (SceneObjectGroup sceneObject in sceneContext.SceneObjects)
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{
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sceneObject.CreateScriptInstances(0, false, sceneContext.Scene.DefaultScriptEngine, 0); // StateSource.RegionStart
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sceneObject.ResumeScripts();
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}
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sceneContext.SceneObjects.Clear();
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}
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}, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
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}
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m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
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