Merge branch 'master' into BulletSim2017
commit
78c78f69b1
|
@ -285,6 +285,11 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||||
/// Dearchive the region embodied in this request.
|
/// Dearchive the region embodied in this request.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void DearchiveRegion()
|
public void DearchiveRegion()
|
||||||
|
{
|
||||||
|
DearchiveRegion(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DearchiveRegion(bool shouldStartScripts)
|
||||||
{
|
{
|
||||||
int successfulAssetRestores = 0;
|
int successfulAssetRestores = 0;
|
||||||
int failedAssetRestores = 0;
|
int failedAssetRestores = 0;
|
||||||
|
@ -425,6 +430,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||||
// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
|
// Start the scripts. We delayed this because we want the OAR to finish loading ASAP, so
|
||||||
// that users can enter the scene. If we allow the scripts to start in the loop above
|
// that users can enter the scene. If we allow the scripts to start in the loop above
|
||||||
// then they significantly increase the time until the OAR finishes loading.
|
// then they significantly increase the time until the OAR finishes loading.
|
||||||
|
if (shouldStartScripts)
|
||||||
|
{
|
||||||
WorkManager.RunInThread(o =>
|
WorkManager.RunInThread(o =>
|
||||||
{
|
{
|
||||||
Thread.Sleep(15000);
|
Thread.Sleep(15000);
|
||||||
|
@ -441,6 +448,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||||
sceneContext.SceneObjects.Clear();
|
sceneContext.SceneObjects.Clear();
|
||||||
}
|
}
|
||||||
}, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
|
}, null, string.Format("ReadArchiveStartScripts (request {0})", m_requestId));
|
||||||
|
}
|
||||||
|
|
||||||
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
|
m_log.InfoFormat("[ARCHIVER]: Successfully loaded archive");
|
||||||
|
|
||||||
|
|
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue