If the entire simulator is shutting down then don't bother to unload the scripts from the appdomain in XEngine.
All the other actions (script state save, etc.) still occur. This makes shutdown where there are many scripts vastly quicker.0.7.2-post-fixes
parent
1e69845869
commit
8c0d8e72aa
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@ -98,9 +98,10 @@ namespace OpenSim.Region.Framework.Scenes
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public event OnPluginConsoleDelegate OnPluginConsole;
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public delegate void OnShutdownDelegate();
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public event OnShutdownDelegate OnShutdown;
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/// <summary>
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/// Triggered when the entire simulator is shutdown.
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/// </summary>
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public event Action OnShutdown;
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public delegate void ObjectDeGrabDelegate(uint localID, uint originalID, IClientAPI remoteClient, SurfaceTouchEventArgs surfaceArgs);
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public delegate void ScriptResetDelegate(uint localID, UUID itemID);
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@ -113,9 +114,14 @@ namespace OpenSim.Region.Framework.Scenes
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public event ParcelPropertiesUpdateRequest OnParcelPropertiesUpdateRequest;
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public delegate void SceneShuttingDownDelegate(Scene scene);
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public event SceneShuttingDownDelegate OnSceneShuttingDown;
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/// <summary>
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/// Triggered when an individual scene is shutdown.
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/// </summary>
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/// <remarks>
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/// This does not automatically mean that the entire simulator is shutting down. Listen to OnShutdown for that
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/// notification.
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/// </remarks>
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public event Action<Scene> OnSceneShuttingDown;
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/// <summary>
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/// Fired when an object is touched/grabbed.
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@ -864,10 +870,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void TriggerShutdown()
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{
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OnShutdownDelegate handlerShutdown = OnShutdown;
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Action handlerShutdown = OnShutdown;
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if (handlerShutdown != null)
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{
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foreach (OnShutdownDelegate d in handlerShutdown.GetInvocationList())
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foreach (Action d in handlerShutdown.GetInvocationList())
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{
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try
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{
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@ -2207,10 +2213,10 @@ namespace OpenSim.Region.Framework.Scenes
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public void TriggerSceneShuttingDown(Scene s)
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{
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SceneShuttingDownDelegate handler = OnSceneShuttingDown;
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Action<Scene> handler = OnSceneShuttingDown;
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if (handler != null)
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{
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foreach (SceneShuttingDownDelegate d in handler.GetInvocationList())
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foreach (Action<Scene> d in handler.GetInvocationList())
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{
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try
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{
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@ -90,6 +90,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private bool m_KillTimedOutScripts;
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private string m_ScriptEnginesPath = null;
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/// <summary>
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/// Is the entire simulator in the process of shutting down?
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/// </summary>
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private bool m_SimulatorShuttingDown;
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private static List<XEngine> m_ScriptEngines =
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new List<XEngine>();
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@ -470,17 +475,22 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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//
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instance.DestroyScriptInstance();
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// Unload scripts and app domains
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// Unload scripts and app domains.
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// Must be done explicitly because they have infinite
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// lifetime
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//
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m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
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if (m_DomainScripts[instance.AppDomain].Count == 0)
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// lifetime.
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// However, don't bother to do this if the simulator is shutting
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// down since it takes a long time with many scripts.
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if (!m_SimulatorShuttingDown)
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{
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m_DomainScripts.Remove(instance.AppDomain);
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UnloadAppDomain(instance.AppDomain);
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m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
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if (m_DomainScripts[instance.AppDomain].Count == 0)
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{
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m_DomainScripts.Remove(instance.AppDomain);
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UnloadAppDomain(instance.AppDomain);
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}
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}
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}
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m_Scripts.Clear();
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m_PrimObjects.Clear();
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m_Assemblies.Clear();
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@ -1428,6 +1438,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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public void OnShutdown()
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{
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m_SimulatorShuttingDown = true;
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List<IScriptInstance> instances = new List<IScriptInstance>();
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lock (m_Scripts)
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