Now last commit will compile too... The features just keep on coming!
parent
a040008cb9
commit
9f7366210a
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@ -58,7 +58,12 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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// Bad hack, but we need a m_ScriptEngine :)
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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return;
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}
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}
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#region " Maintenance thread "
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@ -169,7 +174,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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catch (Exception ex)
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{
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ScriptEngine.Log.Error("[" + lastScriptEngine.ScriptEngineName + "]: Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
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if (lastScriptEngine != null)
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lastScriptEngine.Log.Error("[" + lastScriptEngine.ScriptEngineName + "]: Exception in MaintenanceLoopThread. Thread will recover after 5 sec throttle. Exception: " + ex.ToString());
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Thread.Sleep(5000);
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}
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}
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@ -45,7 +45,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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[Serializable]
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public abstract class ScriptEngine : IRegionModule, OpenSim.Region.ScriptEngine.Common.ScriptServerInterfaces.ScriptEngine, iScriptEngineFunctionModule
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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public static List<ScriptEngine> ScriptEngines = new List<ScriptEngine>();
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public Scene World;
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@ -76,7 +76,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public abstract ScriptManager _GetScriptManager();
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public static log4net.ILog Log
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public log4net.ILog Log
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{
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get { return m_log; }
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}
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@ -194,8 +194,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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if (LUQueue.Count == 0)
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Thread.Sleep(scriptLoadUnloadThread_IdleSleepms);
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if (PleaseShutdown)
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return;
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//if (PleaseShutdown)
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// return;
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if (LUQueue.Count > 0)
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{
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LUStruct item = LUQueue.Dequeue();
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