From: Christopher Yeoh <yeohc@au1.ibm.com>
Adding Oarfileloaded and EmptyScriptCompileQueue event support which allows (with a module) for programmatic notification of when a region objects and scripts are up and running after a server start or load-oar.0.6.3-post-fixes
parent
fe18adbc11
commit
a3ac702941
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@ -53,6 +53,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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private Scene m_scene;
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private Scene m_scene;
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private Stream m_loadStream;
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private Stream m_loadStream;
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private string m_errorMessage;
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/// <summary>
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/// <summary>
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/// Used to cache lookups for valid uuids.
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/// Used to cache lookups for valid uuids.
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@ -63,6 +64,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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m_scene = scene;
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m_scene = scene;
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m_loadStream = new GZipStream(GetStream(loadPath), CompressionMode.Decompress);
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m_loadStream = new GZipStream(GetStream(loadPath), CompressionMode.Decompress);
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m_errorMessage = String.Empty;
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}
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}
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public ArchiveReadRequest(Scene scene, Stream loadStream)
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public ArchiveReadRequest(Scene scene, Stream loadStream)
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@ -81,17 +83,19 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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}
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}
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private void DearchiveRegion0DotStar()
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private void DearchiveRegion0DotStar()
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{
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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List<string> serialisedSceneObjects = new List<string>();
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try
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{
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{
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TarArchiveReader archive = new TarArchiveReader(m_loadStream);
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TarArchiveReader archive = new TarArchiveReader(m_loadStream);
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//AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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//AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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List<string> serialisedSceneObjects = new List<string>();
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string filePath = "ERROR";
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string filePath = "ERROR";
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int successfulAssetRestores = 0;
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int failedAssetRestores = 0;
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byte[] data;
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byte[] data;
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TarArchiveReader.TarEntryType entryType;
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TarArchiveReader.TarEntryType entryType;
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@ -133,11 +137,23 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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//m_log.Debug("[ARCHIVER]: Reached end of archive");
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//m_log.Debug("[ARCHIVER]: Reached end of archive");
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archive.Close();
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archive.Close();
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}
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catch (Exception e)
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{
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m_log.ErrorFormat(
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"[ARCHIVER]: Error loading oar file. Exception was: {0}", e);
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m_errorMessage += e.ToString();
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m_scene.EventManager.TriggerOarFileLoaded(m_errorMessage);
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return;
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}
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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m_log.InfoFormat("[ARCHIVER]: Restored {0} assets", successfulAssetRestores);
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if (failedAssetRestores > 0)
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if (failedAssetRestores > 0)
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{
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m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
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m_log.ErrorFormat("[ARCHIVER]: Failed to load {0} assets", failedAssetRestores);
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m_errorMessage += String.Format("Failed to load {0} assets", failedAssetRestores);
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}
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m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
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m_log.Info("[ARCHIVER]: Clearing all existing scene objects");
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m_scene.DeleteAllSceneObjects();
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m_scene.DeleteAllSceneObjects();
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@ -217,6 +233,8 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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{
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sceneObject.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 0);
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sceneObject.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 0);
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}
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}
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m_scene.EventManager.TriggerOarFileLoaded(m_errorMessage);
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}
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}
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/// <summary>
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/// <summary>
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@ -266,6 +266,21 @@ namespace OpenSim.Region.Environment.Scenes
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public delegate float SunLindenHour();
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public delegate float SunLindenHour();
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public event SunLindenHour OnGetSunLindenHour;
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public event SunLindenHour OnGetSunLindenHour;
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/// <summary>
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/// Called when oar file has finished loading, although
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/// the scripts may not have started yet
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/// Message is non empty string if there were problems loading the oar file
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/// </summary>
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public delegate void OarFileLoaded(string message);
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public event OarFileLoaded OnOarFileLoaded;
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/// <summary>
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/// Called when the script compile queue becomes empty
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/// Returns the number of scripts which failed to start
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/// </summary>
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public delegate void EmptyScriptCompileQueue(int numScriptsFailed, string message);
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public event EmptyScriptCompileQueue OnEmptyScriptCompileQueue;
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public class MoneyTransferArgs : EventArgs
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public class MoneyTransferArgs : EventArgs
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{
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{
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public UUID sender;
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public UUID sender;
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@ -399,6 +414,8 @@ namespace OpenSim.Region.Environment.Scenes
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private SunLindenHour handlerSunGetLindenHour = null;
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private SunLindenHour handlerSunGetLindenHour = null;
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private OnSetRootAgentSceneDelegate handlerSetRootAgentScene = null;
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private OnSetRootAgentSceneDelegate handlerSetRootAgentScene = null;
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private OarFileLoaded handlerOarFileLoaded = null;
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private EmptyScriptCompileQueue handlerEmptyScriptCompileQueue = null;
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public void TriggerGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
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public void TriggerGetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID)
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{
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{
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@ -902,6 +919,20 @@ namespace OpenSim.Region.Environment.Scenes
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return 6;
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return 6;
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}
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}
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public void TriggerOarFileLoaded(string message)
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{
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handlerOarFileLoaded = OnOarFileLoaded;
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if (handlerOarFileLoaded != null)
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handlerOarFileLoaded(message);
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}
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public void TriggerEmptyScriptCompileQueue(int numScriptsFailed, string message)
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{
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handlerEmptyScriptCompileQueue = OnEmptyScriptCompileQueue;
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if (handlerEmptyScriptCompileQueue != null)
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handlerEmptyScriptCompileQueue(numScriptsFailed, message);
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}
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public void TriggerScriptCollidingStart(uint localId, ColliderArgs colliders)
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public void TriggerScriptCollidingStart(uint localId, ColliderArgs colliders)
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{
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{
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handlerCollidingStart = OnScriptColliderStart;
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handlerCollidingStart = OnScriptColliderStart;
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@ -71,6 +71,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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private ThreadPriority m_Prio;
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private ThreadPriority m_Prio;
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private bool m_Enabled = false;
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private bool m_Enabled = false;
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private bool m_InitialStartup = true;
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private bool m_InitialStartup = true;
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private int m_ScriptFailCount; // Number of script fails since compile queue was last empty
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private string m_ScriptErrorMessage;
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// disable warning: need to keep a reference to XEngine.EventManager
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// disable warning: need to keep a reference to XEngine.EventManager
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// alive to avoid it being garbage collected
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// alive to avoid it being garbage collected
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@ -149,6 +151,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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public void Initialise(Scene scene, IConfigSource configSource)
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public void Initialise(Scene scene, IConfigSource configSource)
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{
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{
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m_ScriptConfig = configSource.Configs["XEngine"];
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m_ScriptConfig = configSource.Configs["XEngine"];
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m_ScriptFailCount = 0;
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m_ScriptErrorMessage = String.Empty;
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if (m_ScriptConfig == null)
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if (m_ScriptConfig == null)
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{
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{
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@ -417,6 +421,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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{
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m_InitialStartup = false;
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m_InitialStartup = false;
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System.Threading.Thread.Sleep(15000);
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System.Threading.Thread.Sleep(15000);
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lock (m_CompileQueue)
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{
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if (m_CompileQueue.Count==0)
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// No scripts on region, so won't get triggered later
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// by the queue becoming empty so we trigger it here
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(0, String.Empty);
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}
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}
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}
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Object o;
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Object o;
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@ -443,6 +454,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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else
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else
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{
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{
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m_CurrentCompile = null;
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m_CurrentCompile = null;
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
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m_ScriptErrorMessage);
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m_ScriptFailCount = 0;
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}
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}
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}
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}
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return null;
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return null;
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@ -468,12 +482,18 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (part == null)
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if (part == null)
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{
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{
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Log.Error("[Script] SceneObjectPart unavailable. Script NOT started.");
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Log.Error("[Script] SceneObjectPart unavailable. Script NOT started.");
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m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n";
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m_ScriptFailCount++;
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return false;
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return false;
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}
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}
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TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
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TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
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if (item == null)
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if (item == null)
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{
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m_ScriptErrorMessage += "Can't find script inventory item.\n";
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m_ScriptFailCount++;
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return false;
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return false;
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}
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UUID assetID = item.AssetID;
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UUID assetID = item.AssetID;
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@ -499,6 +519,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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try
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try
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{
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{
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// DISPLAY ERROR INWORLD
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// DISPLAY ERROR INWORLD
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m_ScriptErrorMessage += "Failed to compile: " + e.Message.ToString();
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m_ScriptFailCount++;
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string text = "Error compiling script:\n" + e.Message.ToString();
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string text = "Error compiling script:\n" + e.Message.ToString();
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if (text.Length > 1000)
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if (text.Length > 1000)
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text = text.Substring(0, 1000);
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text = text.Substring(0, 1000);
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@ -567,6 +589,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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catch (Exception e)
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catch (Exception e)
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{
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{
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m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
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m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
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m_ScriptErrorMessage += "Exception creating app domain:\n";
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m_ScriptFailCount++;
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return false;
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return false;
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}
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}
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}
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}
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