Start scripts in attachments only after a successful attach. Elimininate

a gratuitious asset fetch when region crossing.
0.6.1-post-fixes
Melanie Thielker 2008-11-29 14:16:09 +00:00
parent b8e8a33d60
commit af5e9147f0
5 changed files with 29 additions and 3 deletions

View File

@ -2088,10 +2088,11 @@ namespace OpenSim.Region.Environment.Scenes
}
// Fire on_rez
group.CreateScriptInstances(0, true, DefaultScriptEngine, 0);
if (!attachment)
{
group.CreateScriptInstances(0, true, DefaultScriptEngine, 0);
rootPart.ScheduleFullUpdate();
}
if (!Permissions.BypassPermissions())
{

View File

@ -472,6 +472,10 @@ namespace OpenSim.Region.Environment.Scenes
objatt.ScheduleGroupForFullUpdate();
if (tainted)
objatt.HasGroupChanged = true;
// Fire after attach, so we don't get messy perms dialogs
//
objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 0);
}
return objatt;
}

View File

@ -241,6 +241,15 @@ namespace OpenSim.Region.Environment.Scenes
if (!m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts)
{
if (stateSource == 1) // Prim crossing
{
m_items[item.ItemID].PermsMask = 0;
m_items[item.ItemID].PermsGranter = UUID.Zero;
m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
m_part.ParentGroup.AddActiveScriptCount(1);
m_part.ScheduleFullUpdate();
}
AssetCache cache = m_part.ParentGroup.Scene.AssetCache;
cache.GetAsset(item.AssetID, delegate(UUID assetID, AssetBase asset)

View File

@ -40,7 +40,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
{
NewRez = 0,
PrimCrossing = 1,
ScriptedRez= 2
ScriptedRez = 2
}
public interface IScriptWorkItem

View File

@ -286,6 +286,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
}
}
if (Script == String.Empty)
{
if (File.Exists(OutFile))
{
m_scriptEngine.Log.DebugFormat("[Compiler] Returning existing assembly for {0}", asset);
return OutFile;
}
throw new Exception("Cannot find script assembly and no script text present");
}
enumCompileType l = DefaultCompileLanguage;
if (Script.StartsWith("//c#", true, CultureInfo.InvariantCulture))