Start scripts in attachments only after a successful attach. Elimininate
a gratuitious asset fetch when region crossing.0.6.1-post-fixes
parent
b8e8a33d60
commit
af5e9147f0
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@ -2088,10 +2088,11 @@ namespace OpenSim.Region.Environment.Scenes
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}
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// Fire on_rez
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group.CreateScriptInstances(0, true, DefaultScriptEngine, 0);
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if (!attachment)
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{
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group.CreateScriptInstances(0, true, DefaultScriptEngine, 0);
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rootPart.ScheduleFullUpdate();
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}
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if (!Permissions.BypassPermissions())
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{
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@ -472,6 +472,10 @@ namespace OpenSim.Region.Environment.Scenes
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objatt.ScheduleGroupForFullUpdate();
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if (tainted)
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objatt.HasGroupChanged = true;
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// Fire after attach, so we don't get messy perms dialogs
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//
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objatt.CreateScriptInstances(0, true, m_parentScene.DefaultScriptEngine, 0);
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}
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return objatt;
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}
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@ -241,6 +241,15 @@ namespace OpenSim.Region.Environment.Scenes
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if (!m_part.ParentGroup.Scene.RegionInfo.RegionSettings.DisableScripts)
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{
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if (stateSource == 1) // Prim crossing
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{
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m_items[item.ItemID].PermsMask = 0;
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m_items[item.ItemID].PermsGranter = UUID.Zero;
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m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
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m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
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m_part.ParentGroup.AddActiveScriptCount(1);
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m_part.ScheduleFullUpdate();
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}
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AssetCache cache = m_part.ParentGroup.Scene.AssetCache;
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cache.GetAsset(item.AssetID, delegate(UUID assetID, AssetBase asset)
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@ -40,7 +40,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
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{
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NewRez = 0,
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PrimCrossing = 1,
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ScriptedRez= 2
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ScriptedRez = 2
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}
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public interface IScriptWorkItem
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@ -286,6 +286,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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}
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}
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if (Script == String.Empty)
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{
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if (File.Exists(OutFile))
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{
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m_scriptEngine.Log.DebugFormat("[Compiler] Returning existing assembly for {0}", asset);
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return OutFile;
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}
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throw new Exception("Cannot find script assembly and no script text present");
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}
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enumCompileType l = DefaultCompileLanguage;
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if (Script.StartsWith("//c#", true, CultureInfo.InvariantCulture))
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