More exception checks and crash hints
If no scriptengine is specified then don't try to load any.ThreadPoolClientBranch
parent
f47bcb0f98
commit
c62328950a
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@ -56,7 +56,7 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
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{
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try
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{
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if (openSim.ConfigSource.Configs["RemoteAdmin"].GetBoolean("enabled", false))
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if (openSim.ConfigSource.Configs["RemoteAdmin"] != null && openSim.ConfigSource.Configs["RemoteAdmin"].GetBoolean("enabled", false))
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{
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m_log.Info("[RADMIN]: Remote Admin Plugin Enabled");
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requiredPassword = openSim.ConfigSource.Configs["RemoteAdmin"].GetString("access_password", String.Empty);
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@ -421,8 +421,8 @@ namespace OpenSim.Framework.Data.MySQL
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public void StoreLandObject(Land parcel, LLUUID regionUUID)
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{
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// Does the new locking fix it?
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m_log.Info("[DATASTORE]: Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))");
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System.Threading.Thread.Sleep(2500 + rnd.Next(300, 900));
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m_log.Info("[DATASTORE]: Tedds temp fix: Waiting 3 seconds to avoid others writing to table while we hold a dataset of it. (Someone please fix! :))");
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System.Threading.Thread.Sleep(2500 + rnd.Next(0, 1000));
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lock (m_dataSet)
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{
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@ -559,6 +559,7 @@ namespace OpenSim.Framework.Servers
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catch (Exception e)
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{
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m_log.Warn("[HTTPD]: Error - " + e.Message);
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m_log.Warn("Tip: Do you have permission to listen on port " + m_port + "?");
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}
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}
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@ -50,8 +50,12 @@ namespace OpenSim.Framework.Statistics
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public void AddTexture(AssetBase image)
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{
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texturesInCache++;
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textureCacheMemoryUsage += image.Data.Length;
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// Tedd: I added null check to avoid exception. Don't know if texturesInCache should ++ anyway?
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if (image.Data != null)
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{
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texturesInCache++;
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textureCacheMemoryUsage += image.Data.Length;
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}
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}
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/// <summary>
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@ -181,7 +181,7 @@ namespace OpenSim
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config.Set("storage_prim_inventories", true);
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config.Set("startup_console_commands_file", String.Empty);
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config.Set("shutdown_console_commands_file", String.Empty);
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config.Set("script_engine", "OpenSim.Region.ScriptEngine.DotNetEngine.dll");
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config.Set("script_engine", "");
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config.Set("asset_database", "sqlite");
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}
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@ -264,7 +264,7 @@ namespace OpenSim
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m_startupCommandsFile = startupConfig.GetString("startup_console_commands_file", String.Empty);
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m_shutdownCommandsFile = startupConfig.GetString("shutdown_console_commands_file", String.Empty);
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m_scriptEngine = startupConfig.GetString("script_engine", "OpenSim.Region.ScriptEngine.DotNetEngine.dll");
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m_scriptEngine = startupConfig.GetString("script_engine", "");
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m_assetStorage = startupConfig.GetString("asset_database", "sqlite");
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@ -449,18 +449,26 @@ namespace OpenSim
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m_moduleLoader.PickupModules(scene, ".");
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//m_moduleLoader.PickupModules(scene, "ScriptEngines");
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//m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
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m_log.Info("[MODULES]: Loading scripting engine modules");
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foreach (string module in m_scriptEngine.Split(','))
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if (string.IsNullOrEmpty(m_scriptEngine))
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{
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string mod = module.Trim(" \t".ToCharArray()); // Clean up name
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m_log.Info("[MODULES]: Loading scripting engine: " + mod);
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try
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m_log.Info("[MODULES]: No script engien module specified");
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}
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else
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{
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m_log.Info("[MODULES]: Loading scripting engine modules");
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foreach (string module in m_scriptEngine.Split(','))
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{
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m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", mod), scene);
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}
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catch (Exception ex)
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{
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m_log.Error("[MODULES]: Failed to load script engine: " + ex.ToString());
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string mod = module.Trim(" \t".ToCharArray()); // Clean up name
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m_log.Info("[MODULES]: Loading scripting engine: " + mod);
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try
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{
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m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", mod), scene);
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}
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catch (Exception ex)
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{
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m_log.Error("[MODULES]: Failed to load script engine: " + ex.ToString());
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}
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}
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}
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@ -106,6 +106,14 @@ namespace OpenSim.Region.Physics.Manager
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private void AddPlugin(string FileName)
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{
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// TODO / NOTE
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// The assembly named 'OpenSim.Region.Physics.BasicPhysicsPlugin' was loaded from
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// 'file:///C:/OpenSim/trunk2/bin/Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll'
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// using the LoadFrom context. The use of this context can result in unexpected behavior
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// for serialization, casting and dependency resolution. In almost all cases, it is recommended
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// that the LoadFrom context be avoided. This can be done by installing assemblies in the
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// Global Assembly Cache or in the ApplicationBase directory and using Assembly.
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// Load when explicitly loading assemblies.
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Assembly pluginAssembly = Assembly.LoadFrom(FileName);
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foreach (Type pluginType in pluginAssembly.GetTypes())
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