Make scripts in objects rezzed from script compile synchronously to close
a timing gap. Still not 100%, but getting there0.6.1-post-fixes
parent
ef601d805a
commit
ca35b49b70
|
@ -2171,7 +2171,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
group.UpdateGroupRotation(rot);
|
||||
//group.ApplyPhysics(m_physicalPrim);
|
||||
group.Velocity = vel;
|
||||
group.CreateScriptInstances(param, true, DefaultScriptEngine, 0);
|
||||
group.CreateScriptInstances(param, true, DefaultScriptEngine, 2);
|
||||
rootPart.ScheduleFullUpdate();
|
||||
|
||||
if (!ExternalChecks.ExternalChecksBypassPermissions())
|
||||
|
|
|
@ -39,7 +39,8 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
|
|||
public enum StateSource
|
||||
{
|
||||
NewRez = 0,
|
||||
PrimCrossing = 1
|
||||
PrimCrossing = 1,
|
||||
ScriptedRez= 2
|
||||
}
|
||||
|
||||
public interface IScriptWorkItem
|
||||
|
|
|
@ -77,7 +77,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
#pragma warning restore 414
|
||||
private int m_EventLimit;
|
||||
private bool m_KillTimedOutScripts;
|
||||
// bool m_firstStart = true;
|
||||
|
||||
private static List<XEngine> m_ScriptEngines =
|
||||
new List<XEngine>();
|
||||
|
@ -390,48 +389,26 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
|||
|
||||
Object[] parms = new Object[]{localID, itemID, script, startParam, postOnRez, (StateSource)stateSource};
|
||||
|
||||
lock (m_CompileQueue)
|
||||
if (stateSource == (int)StateSource.ScriptedRez)
|
||||
{
|
||||
m_CompileQueue.Enqueue(parms);
|
||||
|
||||
if (m_CurrentCompile == null)
|
||||
DoOnRezScript(parms);
|
||||
}
|
||||
else
|
||||
{
|
||||
lock (m_CompileQueue)
|
||||
{
|
||||
// if (m_firstStart)
|
||||
// {
|
||||
// m_firstStart = false;
|
||||
// m_CurrentCompile = m_ThreadPool.QueueWorkItem(
|
||||
// new WorkItemCallback(this.DoScriptWait),
|
||||
// new Object[0]);
|
||||
// return;
|
||||
// }
|
||||
m_CompileQueue.Enqueue(parms);
|
||||
|
||||
m_CurrentCompile = m_ThreadPool.QueueWorkItem(
|
||||
new WorkItemCallback(this.DoOnRezScriptQueue),
|
||||
new Object[0]);
|
||||
if (m_CurrentCompile == null)
|
||||
{
|
||||
m_CurrentCompile = m_ThreadPool.QueueWorkItem(
|
||||
new WorkItemCallback(this.DoOnRezScriptQueue),
|
||||
new Object[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public Object DoScriptWait(Object dummy)
|
||||
{
|
||||
Thread.Sleep(10000);
|
||||
|
||||
lock (m_CompileQueue)
|
||||
{
|
||||
if (m_CompileQueue.Count > 0)
|
||||
{
|
||||
m_CurrentCompile = m_ThreadPool.QueueWorkItem(
|
||||
new WorkItemCallback(this.DoOnRezScriptQueue),
|
||||
new Object[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_CurrentCompile = null;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public Object DoOnRezScriptQueue(Object dummy)
|
||||
{
|
||||
Object o;
|
||||
|
|
Loading…
Reference in New Issue