If [XEngine] ScriptStopStrategy is different from a compiled script strategy, ask user to manually set DeleteScriptsOnStartup = true for at least one simuator session rather than auto-recompiling.

This does not work on Windows since the VM retains a handle to the DLL even if class instantiation was unsuccessful.
Which causes deletion of the old DLL to fail with access sharing violations.
Instead, log a warning in this situation asking the user to manually set DeleteScriptsOnStartup = true for a session (or one could separately delete the DLLs in the relevant bin/scriptengines/<region-uuid> dir
For the current session, the script engine will continue using the script compiled stop strategy as before.
Relates to http://opensimulator.org/mantis/view.php?id=7278
0.8.1-post-fixes
Justin Clark-Casey (justincc) 2015-01-27 18:58:11 +00:00
parent 13ba2f2d83
commit e0a3440263
1 changed files with 25 additions and 27 deletions

View File

@ -74,6 +74,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
/// </remarks>
public int DebugLevel { get; set; }
/// <summary>
/// A parameter to allow us to notify the log if at least one script has a compilation that is not compatible
/// with ScriptStopStrategy.
/// </summary>
public bool HaveNotifiedLogOfScriptStopMistmatch { get; private set; }
private SmartThreadPool m_ThreadPool;
private int m_MaxScriptQueue;
private Scene m_Scene;
@ -1339,11 +1345,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_DomainScripts[appDomain].Add(itemID);
IScript scriptObj = null;
bool recompile = false;
bool abortAfterRecompile = false;
EventWaitHandle coopSleepHandle = null;
EventWaitHandle coopSleepHandle;
bool coopTerminationForThisScript;
string typeName;
// Set up assembly name to point to the appropriate scriptEngines directory
AssemblyName assemblyName = new AssemblyName(Path.GetFileNameWithoutExtension(assemblyPath));
@ -1368,7 +1371,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
coopTerminationForThisScript = true;
}
catch (TypeLoadException e)
catch (TypeLoadException)
{
coopSleepHandle = null;
@ -1389,15 +1392,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
m_log.Error(
string.Format(
"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Recompiling then aborting. Exception ",
assemblyName.FullName, World.Name),
"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ",
assemblyName.FullName, World.Name),
e2);
abortAfterRecompile = true;
return false;
}
coopTerminationForThisScript = false;
recompile = true;
}
}
else
@ -1415,9 +1417,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
null,
null);
coopSleepHandle = null;
coopTerminationForThisScript = false;
}
catch (TypeLoadException e)
catch (TypeLoadException)
{
coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset);
@ -1430,7 +1433,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
false,
BindingFlags.Default,
null,
new object[] { new XEngineEventWaitHandle(false, EventResetMode.AutoReset) },
new object[] { coopSleepHandle },
null,
null);
}
@ -1438,33 +1441,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
m_log.Error(
string.Format(
"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Recompiling then aborting. Exception ",
"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ",
assemblyName.FullName, World.Name),
e2);
abortAfterRecompile = true;
return false;
}
coopTerminationForThisScript = true;
recompile = true;
}
}
// If we are loading all scripts into the same AppDomain, then we can't reload the DLL in this
// simulator session if the script halt strategy has been changed. Instead, we'll continue with
// the existing DLL and the new one will be used in the next simulator session.
if (recompile)
if (m_coopTermination != coopTerminationForThisScript && !HaveNotifiedLogOfScriptStopMistmatch)
{
m_log.DebugFormat(
"[XEngine]: Recompiling script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5} to switch it to {6} termination. New termination will be active on next restart.",
part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.Name,
m_coopTermination ? "co-op" : "abort");
// Notify the log that there is at least one script compile that doesn't match the
// ScriptStopStrategy. Operator has to manually delete old DLLs - we can't do this on Windows
// once the assembly has been loaded evne if the instantiation of a class was unsuccessful.
m_log.WarnFormat(
"[XEngine]: At least one existing compiled script DLL in {0} has {1} as ScriptStopStrategy whereas config setting is {2}."
+ "\nContinuing with script compiled strategy but to remove this message please set [XEngine] DeleteScriptsOnStartup = true for one simulator session to remove old script DLLs (script state will not be lost).",
World.Name, coopTerminationForThisScript ? "co-op" : "abort", m_coopTermination);
m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, true, out assemblyPath, out linemap);
if (abortAfterRecompile)
return false;
HaveNotifiedLogOfScriptStopMistmatch = true;
}
instance = new ScriptInstance(this, part,