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=72780.8.1-post-fixes
parent
13ba2f2d83
commit
e0a3440263
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@ -74,6 +74,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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/// </remarks>
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public int DebugLevel { get; set; }
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/// <summary>
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/// A parameter to allow us to notify the log if at least one script has a compilation that is not compatible
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/// with ScriptStopStrategy.
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/// </summary>
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public bool HaveNotifiedLogOfScriptStopMistmatch { get; private set; }
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private SmartThreadPool m_ThreadPool;
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private int m_MaxScriptQueue;
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private Scene m_Scene;
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@ -1339,11 +1345,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_DomainScripts[appDomain].Add(itemID);
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IScript scriptObj = null;
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bool recompile = false;
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bool abortAfterRecompile = false;
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EventWaitHandle coopSleepHandle = null;
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EventWaitHandle coopSleepHandle;
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bool coopTerminationForThisScript;
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string typeName;
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// Set up assembly name to point to the appropriate scriptEngines directory
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AssemblyName assemblyName = new AssemblyName(Path.GetFileNameWithoutExtension(assemblyPath));
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@ -1368,7 +1371,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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coopTerminationForThisScript = true;
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}
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catch (TypeLoadException e)
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catch (TypeLoadException)
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{
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coopSleepHandle = null;
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@ -1389,15 +1392,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_log.Error(
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string.Format(
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"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Recompiling then aborting. Exception ",
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"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ",
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assemblyName.FullName, World.Name),
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e2);
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abortAfterRecompile = true;
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return false;
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}
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coopTerminationForThisScript = false;
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recompile = true;
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}
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}
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else
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@ -1415,9 +1417,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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null,
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null);
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coopSleepHandle = null;
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coopTerminationForThisScript = false;
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}
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catch (TypeLoadException e)
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catch (TypeLoadException)
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{
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coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset);
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@ -1430,7 +1433,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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false,
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BindingFlags.Default,
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null,
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new object[] { new XEngineEventWaitHandle(false, EventResetMode.AutoReset) },
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new object[] { coopSleepHandle },
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null,
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null);
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}
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@ -1438,33 +1441,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_log.Error(
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string.Format(
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"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Recompiling then aborting. Exception ",
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"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ",
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assemblyName.FullName, World.Name),
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e2);
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abortAfterRecompile = true;
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return false;
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}
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coopTerminationForThisScript = true;
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recompile = true;
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}
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}
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// If we are loading all scripts into the same AppDomain, then we can't reload the DLL in this
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// simulator session if the script halt strategy has been changed. Instead, we'll continue with
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// the existing DLL and the new one will be used in the next simulator session.
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if (recompile)
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if (m_coopTermination != coopTerminationForThisScript && !HaveNotifiedLogOfScriptStopMistmatch)
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{
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m_log.DebugFormat(
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"[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.",
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part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
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part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.Name,
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m_coopTermination ? "co-op" : "abort");
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// Notify the log that there is at least one script compile that doesn't match the
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// ScriptStopStrategy. Operator has to manually delete old DLLs - we can't do this on Windows
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// once the assembly has been loaded evne if the instantiation of a class was unsuccessful.
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m_log.WarnFormat(
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"[XEngine]: At least one existing compiled script DLL in {0} has {1} as ScriptStopStrategy whereas config setting is {2}."
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+ "\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).",
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World.Name, coopTerminationForThisScript ? "co-op" : "abort", m_coopTermination);
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m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, true, out assemblyPath, out linemap);
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if (abortAfterRecompile)
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return false;
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HaveNotifiedLogOfScriptStopMistmatch = true;
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}
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instance = new ScriptInstance(this, part,
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Reference in New Issue