One more: Async LSL command thread is also shared now.
parent
9b675a6888
commit
f06a6573bb
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@ -41,28 +41,36 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// </summary>
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/// </summary>
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public class AsyncLSLCommandManager : iScriptEngineFunctionModule
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public class AsyncLSLCommandManager : iScriptEngineFunctionModule
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{
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{
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private Thread cmdHandlerThread;
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private static Thread cmdHandlerThread;
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private int cmdHandlerThreadCycleSleepms;
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private int cmdHandlerThreadCycleSleepms;
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private ScriptEngine m_ScriptEngine;
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private ScriptEngine m_ScriptEngine;
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public AsyncLSLCommandManager(ScriptEngine _ScriptEngine)
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public AsyncLSLCommandManager()
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{
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{
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m_ScriptEngine = _ScriptEngine;
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//m_ScriptEngine = _ScriptEngine;
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ReadConfig();
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ReadConfig();
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StartThread();
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}
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private void StartThread()
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{
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if (cmdHandlerThread == null)
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{
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// Start the thread that will be doing the work
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// Start the thread that will be doing the work
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cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
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cmdHandlerThread = new Thread(CmdHandlerThreadLoop);
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cmdHandlerThread.Name = "CmdHandlerThread";
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cmdHandlerThread.Name = "AsyncLSLCmdHandlerThread";
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cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
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cmdHandlerThread.Priority = ThreadPriority.BelowNormal;
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cmdHandlerThread.IsBackground = true;
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cmdHandlerThread.IsBackground = true;
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cmdHandlerThread.Start();
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cmdHandlerThread.Start();
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OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
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OpenSim.Framework.ThreadTracker.Add(cmdHandlerThread);
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}
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}
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}
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public void ReadConfig()
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public void ReadConfig()
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{
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{
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cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 50);
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cmdHandlerThreadCycleSleepms = m_ScriptEngine.ScriptConfigSource.GetInt("AsyncLLCommandLoopms", 100);
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}
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}
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~AsyncLSLCommandManager()
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~AsyncLSLCommandManager()
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@ -88,29 +96,46 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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{
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while (true)
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while (true)
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{
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{
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// Check timers
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try
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CheckTimerEvents();
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{
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Thread.Sleep(25);
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while (true)
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// Check HttpRequests
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{
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CheckHttpRequests();
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Thread.Sleep(cmdHandlerThreadCycleSleepms);
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Thread.Sleep(25);
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lock (ScriptEngine.ScriptEngines)
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// Check XMLRPCRequests
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{
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CheckXMLRPCRequests();
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foreach (ScriptEngine se in ScriptEngine.ScriptEngines)
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Thread.Sleep(25);
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{
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// Check Listeners
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m_ScriptEngine = se;
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CheckListeners();
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m_ScriptEngine.m_ASYNCLSLCommandManager.DoOneCmdHandlerPass();
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Thread.Sleep(25);
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}
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}
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// Sleep before next cycle
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// Sleep before next cycle
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//Thread.Sleep(cmdHandlerThreadCycleSleepms);
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//Thread.Sleep(cmdHandlerThreadCycleSleepms);
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}
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}
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}
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}
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catch
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{
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}
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}
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}
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internal void DoOneCmdHandlerPass()
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{
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// Check timers
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CheckTimerEvents();
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// Check HttpRequests
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CheckHttpRequests();
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// Check XMLRPCRequests
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CheckXMLRPCRequests();
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// Check Listeners
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CheckListeners();
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}
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/// <summary>
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/// <summary>
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/// Remove a specific script (and all its pending commands)
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/// Remove a specific script (and all its pending commands)
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/// </summary>
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/// </summary>
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/// <param name="m_localID"></param>
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/// <param name="localID"></param>
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/// <param name="m_itemID"></param>
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/// <param name="itemID"></param>
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public void RemoveScript(uint localID, LLUUID itemID)
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public void RemoveScript(uint localID, LLUUID itemID)
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{
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{
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// Remove a specific script
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// Remove a specific script
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@ -73,6 +73,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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public void ReadConfig()
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{
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{
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//lock (ScriptEngine.ScriptEngines)
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//{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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{
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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ScriptEngineName = m_ScriptEngine.ScriptEngineName;
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@ -104,7 +106,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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break;
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break;
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}
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}
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}
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}
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//}
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// Now set that priority
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// Now set that priority
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if (EventQueueThread != null)
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if (EventQueueThread != null)
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if (EventQueueThread.IsAlive)
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if (EventQueueThread.IsAlive)
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@ -187,6 +189,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void DoProcessQueue()
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public void DoProcessQueue()
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{
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{
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//lock (ScriptEngine.ScriptEngines)
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//{
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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{
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{
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lastScriptEngine = m_ScriptEngine;
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lastScriptEngine = m_ScriptEngine;
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@ -318,7 +322,8 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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//else
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//else
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//{
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//{
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// T oconsole
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// T oconsole
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName + "]: " +
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m_ScriptEngine.m_EventQueueManager.m_ScriptEngine.Log.Error("[" + ScriptEngineName +
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"]: " +
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"Unable to send text in-world:\r\n" +
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"Unable to send text in-world:\r\n" +
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text);
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text);
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}
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}
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@ -340,6 +345,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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}
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}
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}
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}
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// }
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}
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}
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///// <summary>
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///// <summary>
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@ -63,15 +63,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void ReadConfig()
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public void ReadConfig()
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{
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{
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// Bad hack, but we need a m_ScriptEngine :)
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// Bad hack, but we need a m_ScriptEngine :)
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lock (ScriptEngine.ScriptEngines)
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{
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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{
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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MaintenanceLoopms = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopms", 50);
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MaintenanceLoopTicks_ScriptLoadUnload = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
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MaintenanceLoopTicks_ScriptLoadUnload =
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MaintenanceLoopTicks_Other = m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
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m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_ScriptLoadUnload", 1);
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MaintenanceLoopTicks_Other =
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m_ScriptEngine.ScriptConfigSource.GetInt("MaintenanceLoopTicks_Other", 10);
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return;
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return;
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}
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}
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}
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}
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}
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#region " Maintenance thread "
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#region " Maintenance thread "
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/// <summary>
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/// <summary>
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@ -159,7 +164,9 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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MaintenanceLoopTicks_Other_Count++;
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MaintenanceLoopTicks_Other_Count++;
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foreach (ScriptEngine m_ScriptEngine in new ArrayList(ScriptEngine.ScriptEngines))
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lock (ScriptEngine.ScriptEngines)
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{
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foreach (ScriptEngine m_ScriptEngine in ScriptEngine.ScriptEngines)
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{
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{
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lastScriptEngine = m_ScriptEngine;
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lastScriptEngine = m_ScriptEngine;
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// Re-reading config every x seconds
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// Re-reading config every x seconds
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@ -168,7 +175,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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MaintenanceLoopTicks_Other_ResetCount = true;
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MaintenanceLoopTicks_Other_ResetCount = true;
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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if (m_ScriptEngine.RefreshConfigFilens > 0)
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{
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{
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// Check if its time to re-read config
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// Check if its time to re-read config
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
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if (DateTime.Now.Ticks - Last_ReReadConfigFilens >
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m_ScriptEngine.RefreshConfigFilens)
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m_ScriptEngine.RefreshConfigFilens)
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@ -197,7 +203,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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}
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}
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}
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}
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}
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}
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if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
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if (MaintenanceLoopTicks_ScriptLoadUnload_Count >= MaintenanceLoopTicks_ScriptLoadUnload)
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{
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{
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@ -209,6 +214,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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}
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}
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}
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}
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}
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}
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}
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catch (Exception ex)
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catch (Exception ex)
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{
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{
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if (lastScriptEngine != null)
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if (lastScriptEngine != null)
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@ -84,8 +84,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public ScriptEngine()
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public ScriptEngine()
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{
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{
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Common.mySE = this; // For logging, just need any instance, doesn't matter
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Common.mySE = this; // For logging, just need any instance, doesn't matter
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lock (ScriptEngines)
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{
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ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
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ScriptEngines.Add(this); // Keep a list of ScriptEngines for shared threads to process all instances
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}
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}
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}
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public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
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public void InitializeEngine(Scene Sceneworld, IConfigSource config, bool HookUpToServer, ScriptManager newScriptManager)
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{
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{
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newScriptManager.Start();
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newScriptManager.Start();
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m_ScriptManager = newScriptManager;
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m_ScriptManager = newScriptManager;
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m_AppDomainManager = new AppDomainManager(this);
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m_AppDomainManager = new AppDomainManager(this);
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m_ASYNCLSLCommandManager = new AsyncLSLCommandManager(this);
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m_ASYNCLSLCommandManager = new AsyncLSLCommandManager();
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if (m_MaintenanceThread == null)
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if (m_MaintenanceThread == null)
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m_MaintenanceThread = new MaintenanceThread();
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m_MaintenanceThread = new MaintenanceThread();
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@ -121,8 +124,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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public void Shutdown()
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public void Shutdown()
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{
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{
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// We are shutting down
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// We are shutting down
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lock (ScriptEngines)
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{
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ScriptEngines.Remove(this);
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ScriptEngines.Remove(this);
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}
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}
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}
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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ScriptServerInterfaces.RemoteEvents ScriptServerInterfaces.ScriptEngine.EventManager()
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{
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{
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@ -136,13 +142,6 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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#endif
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#endif
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RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);
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RefreshConfigFileSeconds = ScriptConfigSource.GetInt("RefreshConfig", 30);
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// Reload from disk? No!
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//ConfigSource.Reload();
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//if (File.Exists(OpenSim.Application.iniFilePath))
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//{
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// //ConfigSource.Merge(new IniConfigSource(OpenSim.Application.iniFilePath));
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//}
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// Create a new object (probably not necessary?)
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// Create a new object (probably not necessary?)
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// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
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// ScriptConfigSource = ConfigSource.Configs[ScriptEngineName];
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#endregion
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#endregion
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/// <summary>
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/// If set to true then threads and stuff should try to make a graceful exit
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/// </summary>
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//public bool PleaseShutdown
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//{
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// get { return _PleaseShutdown; }
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// set { _PleaseShutdown = value; }
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//}
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//private bool _PleaseShutdown = false;
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}
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}
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}
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}
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; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
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; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
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ScriptsPerAppDomain=1
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ScriptsPerAppDomain=1
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; Script loading / unloading sleep
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; How long load/unload thread should sleep if there is nothing to do
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; Higher value makes it respond slower when scripts are added/removed from prims
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; But once active it will process all in queue before sleeping again
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; MaintenanceLoop
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; MaintenanceLoop
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; How often to run maintenance loop
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; How often to run maintenance loop
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; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
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; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
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; How many maintenanceloops between each of these.
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; How many maintenanceloops between each of these.
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; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
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; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
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; Script loading/unloading
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; Script loading/unloading
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; How long load/unload thread should sleep if there is nothing to do
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; Higher value makes it respond slower when scripts are added/removed from prims
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; But once active it will process all in queue before sleeping again
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MaintenanceLoopTicks_ScriptLoadUnload=1
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MaintenanceLoopTicks_ScriptLoadUnload=1
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; Other tasks
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; Other tasks
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