Add the "StateChange" function to the async comand manager to differentiate
between state changes and script exit/reset.0.8.0.3
parent
44f533d95a
commit
f0eeb47262
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@ -300,6 +300,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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public static void StateChange(IScriptEngine engine, uint localID, UUID itemID)
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{
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// Remove a specific script
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// Remove dataserver events
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m_Dataserver[engine].RemoveEvents(localID, itemID);
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IWorldComm comms = engine.World.RequestModuleInterface<IWorldComm>();
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if (comms != null)
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comms.DeleteListener(itemID);
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IXMLRPC xmlrpc = engine.World.RequestModuleInterface<IXMLRPC>();
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if (xmlrpc != null)
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{
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xmlrpc.DeleteChannels(itemID);
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xmlrpc.CancelSRDRequests(itemID);
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}
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// Remove Sensors
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m_SensorRepeat[engine].UnSetSenseRepeaterEvents(localID, itemID);
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}
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/// <summary>
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/// Get the sensor repeat plugin for this script engine.
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/// </summary>
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