A stab in the dark. Revert the compile lockout temporarily. If you know what

this is, you should test it. If you don't, don't use it.
prebuild-update
Melanie 2010-07-19 00:06:23 +01:00
parent 7b62c25cfb
commit f798679b80
1 changed files with 20 additions and 20 deletions

View File

@ -122,7 +122,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
private ScriptCompileQueue m_CompileQueue = new ScriptCompileQueue();
IWorkItemResult m_CurrentCompile = null;
private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
// private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
public string ScriptEngineName
{
@ -488,20 +488,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (stateSource == (int)StateSource.ScriptedRez)
{
lock (m_CompileDict)
{
m_CompileDict[itemID] = 0;
}
// lock (m_CompileDict)
// {
// m_CompileDict[itemID] = 0;
// }
DoOnRezScript(parms);
}
else
{
m_CompileQueue.Enqueue(parms);
lock (m_CompileDict)
{
m_CompileDict[itemID] = 0;
}
// lock (m_CompileDict)
// {
// m_CompileDict[itemID] = 0;
// }
if (m_CurrentCompile == null)
{
@ -564,12 +564,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
bool postOnRez = (bool)p[4];
StateSource stateSource = (StateSource)p[5];
lock(m_CompileDict)
{
if (!m_CompileDict.ContainsKey(itemID))
return false;
m_CompileDict.Remove(itemID);
}
// lock(m_CompileDict)
// {
// if (!m_CompileDict.ContainsKey(itemID))
// return false;
// m_CompileDict.Remove(itemID);
// }
// Get the asset ID of the script, so we can check if we
// already have it.
@ -814,11 +814,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
public void OnRemoveScript(uint localID, UUID itemID)
{
// If it's not yet been compiled, make sure we don't try
lock (m_CompileDict)
{
if (m_CompileDict.ContainsKey(itemID))
m_CompileDict.Remove(itemID);
}
// lock (m_CompileDict)
// {
// if (m_CompileDict.ContainsKey(itemID))
// m_CompileDict.Remove(itemID);
// }
lock (m_Scripts)
{