Eliminate unnecessary extra call to TriggerEmptyScriptCompileQueue in XEngine.DoOnRezScriptQueue()
The later invocation of this function will happen on an empty compile queue.0.7.4.1
parent
4cf49369b5
commit
f907182ab2
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@ -855,13 +855,6 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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{
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m_InitialStartup = false;
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m_InitialStartup = false;
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System.Threading.Thread.Sleep(15000);
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System.Threading.Thread.Sleep(15000);
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if (m_CompileQueue.Count == 0)
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{
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// No scripts on region, so won't get triggered later
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// by the queue becoming empty so we trigger it here
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(0, String.Empty);
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}
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}
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}
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object[] o;
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object[] o;
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@ -889,11 +882,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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// due to a race condition
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// due to a race condition
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//
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//
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lock (m_CompileQueue)
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lock (m_CompileQueue)
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{
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m_CurrentCompile = null;
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m_CurrentCompile = null;
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}
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
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m_ScriptErrorMessage);
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m_ScriptErrorMessage);
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m_ScriptFailCount = 0;
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m_ScriptFailCount = 0;
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return null;
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return null;
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