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* Fix a null ref that causes a stack unwind when crossing borders. Less stack unwinding.. the faster it goes.
* Tweak XEngine so that it's partially functional again. It's still not great, but basic things work.
This commit is contained in:
@@ -1316,13 +1316,21 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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ScriptInstance instance = null;
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// Create the object record
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UUID appDomain = assetID;
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lockScriptsForRead(true);
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if ((!m_Scripts.ContainsKey(itemID)) ||
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(m_Scripts[itemID].AssetID != assetID))
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{
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lockScriptsForRead(false);
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UUID appDomain = assetID;
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instance = new ScriptInstance(this, part,
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item,
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startParam, postOnRez,
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m_MaxScriptQueue);
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if (part.ParentGroup.IsAttachment)
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appDomain = part.ParentGroup.RootPart.UUID;
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@@ -1345,9 +1353,39 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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sandbox = AppDomain.CreateDomain(
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m_Scene.RegionInfo.RegionID.ToString(),
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evidence, appSetup);
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m_AppDomains[appDomain].AssemblyResolve +=
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new ResolveEventHandler(
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AssemblyResolver.OnAssemblyResolve);
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if (m_AppDomains.ContainsKey(appDomain))
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{
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m_AppDomains[appDomain].AssemblyResolve +=
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new ResolveEventHandler(
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AssemblyResolver.OnAssemblyResolve);
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if (m_DomainScripts.ContainsKey(appDomain))
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{
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m_DomainScripts[appDomain].Add(itemID);
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}
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else
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{
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m_DomainScripts.Add(appDomain, new List<UUID>());
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m_DomainScripts[appDomain].Add(itemID);
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}
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}
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else
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{
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m_AppDomains.Add(appDomain, sandbox);
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m_AppDomains[appDomain].AssemblyResolve +=
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new ResolveEventHandler(
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AssemblyResolver.OnAssemblyResolve);
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if (m_DomainScripts.ContainsKey(appDomain))
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{
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m_DomainScripts[appDomain].Add(itemID);
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}
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else
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{
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m_DomainScripts.Add(appDomain, new List<UUID>());
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m_DomainScripts[appDomain].Add(itemID);
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}
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}
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}
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else
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{
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@@ -1373,12 +1411,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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return false;
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}
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}
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m_DomainScripts[appDomain].Add(itemID);
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instance = new ScriptInstance(this, part,
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item,
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startParam, postOnRez,
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m_MaxScriptQueue);
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instance.Load(m_AppDomains[appDomain], assembly, stateSource);
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// m_log.DebugFormat(
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@@ -1502,6 +1535,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (handlerObjectRemoved != null)
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{
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SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
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if (part != null)
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handlerObjectRemoved(part.UUID);
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}
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