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rename XMREngine as Yengine (still not all done), big mess source formating changes, move state files to proper folder, fix a source file locking on errors, more changes for cross platform including from Mike,... yes yes i know a messy commit
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219
OpenSim/Region/ScriptEngine/YEngine/XMRInstMain.cs
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219
OpenSim/Region/ScriptEngine/YEngine/XMRInstMain.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Threading;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Remoting.Lifetime;
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using System.Security.Policy;
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using System.IO;
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using System.Xml;
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using System.Text;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.ScriptEngine.Interfaces;
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using OpenSim.Region.ScriptEngine.Shared;
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using OpenSim.Region.ScriptEngine.Shared.Api;
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using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
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using OpenSim.Region.ScriptEngine.Yengine;
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using OpenSim.Region.Framework.Scenes;
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using log4net;
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using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
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using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
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using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
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using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
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using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
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using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
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// This class exists in the main app domain
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//
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namespace OpenSim.Region.ScriptEngine.Yengine
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{
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/**
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* @brief Which queue it is in as far as running is concerned,
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* ie, m_StartQueue, m_YieldQueue, m_SleepQueue, etc.
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* Allowed transitions:
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* Starts in CONSTRUCT when constructed
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* CONSTRUCT->ONSTARTQ : only by thread that constructed and compiled it
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* IDLE->ONSTARTQ,RESETTING : by any thread but must have m_QueueLock when transitioning
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* ONSTARTQ->RUNNING,RESETTING : only by thread that removed it from m_StartQueue
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* ONYIELDQ->RUNNING,RESETTING : only by thread that removed it from m_YieldQueue
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* ONSLEEPQ->REMDFROMSLPQ : by any thread but must have m_SleepQueue when transitioning
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* REMDFROMSLPQ->ONYIELDQ,RESETTING : only by thread that removed it from m_SleepQueue
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* RUNNING->whatever1 : only by thread that transitioned it to RUNNING
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* whatever1 = IDLE,ONSLEEPQ,ONYIELDQ,ONSTARTQ,SUSPENDED,FINISHED
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* FINSHED->whatever2 : only by thread that transitioned it to FINISHED
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* whatever2 = IDLE,ONSTARTQ,DISPOSED
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* SUSPENDED->ONSTARTQ : by any thread (NOT YET IMPLEMENTED, should be under some kind of lock?)
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* RESETTING->ONSTARTQ : only by the thread that transitioned it to RESETTING
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*/
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public enum XMRInstState
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{
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CONSTRUCT, // it is being constructed
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IDLE, // nothing happening (finished last event and m_EventQueue is empty)
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ONSTARTQ, // inserted on m_Engine.m_StartQueue
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RUNNING, // currently being executed by RunOne()
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ONSLEEPQ, // inserted on m_Engine.m_SleepQueue
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REMDFROMSLPQ, // removed from m_SleepQueue but not yet on m_YieldQueue
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ONYIELDQ, // inserted on m_Engine.m_YieldQueue
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FINISHED, // just finished handling an event
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SUSPENDED, // m_SuspendCount > 0
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RESETTING, // being reset via external call
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DISPOSED // has been disposed
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}
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public partial class XMRInstance: XMRInstAbstract, IDisposable
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{
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/******************************************************************\
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* This module contains the instance variables for XMRInstance. *
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\******************************************************************/
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public const int MAXEVENTQUEUE = 64;
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public static readonly DetectParams[] zeroDetectParams = new DetectParams[0];
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public static readonly object[] zeroObjectArray = new object[0];
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public static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public XMRInstance m_NextInst; // used by XMRInstQueue
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public XMRInstance m_PrevInst;
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// For a given m_Item.AssetID, do we have the compiled object code and where
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// is it?
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public static object m_CompileLock = new object();
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private static Dictionary<string, ScriptObjCode> m_CompiledScriptObjCode = new Dictionary<string, ScriptObjCode>();
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public XMRInstState m_IState;
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public bool m_ForceRecomp = false;
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public SceneObjectPart m_Part = null;
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public uint m_LocalID = 0;
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public TaskInventoryItem m_Item = null;
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public UUID m_ItemID;
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public UUID m_PartUUID;
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private string m_CameFrom;
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private string m_ScriptObjCodeKey;
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private Yengine m_Engine = null;
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private string m_ScriptBasePath;
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private string m_StateFileName;
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public string m_SourceCode;
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public bool m_PostOnRez;
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private DetectParams[] m_DetectParams = null;
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public int m_StartParam = 0;
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public StateSource m_StateSource;
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public string m_DescName;
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private bool[] m_HaveEventHandlers;
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public int m_StackSize;
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public int m_HeapSize;
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private ArrayList m_CompilerErrors;
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private DateTime m_LastRanAt = DateTime.MinValue;
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private string m_RunOnePhase = "hasn't run";
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private string m_CheckRunPhase = "hasn't checked";
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public int m_InstEHEvent = 0; // number of events dequeued (StartEventHandler called)
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public int m_InstEHSlice = 0; // number of times handler timesliced (ResumeEx called)
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public double m_CPUTime = 0; // accumulated CPU time (milliseconds)
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public double m_SliceStart = 0; // when did current exec start
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// If code needs to have both m_QueueLock and m_RunLock,
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// be sure to lock m_RunLock first then m_QueueLock, as
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// that is the order used in RunOne().
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// These locks are currently separated to allow the script
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// to call API routines that queue events back to the script.
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// If we just had one lock, then the queuing would deadlock.
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// guards m_DetachQuantum, m_EventQueue, m_EventCounts, m_Running, m_Suspended
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public Object m_QueueLock = new Object();
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// true iff allowed to accept new events
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public bool m_Running = true;
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// queue of events that haven't been acted upon yet
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public LinkedList<EventParams> m_EventQueue = new LinkedList<EventParams>();
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// number of events of each code currently in m_EventQueue.
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private int[] m_EventCounts = new int[(int)ScriptEventCode.Size];
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// locked whilst running on the microthread stack (or about to run on it or just ran on it)
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private Object m_RunLock = new Object();
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// script won't step while > 0. bus-atomic updates only.
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private int m_SuspendCount = 0;
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// don't run any of script until this time
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// or until one of these events are queued
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public DateTime m_SleepUntil = DateTime.MinValue;
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public int m_SleepEventMask1 = 0;
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public int m_SleepEventMask2 = 0;
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private XMRLSL_Api m_XMRLSLApi;
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/*
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* Makes sure migration data version is same on both ends.
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*/
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public static byte migrationVersion = 10;
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// Incremented each time script gets reset.
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public int m_ResetCount = 0;
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// Scripts start suspended now. This means that event queues will
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// accept events, but will not actually run them until the core
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// tells it it's OK. This is needed to prevent loss of link messages
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// in complex objects, where no event can be allowed to run until
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// all possible link message receivers' queues are established.
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// Guarded by m_QueueLock.
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public bool m_Suspended = true;
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// We really don't want to save state for a script that hasn't had
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// a chance to run, because it's state will be blank. That would
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// cause attachment state loss.
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public bool m_HasRun = false;
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// When llDie is executed within the attach(NULL_KEY) event of
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// a script being detached to inventory, the DeleteSceneObject call
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// it causes will delete the script instances before their state can
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// be saved. Therefore, the instance needs to know that it's being
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// detached to inventory, rather than to ground.
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// Also, the attach(NULL_KEY) event needs to run with priority, and
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// it also needs to have a limited quantum.
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// If this is nonzero, we're detaching to inventory.
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// Guarded by m_QueueLock.
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private int m_DetachQuantum = 0;
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// Finally, we need to wait until the quantum is done, or the script
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// suspends itself. This should be efficient, so we use an event
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// for it instead of spinning busy.
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// It's born ready, but will be reset when the detach is posted.
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// It will then be set again on suspend/completion
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private ManualResetEvent m_DetachReady = new ManualResetEvent(true);
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}
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}
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