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Add per-instance date to DNE to avoid serializing stuff 10 times a second.
Clode cleanup and removal of commented stuff in ScriptManager.
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@@ -43,22 +43,22 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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protected override scriptEvents DoGetStateEventFlags()
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protected override scriptEvents DoGetStateEventFlags(string state)
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{
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// Console.WriteLine("Get event flags for " + m_Script.State);
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// Console.WriteLine("Get event flags for " + state);
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// Check to see if we've already computed the flags for this state
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scriptEvents eventFlags = scriptEvents.None;
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if (m_stateEvents.ContainsKey(m_Script.State))
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if (m_stateEvents.ContainsKey(state))
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{
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m_stateEvents.TryGetValue(m_Script.State, out eventFlags);
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m_stateEvents.TryGetValue(state, out eventFlags);
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return eventFlags;
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}
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// Fill in the events for this state, cache the results in the map
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foreach (KeyValuePair<string, scriptEvents> kvp in m_eventFlagsMap)
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{
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string evname = m_Script.State + "_event_" + kvp.Key;
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string evname = state + "_event_" + kvp.Key;
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Type type = m_Script.GetType();
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try
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{
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@@ -75,16 +75,16 @@ namespace OpenSim.Region.ScriptEngine.Common
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}
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// Save the flags we just computed and return the result
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m_stateEvents.Add(m_Script.State, eventFlags);
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m_stateEvents.Add(state, eventFlags);
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return (eventFlags);
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}
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protected override void DoExecuteEvent(string FunctionName, object[] args)
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protected override void DoExecuteEvent(string state, string FunctionName, object[] args)
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{
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// IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
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// Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
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string EventName = m_Script.State + "_event_" + FunctionName;
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string EventName = state + "_event_" + FunctionName;
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//#if DEBUG
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// Console.WriteLine("ScriptEngine: Script event function name: " + EventName);
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