Xengine patch to force a persistence save on script creation. This prevents

duplicate delivery of state_entry if a region is restarted just after
saving the script. Changes script state saves to no longer abort long-
running event handlers. Queues the save instead. Adds shutdown handler
to save script state on irderly shutdown
This commit is contained in:
Melanie Thielker
2008-09-07 22:01:25 +00:00
parent e3338bac20
commit 669f553400
3 changed files with 52 additions and 9 deletions

View File

@@ -73,6 +73,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
private string m_CurrentEvent = String.Empty;
private bool m_InSelfDelete = false;
private int m_MaxScriptQueue;
private bool m_SaveState = true;
private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
@@ -213,6 +214,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
return;
}
m_SaveState = true;
string savedState = Path.Combine(Path.GetDirectoryName(assembly),
m_ItemID.ToString() + ".state");
if (File.Exists(savedState))
@@ -257,6 +260,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// we get new rez events on sim restart, too
// but if there is state, then we fire the change
// event
// We loaded state, don't force a re-save
m_SaveState = false;
if (stateSource == StateSource.NewRez)
{
// m_Engine.Log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script");
@@ -487,6 +494,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_InEvent = false;
m_CurrentEvent = String.Empty;
if (m_SaveState)
{
// This will be the very first event we deliver
// (state_entry) in defualt state
//
SaveState(m_Assembly);
m_SaveState = false;
}
}
catch (Exception e)
{
@@ -589,6 +607,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
m_State = "default";
if (running)
Start();
m_SaveState = true;
PostEvent(new EventParams("state_entry",
new Object[0], new DetectParams[0]));
}
@@ -607,6 +626,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
async.RemoveScript(m_LocalID, m_ItemID);
if (m_CurrentEvent != "state_entry")
{
m_SaveState = true;
PostEvent(new EventParams("state_entry",
new Object[0], new DetectParams[0]));
}
@@ -640,6 +660,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public void SaveState(string assembly)
{
// If we're currently in an event, just tell it to save upon return
//
if(m_InEvent)
{
m_SaveState = true;
return;
}
AsyncCommandManager async = (AsyncCommandManager)m_Engine.AsyncCommands;
PluginData = async.GetSerializationData(m_ItemID);