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force yengine scripts recomp
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@@ -66,7 +66,7 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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{
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public static readonly string OBJECT_CODE_MAGIC = "YObjectCode";
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// reserve positive version values for original xmr
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public static int COMPILED_VERSION_VALUE = -8; // decremented when compiler or object file changes
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public static int COMPILED_VERSION_VALUE = -9; // decremented when compiler or object file changes
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public static readonly int CALL_FRAME_MEMUSE = 64;
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public static readonly int STRING_LEN_TO_MEMUSE = 2;
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@@ -261,6 +261,14 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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// ONSLEEPQ, ONYIELDQ, SUSPENDED or FINISHED.
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public XMRInstState RunOne()
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{
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// someone may have called Suspend().
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//m_RunOnePhase = "check m_SuspendCount";
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if (m_SuspendCount > 0)
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{
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//m_RunOnePhase = "return is suspended";
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return XMRInstState.SUSPENDED;
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}
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DateTime now = DateTime.UtcNow;
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m_SliceStart = Util.GetTimeStampMS();
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@@ -272,14 +280,6 @@ namespace OpenSim.Region.ScriptEngine.Yengine
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return XMRInstState.ONSLEEPQ;
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}
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// Also, someone may have called Suspend().
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//m_RunOnePhase = "check m_SuspendCount";
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if(m_SuspendCount > 0)
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{
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//m_RunOnePhase = "return is suspended";
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return XMRInstState.SUSPENDED;
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}
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// Make sure we aren't being migrated in or out and prevent that
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// whilst we are in here. If migration has it locked, don't call
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// back right away, delay a bit so we don't get in infinite loop.
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