|From: James J Greensky <jame.j.greensky@intel.com>

|Date: Wed, 5 Aug 2009 09:51:52 -0700
|Subject: [PATCH] Closed two major memory leaks for scripted objects
|
|Two major memory leaks for the scripted objects were fixed
|- One leak had to do with remoting acrossing app domains.  When a script and
|  its controlling agent communicate across an application boundary, it calls
|  functions on a stub proxy object that then invokes the remote method on
|  the object in the other app domain. These stub objects (two for each script)
|  were setup to have infinate lifetimes and were never being garbage collected.
|- The second leak was the result of adding a scene object part instance method
|  to a scene event and never removing it.  This cause the event's delegate list
|  to maintain a link to that object which is then never freed as the scene event
|  object is never destroyed.

Patch applied, please direct feedback to me. Possible issue: Longtime idle
scripts like vendors may fail.
This commit is contained in:
Melanie
2009-08-06 22:03:20 +01:00
parent eb9d584ee0
commit 91f6898b26
11 changed files with 73 additions and 68 deletions

View File

@@ -35,7 +35,7 @@ using log4net;
namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
{
public class Executor : MarshalByRefObject
public class Executor
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -89,26 +89,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
initEventFlags();
}
/// <summary>
/// Make sure our object does not timeout when in AppDomain. (Called by ILease base class)
/// </summary>
/// <returns></returns>
public override Object InitializeLifetimeService()
{
//m_log.Debug("Executor: InitializeLifetimeService()");
// return null;
ILease lease = (ILease)base.InitializeLifetimeService();
if (lease.CurrentState == LeaseState.Initial)
{
lease.InitialLeaseTime = TimeSpan.Zero; // TimeSpan.FromMinutes(1);
// lease.SponsorshipTimeout = TimeSpan.FromMinutes(2);
// lease.RenewOnCallTime = TimeSpan.FromSeconds(2);
}
return lease;
}
public scriptEvents GetStateEventFlags(string state)
{
//m_log.Debug("Get event flags for " + state);