mirror of
https://github.com/opensim/opensim.git
synced 2026-08-01 14:16:07 +08:00
Massive tab and trailing space cleanup
This commit is contained in:
@@ -44,7 +44,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine.ScriptBase
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/// <summary>
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/// Used for script sleeps when we are using co-operative script termination.
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/// </summary>
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/// <remarks>null if co-operative script termination is not active</remarks>
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/// <remarks>null if co-operative script termination is not active</remarks>
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WaitHandle m_coopSleepHandle;
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public XEngineScriptBase(WaitHandle coopSleepHandle) : base()
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@@ -79,7 +79,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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/// <summary>
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/// When an object gets paid by an avatar and generates the paid event,
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/// When an object gets paid by an avatar and generates the paid event,
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/// this will pipe it to the script engine
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/// </summary>
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/// <param name="objectID">Object ID that got paid</param>
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@@ -413,7 +413,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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return;
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foreach(SceneObjectPart part in grp.Parts)
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{
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{
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myScriptEngine.PostObjectEvent(part.LocalId, new EventParams(
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"attach",new object[] {
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new LSL_Types.LSLString(avatar.ToString()) },
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@@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Mono.Addins;
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// General Information about an assembly is controlled through the following
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("OpenSim.Region.ScriptEngine.XEngine")]
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@@ -15,8 +15,8 @@ using Mono.Addins;
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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@@ -26,7 +26,7 @@ using Mono.Addins;
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Minor Version
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// Build Number
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// Revision
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//
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@@ -58,7 +58,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine.Tests
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m_xEngine = new XEngine();
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IniConfigSource configSource = new IniConfigSource();
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IConfig startupConfig = configSource.AddConfig("Startup");
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startupConfig.Set("DefaultScriptEngine", "XEngine");
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@@ -126,11 +126,11 @@ namespace OpenSim.Region.ScriptEngine.XEngine.Tests
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OSChatMessage messageReceived = null;
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sceneA.EventManager.OnChatFromWorld += (s, m) => { messageReceived = m; chatEvent.Set(); };
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sceneA.RezNewScript(userId, scriptItemSceneA,
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sceneA.RezNewScript(userId, scriptItemSceneA,
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@"integer c = 0;
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default
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{
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{
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state_entry()
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{
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llSay(0, ""Script running"");
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@@ -143,7 +143,7 @@ default
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touch_start(integer n)
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{
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c = c + 1;
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c = c + 1;
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llSay(0, (string)c);
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}
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}");
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@@ -151,7 +151,7 @@ default
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chatEvent.WaitOne(60000);
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Assert.That(messageReceived, Is.Not.Null, "No chat message received.");
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Assert.That(messageReceived.Message, Is.EqualTo("Script running"));
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Assert.That(messageReceived.Message, Is.EqualTo("Script running"));
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{
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// XXX: Should not be doing this so directly. Should call some variant of EventManager.touch() instead.
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@@ -167,7 +167,7 @@ default
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xEngineA.PostObjectEvent(soSceneA.LocalId, ep);
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chatEvent.WaitOne(60000);
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Assert.That(messageReceived.Message, Is.EqualTo("1"));
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Assert.That(messageReceived.Message, Is.EqualTo("1"));
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}
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AutoResetEvent chatEventB = new AutoResetEvent(false);
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@@ -181,7 +181,7 @@ default
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chatEventB.WaitOne(60000);
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Assert.That(messageReceived, Is.Not.Null, "No Changed message received.");
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Assert.That(messageReceived.Message, Is.Not.Null, "Changed message without content");
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Assert.That(messageReceived.Message, Is.EqualTo("Changed"));
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Assert.That(messageReceived.Message, Is.EqualTo("Changed"));
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// TEST sending event to moved prim and output
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{
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@@ -202,7 +202,7 @@ default
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xEngineB.PostObjectEvent(soSceneB.LocalId, ep);
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chatEventB.WaitOne(60000);
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Assert.That(messageReceived.Message, Is.EqualTo("2"));
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Assert.That(messageReceived.Message, Is.EqualTo("2"));
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}
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}
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}
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@@ -131,9 +131,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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/// It appears that if a script thread is aborted whilst it is holding ReaderWriterLockSlim (possibly the write
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/// lock) then the lock is not properly released. This causes mono 2.6, 2.10 and possibly
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/// later to crash, sometimes with symptoms such as a leap to 100% script usage and a vm thead dump showing
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/// all threads waiting on release of ReaderWriterLockSlim write thread which none of the threads listed
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/// all threads waiting on release of ReaderWriterLockSlim write thread which none of the threads listed
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/// actually hold.
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///
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///
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/// Pausing for event completion reduces the risk of this happening. However, it may be that aborting threads
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/// is not a mono issue per se but rather a risky activity in itself in an AppDomain that is not immediately
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/// shutting down.
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@@ -307,7 +307,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_EventLimit = m_ScriptConfig.GetInt("EventLimit", 30);
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m_KillTimedOutScripts = m_ScriptConfig.GetBoolean("KillTimedOutScripts", false);
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m_SaveTime = m_ScriptConfig.GetInt("SaveInterval", 120) * 1000;
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m_WaitForEventCompletionOnScriptStop
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m_WaitForEventCompletionOnScriptStop
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= m_ScriptConfig.GetInt("WaitForEventCompletionOnScriptStop", m_WaitForEventCompletionOnScriptStop);
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m_ScriptEnginesPath = m_ScriptConfig.GetString("ScriptEnginesPath", "ScriptEngines");
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@@ -507,7 +507,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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string rawItemId;
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UUID itemId = UUID.Zero;
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if (cmdparams.Length == 2)
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{
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IEnumerable<IScriptInstance> scripts = m_Scripts.Values;
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@@ -520,17 +520,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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return;
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}
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for (int i = 2; i < cmdparams.Length; i++)
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{
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rawItemId = cmdparams[i];
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if (!UUID.TryParse(rawItemId, out itemId))
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{
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MainConsole.Instance.OutputFormat("ERROR: {0} is not a valid UUID", rawItemId);
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continue;
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}
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if (itemId != UUID.Zero)
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{
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IScriptInstance instance = GetInstance(itemId);
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@@ -816,7 +816,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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if (!m_Enabled)
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return;
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lock (m_ScriptEngines)
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{
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if (m_ScriptEngines.Contains(this))
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@@ -978,14 +978,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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SceneObjectPart part =
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m_Scene.GetSceneObjectPart(
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localID);
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TaskInventoryItem item =
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part.Inventory.GetInventoryItem(itemID);
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ScenePresence presence =
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ScenePresence presence =
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m_Scene.GetScenePresence(
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item.OwnerID);
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if (presence != null)
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{
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presence.ControllingClient.SendAgentAlertMessage(
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@@ -1073,8 +1073,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_log.Error(
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string.Format(
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"[XEngine]: Failure in DoOnRezScriptQueue() for item {0} in {1}. Continuing. Exception ",
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o[1], m_Scene.Name),
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"[XEngine]: Failure in DoOnRezScriptQueue() for item {0} in {1}. Continuing. Exception ",
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o[1], m_Scene.Name),
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e);
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}
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}
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@@ -1091,7 +1091,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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finally
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{
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// FIXME: On failure we must trigger this even if the compile queue is not actually empty so that the
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// FIXME: On failure we must trigger this even if the compile queue is not actually empty so that the
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// RegionReadyModule is not forever waiting. This event really needs a different name.
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m_Scene.EventManager.TriggerEmptyScriptCompileQueue(m_ScriptFailCount,
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m_ScriptErrorMessage);
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@@ -1108,8 +1108,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_CurrentCompile = null;
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// This is to avoid a situation where the m_CompileQueue while loop above could complete but
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// OnRezScript() place a new script on the queue and check m_CurrentCompile = null before we hit
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// This is to avoid a situation where the m_CompileQueue while loop above could complete but
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// OnRezScript() place a new script on the queue and check m_CurrentCompile = null before we hit
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// this section.
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if (m_CompileQueue.Count > 0)
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m_CurrentCompile = m_ThreadPool.QueueWorkItem(DoOnRezScriptQueue, null);
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@@ -1186,7 +1186,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_Compiler.PerformScriptCompile(script, assetID.ToString(), item.OwnerID, out assemblyPath, out linemap);
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// m_log.DebugFormat(
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// "[XENGINE]: Found assembly path {0} onrez {1} in {2}",
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// "[XENGINE]: Found assembly path {0} onrez {1} in {2}",
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// assemblyPath, item.ItemID, World.Name);
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if (!m_AddingAssemblies.ContainsKey(assemblyPath)) {
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@@ -1239,7 +1239,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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catch (Exception e)
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{
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// m_log.ErrorFormat(
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// "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}",
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// "[XEngine]: Exception when rezzing script with item ID {0}, {1}{2}",
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// itemID, e.Message, e.StackTrace);
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// try
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@@ -1280,7 +1280,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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// optionaly do not load a assembly on top of a lot of to release memory
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// only if logins disable since causes a lot of rubber banding
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// only if logins disable since causes a lot of rubber banding
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if(m_CompactMemOnLoad && !m_Scene.LoginsEnabled)
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GC.Collect(2);
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@@ -1323,7 +1323,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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sandbox = AppDomain.CurrentDomain;
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}
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//PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
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//AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
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//PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
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@@ -1331,7 +1331,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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//CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
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//sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
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//sandbox.SetAppDomainPolicy(sandboxPolicy);
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m_AppDomains[appDomain] = sandbox;
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m_DomainScripts[appDomain] = new List<UUID>();
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@@ -1341,7 +1341,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
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m_ScriptErrorMessage += "Exception creating app domain:\n";
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m_ScriptFailCount++;
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lock (m_AddingAssemblies)
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lock (m_AddingAssemblies)
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{
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m_AddingAssemblies[assemblyPath]--;
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}
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@@ -1364,14 +1364,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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coopSleepHandle = new XEngineEventWaitHandle(false, EventResetMode.AutoReset);
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scriptObj
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scriptObj
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= (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
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assemblyName.FullName,
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"SecondLife.XEngineScript",
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false,
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BindingFlags.Default,
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null,
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new object[] { coopSleepHandle },
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new object[] { coopSleepHandle },
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null,
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null);
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@@ -1383,7 +1383,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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try
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{
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scriptObj
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scriptObj
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= (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
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assemblyName.FullName,
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"SecondLife.Script",
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@@ -1398,7 +1398,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_log.Error(
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string.Format(
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"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ",
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"[XENGINE]: Could not load previous SecondLife.Script from assembly {0} in {1}. Not starting. Exception ",
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assemblyName.FullName, World.Name),
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e2);
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@@ -1412,7 +1412,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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try
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{
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scriptObj
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scriptObj
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= (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
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assemblyName.FullName,
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"SecondLife.Script",
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@@ -1432,7 +1432,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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try
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{
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scriptObj
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scriptObj
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= (IScript)m_AppDomains[appDomain].CreateInstanceAndUnwrap(
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assemblyName.FullName,
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"SecondLife.XEngineScript",
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@@ -1447,7 +1447,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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{
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m_log.Error(
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string.Format(
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"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ",
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"[XENGINE]: Could not load previous SecondLife.XEngineScript from assembly {0} in {1}. Not starting. Exception ",
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assemblyName.FullName, World.Name),
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e2);
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@@ -1509,7 +1509,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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lock (m_AddingAssemblies)
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lock (m_AddingAssemblies)
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{
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if (!m_Assemblies.ContainsKey(assetID))
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m_Assemblies[assetID] = assemblyPath;
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@@ -1517,7 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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m_AddingAssemblies[assemblyPath]--;
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}
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if (instance != null)
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if (instance != null)
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instance.Init();
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bool runIt;
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@@ -1570,7 +1570,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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if (instance.StatePersistedHere)
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instance.RemoveState();
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instance.RemoveState();
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instance.DestroyScriptInstance();
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@@ -1622,20 +1622,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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// Do not remove assembly files if another instance of the script
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// is currently initialising
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if (!m_AddingAssemblies.ContainsKey(m_Assemblies[assetID])
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|| m_AddingAssemblies[m_Assemblies[assetID]] == 0)
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|| m_AddingAssemblies[m_Assemblies[assetID]] == 0)
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{
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// m_log.DebugFormat("[XEngine] Removing unreferenced assembly {0}", m_Assemblies[assetID]);
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try
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{
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if (File.Exists(m_Assemblies[assetID]))
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File.Delete(m_Assemblies[assetID]);
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if (File.Exists(m_Assemblies[assetID]+".text"))
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File.Delete(m_Assemblies[assetID]+".text");
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if (File.Exists(m_Assemblies[assetID]+".mdb"))
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File.Delete(m_Assemblies[assetID]+".mdb");
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if (File.Exists(m_Assemblies[assetID]+".map"))
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File.Delete(m_Assemblies[assetID]+".map");
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}
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@@ -1692,7 +1692,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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new WorkItemCallback(this.ProcessEventHandler),
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parms));
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}
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/// <summary>
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/// Process a previously posted script event.
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/// </summary>
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@@ -1703,7 +1703,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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Culture.SetCurrentCulture();
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IScriptInstance instance = (ScriptInstance) parms;
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// m_log.DebugFormat("[XEngine]: Processing event for {0}", instance);
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return instance.EventProcessor();
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@@ -1736,7 +1736,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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instance = m_Scripts[itemID];
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}
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catch { /* ignore race conditions */ }
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if (instance != null)
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{
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instance.PostEvent(p);
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@@ -1744,7 +1744,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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}
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}
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}
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return result;
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}
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@@ -60,7 +60,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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public bool Wait(int t)
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{
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// We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the
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// TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an
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// TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an
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// int (32-bit) we can end up with bad values. This occurs on Windows though curiously not on Mono 2.10.8
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// (or very likely other versions of Mono at least up until 3.0.3).
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return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false);
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Reference in New Issue
Block a user