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authorCharles Krinke2008-05-25 19:26:21 +0000
committerCharles Krinke2008-05-25 19:26:21 +0000
commit83bfd29af889631ed2f22e774d50d80aa1ceb198 (patch)
tree9c93bde5a53b81daaa1f61e5796e8e000e573419
parentThank you kindly, Tiffany for a patch that helps: (diff)
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Thank you very much, Xantor for a patch that:
Copying, reseting, dragging scripts cause unnecessary recompilation, slowing down the simulator and filling up the ScriptEngines directory with compiled .dll and misc. files. This patch keeps track of compiled assets since the last simulator restarts, and only recompiles new assets. (editing a script generates a new asset, so no problems there).
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs30
2 files changed, 32 insertions, 2 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
index c84975a..366aaf1 100644
--- a/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
+++ b/OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs
@@ -81,12 +81,16 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
81 Unload = 2 81 Unload = 2
82 } 82 }
83 83
84 // Xantor 20080525: Keep a list of compiled scripts this session for reuse
85 public Dictionary<LLUUID, String> scriptList = new Dictionary<LLUUID, string>();
86
84 // Object<string, Script<string, script>> 87 // Object<string, Script<string, script>>
85 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 88 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
86 // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead! 89 // Instead use RuntimeTypeHandle, RuntimeFieldHandle and RunTimeHandle (IntPtr) instead!
87 public Dictionary<uint, Dictionary<LLUUID, IScript>> Scripts = 90 public Dictionary<uint, Dictionary<LLUUID, IScript>> Scripts =
88 new Dictionary<uint, Dictionary<LLUUID, IScript>>(); 91 new Dictionary<uint, Dictionary<LLUUID, IScript>>();
89 92
93
90 public Scene World 94 public Scene World
91 { 95 {
92 get { return m_scriptEngine.World; } 96 get { return m_scriptEngine.World; }
diff --git a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs
index 55289d9..a328a58 100644
--- a/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs
+++ b/OpenSim/Region/ScriptEngine/DotNetEngine/ScriptManager.cs
@@ -26,6 +26,8 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Reflection;
30using log4net;
29using libsecondlife; 31using libsecondlife;
30using OpenSim.Framework; 32using OpenSim.Framework;
31using OpenSim.Region.Environment.Scenes; 33using OpenSim.Region.Environment.Scenes;
@@ -43,6 +45,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
43 } 45 }
44 private Compiler.LSL.Compiler LSLCompiler; 46 private Compiler.LSL.Compiler LSLCompiler;
45 47
48 private static readonly ILog m_log
49 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50
46 51
47 public override void Initialize() 52 public override void Initialize()
48 { 53 {
@@ -70,10 +75,31 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
70 75
71 SceneObjectPart m_host = World.GetSceneObjectPart(localID); 76 SceneObjectPart m_host = World.GetSceneObjectPart(localID);
72 77
78 // Xantor 20080525: I need assetID here to see if we already compiled this one previously
79 LLUUID assetID = LLUUID.Zero;
80 TaskInventoryItem taskInventoryItem = new TaskInventoryItem();
81 if(m_host.TaskInventory.TryGetValue(itemID,out taskInventoryItem))
82 assetID = taskInventoryItem.AssetID;
83
84
73 try 85 try
74 { 86 {
75 // Compile (We assume LSL) 87 // Xantor 20080525 see if we already compiled this script this session, stop incessant recompiling on
76 CompiledScriptFile = LSLCompiler.PerformScriptCompile(Script); 88 // scriptreset, spawning of objects with embedded scripts etc.
89
90 if (scriptList.TryGetValue(assetID, out CompiledScriptFile))
91 {
92 m_log.InfoFormat("[SCRIPT]: Found existing compile of assetID {0}: {1}", assetID, CompiledScriptFile);
93 }
94 else
95 {
96 // Compile (We assume LSL)
97 CompiledScriptFile = LSLCompiler.PerformScriptCompile(Script);
98
99 // Xantor 20080525 Save compiled scriptfile for later use
100 m_log.InfoFormat("[SCRIPT]: Compiled assetID {0}: {1}", assetID, CompiledScriptFile);
101 scriptList.Add(assetID, CompiledScriptFile);
102 }
77 103
78//#if DEBUG 104//#if DEBUG
79 //long before; 105 //long before;