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authorCharles Krinke2008-05-25 19:26:21 +0000
committerCharles Krinke2008-05-25 19:26:21 +0000
commit83bfd29af889631ed2f22e774d50d80aa1ceb198 (patch)
tree9c93bde5a53b81daaa1f61e5796e8e000e573419 /OpenSim/Region/ScriptEngine/Common/ScriptEngineBase
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).
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/ScriptEngineBase')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/ScriptManager.cs4
1 files changed, 4 insertions, 0 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; }