From 669f55340005a450fc236db3b9d660878062219c Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sun, 7 Sep 2008 22:01:25 +0000 Subject: Xengine patch to force a persistence save on script creation. This prevents duplicate delivery of state_entry if a region is restarted just after saving the script. Changes script state saves to no longer abort long- running event handlers. Queues the save instead. Adds shutdown handler to save script state on irderly shutdown --- .../ScriptEngine/Shared/Instance/ScriptInstance.cs | 28 ++++++++++++++++++++++ 1 file changed, 28 insertions(+) (limited to 'OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index d35bfa8..08f9545 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -73,6 +73,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance private string m_CurrentEvent = String.Empty; private bool m_InSelfDelete = false; private int m_MaxScriptQueue; + private bool m_SaveState = true; private Dictionary m_Apis = new Dictionary(); @@ -213,6 +214,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance return; } + m_SaveState = true; + string savedState = Path.Combine(Path.GetDirectoryName(assembly), m_ItemID.ToString() + ".state"); if (File.Exists(savedState)) @@ -257,6 +260,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance // we get new rez events on sim restart, too // but if there is state, then we fire the change // event + + // We loaded state, don't force a re-save + m_SaveState = false; + if (stateSource == StateSource.NewRez) { // m_Engine.Log.Debug("[Script] Posted changed(CHANGED_REGION_RESTART) to script"); @@ -487,6 +494,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_InEvent = false; m_CurrentEvent = String.Empty; + + if (m_SaveState) + { + // This will be the very first event we deliver + // (state_entry) in defualt state + // + + SaveState(m_Assembly); + + m_SaveState = false; + } } catch (Exception e) { @@ -589,6 +607,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance m_State = "default"; if (running) Start(); + m_SaveState = true; PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); } @@ -607,6 +626,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance async.RemoveScript(m_LocalID, m_ItemID); if (m_CurrentEvent != "state_entry") { + m_SaveState = true; PostEvent(new EventParams("state_entry", new Object[0], new DetectParams[0])); } @@ -640,6 +660,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance public void SaveState(string assembly) { + // If we're currently in an event, just tell it to save upon return + // + if(m_InEvent) + { + m_SaveState = true; + return; + } + AsyncCommandManager async = (AsyncCommandManager)m_Engine.AsyncCommands; PluginData = async.GetSerializationData(m_ItemID); -- cgit v1.1