Thanks Justin - this will make things a lot easier.

That's _my_ problem solved, but, is it fair to say that under normal
operation (ie without somebody like me horsing around with the insides
of oar files), loading an oar containing new versions of scripts that
you've previously loaded into your sim may give you unexpected
results, because the script engine may have cached old versions of the
scripts?

Feels like the "load oar" command would benefit from a
"--force-recompile-scripts" option or something.

On 27 November 2010 10:06, Justin Clark-Casey <[email protected]> wrote:
> There isn't any compiled code in the OAR.  The compiled code will actually
> be in bin/ScriptEngines. under UUID directories that represent the different
> regions.  If you delete these directories then it should force recompilation
> of the scripts on OAR load.  Or you could be even more aggressive and target
> the dlls with the right asset uuids (I'm guessing this is the correspondence
> of that directory name with the script asset).

-- 
Edmund Edgar
Founder, KK Social Minds
Educational Technology for the Web and Virtual Worlds

[email protected]
+81 090 3912 3380
Skype: edmundedgar
Second Life: Edmund Earp
Linked In: edmundedgar
Twitter: @edmundedgar
http://www.socialminds.jp
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