On 27/11/10 01:57, Edmund Edgar wrote:
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.
Yeah, I'm kind of surprised this bug hasn't come up before to be honest. I'll
certainly bear your suggestion in mind.
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).
--
Justin Clark-Casey (justincc)
http://justincc.org
http://twitter.com/justincc
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