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Mono Bytecode and llRemoteLoadScriptPin()

Lasivian Leandros
Hopelessly Obsessed
Join date: 11 Jul 2005
Posts: 238
08-29-2008 16:35
I have serious questions regarding Mono that I cannot find answers to anywhere. I need to know how and when Mono uses it's shared bytecode.

For all questions i'm using a boardgame with 206 scripts (one in each piece) all scripts are identical.

#1 If I recompile all existing scripts in all pieces and then use llRemoteLoadScriptPin() to update them will this match the bytecode as Mono is supposed to do?

#2 What if I leave them LSL and just compile the target original as Mono?

#3 What if I compile an original, drop in every prim then sometime later use llRemoteLoadScriptPin() to update them?

I have recompiled them all to Mono and seen the sim-side millisecond use DOUBLE. I'm figuring i'm doing something wrong.

Thanks.
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From: someone
"SL is getting to be like a beat up old car with a faulty engine which keeps getting a nice fresh layer of paint added on, while the engine continues to be completely unreliable." - Kex Godel
Tyken Hightower
Automagical
Join date: 15 Feb 2006
Posts: 472
08-30-2008 01:20
The changes to the VM are completely transparent as far as the usability of all functions goes. You shouldn't notice any change. Also, I don't think that script time displays are currently accurate or useful for interpreting performance of Mono-compiled scripts..
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