Merge branch 'master' of /home/opensim/var/repo/opensim
commit
3857295b13
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@ -768,35 +768,59 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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int colon = firstline.IndexOf(':');
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if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
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{
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string engineName = firstline.Substring(2, colon-2);
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string engineName = firstline.Substring(2, colon - 2);
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if (names.Contains(engineName))
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{
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engine = engineName;
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script = "//" + script.Substring(script.IndexOf(':')+1);
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script = "//" + script.Substring(colon + 1);
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}
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else
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{
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if (engine == ScriptEngineName)
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{
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SceneObjectPart part =
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m_Scene.GetSceneObjectPart(
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localID);
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TaskInventoryItem item =
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part.Inventory.GetInventoryItem(itemID);
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// If we are falling back on XEngine as the default engine, then only complain to the user
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// if a script language has been explicitly set and it's one that we recognize. If it's
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// explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
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//
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// This avoids the overwhelming number of false positives where we're in this code because
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// there's a colon in a comment in the first line of a script for entirely
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// unrelated reasons (e.g. vim settings).
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//
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// TODO: A better fix would be to deprecate simple : detection and look for some less likely
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// string to begin the comment (like #! in unix shell scripts).
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bool scriptExplicitlyInXEngineLanguage = false;
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string restOfScript = script.Substring(colon + 1);
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ScenePresence presence =
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m_Scene.GetScenePresence(
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item.OwnerID);
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// FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
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if (restOfScript.StartsWith("c#")
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|| restOfScript.StartsWith("vb")
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|| restOfScript.StartsWith("lsl")
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|| restOfScript.StartsWith("js")
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|| restOfScript.StartsWith("yp"))
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scriptExplicitlyInXEngineLanguage = true;
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if (presence != null)
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if (scriptExplicitlyInXEngineLanguage)
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{
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presence.ControllingClient.SendAgentAlertMessage(
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"Selected engine unavailable. "+
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"Running script on "+
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ScriptEngineName,
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false);
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SceneObjectPart part =
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m_Scene.GetSceneObjectPart(
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localID);
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TaskInventoryItem item =
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part.Inventory.GetInventoryItem(itemID);
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ScenePresence presence =
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m_Scene.GetScenePresence(
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item.OwnerID);
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if (presence != null)
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{
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presence.ControllingClient.SendAgentAlertMessage(
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"Selected engine unavailable. "+
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"Running script on "+
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ScriptEngineName,
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false);
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}
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}
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}
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}
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