Merge branch 'master' of /home/opensim/var/repo/opensim

integration
BlueWall 2012-06-27 20:28:49 -04:00
commit 3857295b13
1 changed files with 41 additions and 17 deletions

View File

@ -773,11 +773,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (names.Contains(engineName))
{
engine = engineName;
script = "//" + script.Substring(script.IndexOf(':')+1);
script = "//" + script.Substring(colon + 1);
}
else
{
if (engine == ScriptEngineName)
{
// If we are falling back on XEngine as the default engine, then only complain to the user
// if a script language has been explicitly set and it's one that we recognize. If it's
// explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
//
// This avoids the overwhelming number of false positives where we're in this code because
// there's a colon in a comment in the first line of a script for entirely
// unrelated reasons (e.g. vim settings).
//
// TODO: A better fix would be to deprecate simple : detection and look for some less likely
// string to begin the comment (like #! in unix shell scripts).
bool scriptExplicitlyInXEngineLanguage = false;
string restOfScript = script.Substring(colon + 1);
// FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
if (restOfScript.StartsWith("c#")
|| restOfScript.StartsWith("vb")
|| restOfScript.StartsWith("lsl")
|| restOfScript.StartsWith("js")
|| restOfScript.StartsWith("yp"))
scriptExplicitlyInXEngineLanguage = true;
if (scriptExplicitlyInXEngineLanguage)
{
SceneObjectPart part =
m_Scene.GetSceneObjectPart(
@ -802,6 +825,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
}
}
}
}
if (engine != ScriptEngineName)
return;