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

@ -768,35 +768,59 @@ namespace OpenSim.Region.ScriptEngine.XEngine
int colon = firstline.IndexOf(':');
if (firstline.Length > 2 && firstline.Substring(0, 2) == "//" && colon != -1)
{
string engineName = firstline.Substring(2, colon-2);
string engineName = firstline.Substring(2, colon - 2);
if (names.Contains(engineName))
{
engine = engineName;
script = "//" + script.Substring(script.IndexOf(':')+1);
script = "//" + script.Substring(colon + 1);
}
else
{
if (engine == ScriptEngineName)
{
SceneObjectPart part =
m_Scene.GetSceneObjectPart(
localID);
TaskInventoryItem item =
part.Inventory.GetInventoryItem(itemID);
// 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);
ScenePresence presence =
m_Scene.GetScenePresence(
item.OwnerID);
// 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 (presence != null)
if (scriptExplicitlyInXEngineLanguage)
{
presence.ControllingClient.SendAgentAlertMessage(
"Selected engine unavailable. "+
"Running script on "+
ScriptEngineName,
false);
SceneObjectPart part =
m_Scene.GetSceneObjectPart(
localID);
TaskInventoryItem item =
part.Inventory.GetInventoryItem(itemID);
ScenePresence presence =
m_Scene.GetScenePresence(
item.OwnerID);
if (presence != null)
{
presence.ControllingClient.SendAgentAlertMessage(
"Selected engine unavailable. "+
"Running script on "+
ScriptEngineName,
false);
}
}
}
}