diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 5f0b97343d..a07b711385 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -779,24 +779,48 @@ namespace OpenSim.Region.ScriptEngine.XEngine { 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); + } } } }