ScriptManager now uses LSL-compiler.
LSL_BuiltIn_Commands_TestImplementation.cs no longer needs updating.afrisby
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d715b0f66c
commit
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@ -32,7 +32,7 @@ using System.Text;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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{
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public class LSL_BuiltIn_Commands_TestImplementation : LSL_BuiltIn_Commands_Interface
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public class LSL_BuiltIn_Commands_TestImplementation //: LSL_BuiltIn_Commands_Interface
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{
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public LSL_BuiltIn_Commands_TestImplementation(string FullScriptID)
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{
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@ -46,46 +46,46 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// Object<string, Script<string, script>>
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internal Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass>> Scripts = new Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass>>();
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internal Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>> Scripts = new Dictionary<string, Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>>();
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internal Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass>.KeyCollection GetScriptKeys(string ObjectID)
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internal Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>.KeyCollection GetScriptKeys(string ObjectID)
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{
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if (Scripts.ContainsKey(ObjectID) == false)
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return null;
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass> Obj;
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
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Scripts.TryGetValue(ObjectID, out Obj);
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return Obj.Keys;
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}
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internal OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass GetScript(string ObjectID, string ScriptID)
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internal OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass GetScript(string ObjectID, string ScriptID)
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{
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if (Scripts.ContainsKey(ObjectID) == false)
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return null;
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass> Obj;
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
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Scripts.TryGetValue(ObjectID, out Obj);
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if (Obj.ContainsKey(ScriptID) == false)
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return null;
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// Get script
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script;
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script;
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Obj.TryGetValue(ScriptID, out Script);
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return Script;
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}
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internal void SetScript(string ObjectID, string ScriptID, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script)
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internal void SetScript(string ObjectID, string ScriptID, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script)
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{
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// Create object if it doesn't exist
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if (Scripts.ContainsKey(ObjectID) == false)
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Scripts.Add(ObjectID, new Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass>());
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Scripts.Add(ObjectID, new Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass>());
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// Delete script if it exists
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass> Obj;
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Dictionary<string, OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass> Obj;
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Scripts.TryGetValue(ObjectID, out Obj);
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if (Obj.ContainsKey(ScriptID) == true)
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Obj.Remove(ScriptID);
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@ -114,11 +114,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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FileName = ScriptID;
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// * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache)
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if (FileName.ToLower().EndsWith(".lso"))
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if (FileName.ToLower().EndsWith(".lsl"))
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{
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Common.SendToDebug("ScriptManager Script is LSO, compiling to .Net Assembly");
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Common.SendToDebug("ScriptManager Script is LSL, compiling to .Net Assembly");
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// Create a new instance of the compiler (currently we don't want reuse)
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.Engine LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.Engine();
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler LSLCompiler = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.Compiler();
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// Compile
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FileName = LSLCompiler.Compile(FileName);
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}
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@ -130,17 +130,19 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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AppDomain FreeAppDomain = GetFreeAppDomain();
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// * Load and start script
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
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//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = LoadAndInitAssembly(FreeAppDomain, FileName);
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string FullScriptID = ScriptID + "." + ObjectID;
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// Add it to our temporary active script keeper
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//Scripts.Add(FullScriptID, Script);
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SetScript(ObjectID, ScriptID, Script);
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// We need to give (untrusted) assembly a private instance of BuiltIns
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// this private copy will contain Read-Only FullScriptID so that it can bring that on to the server whenever needed.
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_Interface LSLB = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_TestImplementation(FullScriptID);
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//OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_Interface LSLB = new OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL_BuiltIn_Commands_TestImplementation(FullScriptID);
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// Start the script - giving it BuiltIns
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Common.SendToDebug("ScriptManager initializing script, handing over private builtin command interface");
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Script.Start(LSLB);
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Script.Start(myScriptEngine.World, ScriptID);
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}
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@ -162,7 +164,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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/// <param name="FreeAppDomain">AppDomain to load script into</param>
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/// <param name="FileName">FileName of script assembly (.dll)</param>
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/// <returns></returns>
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private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName)
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private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName)
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{
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Common.SendToDebug("ScriptManager Loading Assembly " + FileName);
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// Load .Net Assembly (.dll)
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@ -201,7 +203,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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//{
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//}
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return (OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass)Activator.CreateInstance(t);
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return (OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass)Activator.CreateInstance(t);
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}
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@ -209,7 +211,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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internal void ExecuteFunction(string ObjectID, string ScriptID, string FunctionName, object[] args)
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{
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Common.SendToDebug("Executing Function ObjectID: " + ObjectID + ", ScriptID: " + ScriptID + ", FunctionName: " + FunctionName);
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSO.LSL_BaseClass Script = myScriptEngine.myScriptManager.GetScript(ObjectID, ScriptID);
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OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass Script = myScriptEngine.myScriptManager.GetScript(ObjectID, ScriptID);
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Type type = Script.GetType();
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//object o = (object)Script;
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