Bugfixes. Now it even reads configuration before it uses it! ;)

ThreadPoolClientBranch
Tedd Hansen 2008-02-02 04:35:08 +00:00
parent 599f8b884b
commit 7bd3ecfc2a
6 changed files with 32 additions and 21 deletions

View File

@ -455,9 +455,9 @@ namespace OpenSim
//m_moduleLoader.PickupModules(scene, "ScriptEngines");
//m_moduleLoader.LoadRegionModules(Path.Combine("ScriptEngines", m_scriptEngine), scene);
MainLog.Instance.Verbose("MODULES", "Loading scripting engine modules");
foreach (string module in m_scriptEngine.Split(';'))
foreach (string module in m_scriptEngine.Split(','))
{
string mod = module.Trim(" \t\r\n".ToCharArray()); // Clean up name
string mod = module.Trim(" \t".ToCharArray()); // Clean up name
MainLog.Instance.Verbose("MODULES", "Loading scripting engine: " + mod);
try
{

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@ -112,9 +112,11 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{
m_scriptEngine = scriptEngine;
}
public abstract void Initialize();
public void Start()
{
ReadConfig();
Initialize();
AppDomain.CurrentDomain.AssemblyResolve += new ResolveEventHandler(CurrentDomain_AssemblyResolve);

View File

@ -67,10 +67,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
private static CSharpCodeProvider CScodeProvider = new CSharpCodeProvider();
private static VBCodeProvider VBcodeProvider = new VBCodeProvider();
private static UInt64 scriptCompileCounter = 0;
private static int instanceID = new Random().Next(0, int.MaxValue);
// Implemented due to peer preassure --- will cause garbage in ScriptEngines folder ;)
private static int instanceID = new Random().Next(0, int.MaxValue); // Unique number to use on our compiled files
private static UInt64 scriptCompileCounter = 0; // And a counter
public Common.ScriptEngineBase.ScriptEngine m_scriptEngine;
public Compiler(Common.ScriptEngineBase.ScriptEngine scriptEngine)
@ -107,7 +105,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
LanguageMapping.Add(enumCompileType.lsl.ToString(), enumCompileType.lsl);
// Allowed compilers
string allowComp = m_scriptEngine.ScriptConfigSource.GetString("AllowedCompilers", "lsl;cs;vb");
string allowComp = m_scriptEngine.ScriptConfigSource.GetString("AllowedCompilers", "lsl,cs,vb");
AllowedCompilers.Clear();
#if DEBUG
@ -115,7 +113,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
#endif
foreach (string strl in allowComp.Split(';'))
foreach (string strl in allowComp.Split(','))
{
string strlan = strl.Trim(" \t".ToCharArray()).ToLower();
if (!LanguageMapping.ContainsKey(strlan))
@ -299,6 +297,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
string OutFile =
Path.Combine("ScriptEngines",
FilePrefix + "_compiled_" + instanceID.ToString() + "_" + scriptCompileCounter.ToString() + ".dll");
#if DEBUG
m_scriptEngine.Log.Debug(m_scriptEngine.ScriptEngineName, "Starting compile of \"" + OutFile + "\".");
#endif
try
{
File.Delete(OutFile);
@ -313,14 +314,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
// DEBUG - write source to disk
if (WriteScriptSourceToDebugFile)
{
string srcFileName = FilePrefix + "_source_" + Path.GetFileNameWithoutExtension(OutFile) + ext;
try
{
File.WriteAllText(
Path.Combine("ScriptEngines", FilePrefix + "_source_" + Path.GetFileNameWithoutExtension(OutFile) + ext),
Path.Combine("ScriptEngines", srcFileName),
Script);
}
catch
catch (Exception ex)
{
m_scriptEngine.Log.Error(m_scriptEngine.ScriptEngineName, "Exception while trying to write script source to file \"" + srcFileName + "\": " + ex.ToString());
}
}
@ -346,7 +349,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
parameters.GenerateExecutable = false;
parameters.OutputAssembly = OutFile;
parameters.IncludeDebugInformation = CompileWithDebugInformation;
parameters.WarningLevel = 4;
parameters.WarningLevel = 1; // Should be 4?
parameters.TreatWarningsAsErrors = false;
CompilerResults results;

View File

@ -43,6 +43,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
base.m_scriptEngine = scriptEngine;
}
private Compiler.LSL.Compiler LSLCompiler;
public override void Initialize()
{
// Create our compiler
LSLCompiler = new Compiler.LSL.Compiler(m_scriptEngine);
}
// KEEP TRACK OF SCRIPTS <int id, whatever script>
//internal Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>> Scripts = new Dictionary<uint, Dictionary<LLUUID, LSL_BaseClass>>();
@ -50,17 +58,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
// UNLOAD SCRIPT
// PROVIDE SCRIPT WITH ITS INTERFACE TO OpenSim
private Compiler.LSL.Compiler LSLCompiler;
public override void _StartScript(uint localID, LLUUID itemID, string Script)
{
m_scriptEngine.Log.Debug(m_scriptEngine.ScriptEngineName, "ScriptManager StartScript: localID: " + localID + ", itemID: " + itemID);
// First time start? Lets fire up our compiler...
if (LSLCompiler == null)
{
LSLCompiler = new Compiler.LSL.Compiler(m_scriptEngine);
}
//IScriptHost root = host.GetRoot();

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@ -155,5 +155,9 @@ namespace OpenSim.Region.ScriptEngine.LSOEngine
}
}
public override void Initialize()
{
}
}
}

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@ -116,10 +116,10 @@ shout_distance = 100
; ##
; These are region modules loaded into each region to provide script support
; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.
; You can load multiple modules by separating them with ;.
; You can load multiple modules by separating them with a coma.
;
; Example:
;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll;OpenSim.Region.ScriptEngine.RemoteServer.dll
;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll
;
; This is the current and most stable ScriptEngine:
script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll
@ -222,7 +222,7 @@ DefaultCompileLanguage=lsl
; Specify what compilers are allowed to be used
; Valid languages are: lsl, cs and vb
AllowedCompilers=lsl;cs;vb
AllowedCompilers=lsl,cs,vb
; Compile scripts with debugging
; Probably a thousand times slower, but gives you a line number when something goes wrong.