Use new LSL compiler by default in DotNetEngine and XEngine. Fix issues 1651, 1339.
parent
50f2e88c99
commit
9e58ce60c0
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@ -72,9 +72,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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private string FilePrefix;
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private string FilePrefix;
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private string ScriptEnginesPath = "ScriptEngines";
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private string ScriptEnginesPath = "ScriptEngines";
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private static LSL2CSConverter LSL_Converter = new LSL2CSConverter();
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//private static LSL2CSConverter LSL_Converter = new LSL2CSConverter();
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//private static CSCodeGenerator LSL_Converter = new CSCodeGenerator();
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private static CSCodeGenerator LSL_Converter = new CSCodeGenerator();
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//private static Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> m_positionMap; // mapping between LSL and C# line/column numbers
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private static Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> m_positionMap; // mapping between LSL and C# line/column numbers
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private static CSharpCodeProvider CScodeProvider = new CSharpCodeProvider();
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private static CSharpCodeProvider CScodeProvider = new CSharpCodeProvider();
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private static VBCodeProvider VBcodeProvider = new VBCodeProvider();
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private static VBCodeProvider VBcodeProvider = new VBCodeProvider();
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private static JScriptCodeProvider JScodeProvider = new JScriptCodeProvider();
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private static JScriptCodeProvider JScodeProvider = new JScriptCodeProvider();
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@ -277,8 +277,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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{
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// Its LSL, convert it to C#
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// Its LSL, convert it to C#
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compileScript = LSL_Converter.Convert(Script);
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compileScript = LSL_Converter.Convert(Script);
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//compileScript = LSL_Converter.Convert(Script);
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m_positionMap = LSL_Converter.PositionMap;
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//m_positionMap = LSL_Converter.PositionMap;
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l = enumCompileType.cs;
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l = enumCompileType.cs;
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}
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}
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@ -483,24 +482,24 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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string errtext = String.Empty;
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string errtext = String.Empty;
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foreach (CompilerError CompErr in results.Errors)
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foreach (CompilerError CompErr in results.Errors)
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{
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{
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//KeyValuePair<int, int> lslPos;
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KeyValuePair<int, int> lslPos;
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//try
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try
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//{
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{
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// lslPos = m_positionMap[new KeyValuePair<int, int>(CompErr.Line, CompErr.Column)];
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lslPos = m_positionMap[new KeyValuePair<int, int>(CompErr.Line, CompErr.Column)];
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//}
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}
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//catch (KeyNotFoundException) // we don't have this line/column mapped
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catch (KeyNotFoundException) // we don't have this line/column mapped
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//{
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{
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// m_scriptEngine.Log.Debug(String.Format("[{0}]: Lookup of C# line {1}, column {2} failed.", m_scriptEngine.ScriptEngineName, CompErr.Line, CompErr.Column));
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m_scriptEngine.Log.Debug(String.Format("[{0}]: Lookup of C# line {1}, column {2} failed.", m_scriptEngine.ScriptEngineName, CompErr.Line, CompErr.Column));
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// lslPos = new KeyValuePair<int, int>(-CompErr.Line, -CompErr.Column);
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lslPos = new KeyValuePair<int, int>(-CompErr.Line, -CompErr.Column);
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//}
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}
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// The Second Life viewer's script editor begins
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// The Second Life viewer's script editor begins
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// countingn lines and columns at 0, so we subtract 1.
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// countingn lines and columns at 0, so we subtract 1.
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//errtext += String.Format("Line {0}, column {1}, Error Number: {2}, '{3}'\r\n", lslPos.Key - 1, lslPos.Value - 1, CompErr.ErrorNumber, CompErr.ErrorText);
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errtext += String.Format("Line {0}, column {1}, Error Number: {2}, '{3}'\r\n", lslPos.Key - 1, lslPos.Value - 1, CompErr.ErrorNumber, CompErr.ErrorText);
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errtext += "Line number " + (CompErr.Line - LinesToRemoveOnError) +
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//errtext += "Line number " + (CompErr.Line - LinesToRemoveOnError) +
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", Error Number: " + CompErr.ErrorNumber +
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// ", Error Number: " + CompErr.ErrorNumber +
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", '" + CompErr.ErrorText + "'\r\n";
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// ", '" + CompErr.ErrorText + "'\r\n";
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}
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}
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Console.WriteLine("[COMPILER ERROR]:" + errtext);
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Console.WriteLine("[COMPILER ERROR]:" + errtext);
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if (!File.Exists(OutFile))
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if (!File.Exists(OutFile))
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@ -82,7 +82,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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// private static int instanceID = new Random().Next(0, int.MaxValue); // Unique number to use on our compiled files
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// private static int instanceID = new Random().Next(0, int.MaxValue); // Unique number to use on our compiled files
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private static UInt64 scriptCompileCounter = 0; // And a counter
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private static UInt64 scriptCompileCounter = 0; // And a counter
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private bool m_UseCompiler = false;
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private bool m_UseCompiler = true;
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public IScriptEngine m_scriptEngine;
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public IScriptEngine m_scriptEngine;
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public Compiler(IScriptEngine scriptEngine)
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public Compiler(IScriptEngine scriptEngine)
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@ -93,9 +93,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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public bool in_startup = true;
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public bool in_startup = true;
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public void ReadConfig()
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public void ReadConfig()
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{
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{
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// Turning on the compiler by default so hardcoding this option to
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// true. Once it's clear we won't be going back to the old
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// "compiler" this code will be removed completely.
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// Mike, 2008.07.28
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//m_UseCompiler = m_scriptEngine.Config.GetBoolean("UseNewCompiler", true);
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// Get some config
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// Get some config
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m_UseCompiler = m_scriptEngine.Config.GetBoolean("UseNewCompiler", true);
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WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", true);
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WriteScriptSourceToDebugFile = m_scriptEngine.Config.GetBoolean("WriteScriptSourceToDebugFile", true);
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CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true);
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CompileWithDebugInformation = m_scriptEngine.Config.GetBoolean("CompileWithDebugInformation", true);
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