Compiler.cs contained method GetCompilerOutput which, apparently,
was not used, but exactly the same path was calculated inline. This patch does some minor refactoring by replacing inline path calculation with GetCompilerOutput. This doesn't actually affect anything, just minor prettifying of the codeslimupdates
parent
8b75302a1e
commit
aa56953411
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@ -261,13 +261,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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// }
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// }
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//}
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//}
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public object GetCompilerOutput(UUID assetID)
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public string GetCompilerOutput(string assetID)
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{
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{
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return Path.Combine(ScriptEnginesPath, Path.Combine(
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return Path.Combine(ScriptEnginesPath, Path.Combine(
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m_scriptEngine.World.RegionInfo.RegionID.ToString(),
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m_scriptEngine.World.RegionInfo.RegionID.ToString(),
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FilePrefix + "_compiled_" + assetID + ".dll"));
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FilePrefix + "_compiled_" + assetID + ".dll"));
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}
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}
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public string GetCompilerOutput(UUID assetID)
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{
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return GetCompilerOutput(assetID.ToString());
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}
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/// <summary>
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/// <summary>
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/// Converts script from LSL to CS and calls CompileFromCSText
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/// Converts script from LSL to CS and calls CompileFromCSText
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/// </summary>
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/// </summary>
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@ -279,9 +284,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.CodeTools
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linemap = null;
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linemap = null;
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m_warnings.Clear();
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m_warnings.Clear();
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assembly = Path.Combine(ScriptEnginesPath, Path.Combine(
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assembly = GetCompilerOutput(asset);
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m_scriptEngine.World.RegionInfo.RegionID.ToString(),
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FilePrefix + "_compiled_" + asset + ".dll"));
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if (!Directory.Exists(ScriptEnginesPath))
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if (!Directory.Exists(ScriptEnginesPath))
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{
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{
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