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https://github.com/opensim/opensim.git
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Patch from Melanie: 0001077: [PATCH] LSL types cannot be cast implicitly or explicitly in many cases Thanks Melanie!
* Also, I moved the event parser and re-writer to a separate static object. More work will be done here shortly.
This commit is contained in:
@@ -319,6 +319,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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private static string CreateCSCompilerScript(string compileScript)
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{
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compileScript = EventReaderRewriter.ReWriteScriptWithPublishedEventsCS(compileScript);
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compileScript = String.Empty +
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"using OpenSim.Region.ScriptEngine.Common; using System.Collections.Generic;\r\n" +
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String.Empty + "namespace SecondLife { " +
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@@ -0,0 +1,488 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Text.RegularExpressions;
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namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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public static class EventReaderRewriter
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{
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public static string ReWriteScriptWithPublishedEventsCS(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"public void\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(public void\s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "public void default_event_state_entry() {osSetStateEvents((int)" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents((int)" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "public void " + state + "_event_state_entry() {tosSetStateEvents((int)" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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public static string ReWriteScriptWithPublishedEventsJS(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"function \s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(function \s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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public static string ReWriteScriptWithPublishedEventsVB(string Script)
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{
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Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
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// Finds out which events are in the script and writes a method call with the events in each state_entry event
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// Note the (?:)? block optional, and not returning a group. Less greedy then .*
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string[] eventmatches = new string[0];
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//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
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eventmatches = Regex.Split(Script, @"Public Sub\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^()])", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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for (int pos = 0; pos < eventmatches.GetUpperBound(0); pos++)
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{
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pos++; // garbage
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string statea = eventmatches[pos]; pos++;
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string eventa = eventmatches[pos];
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scriptEvents storedEventsForState = scriptEvents.None;
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if (state_events.ContainsKey(statea))
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{
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storedEventsForState = state_events[statea];
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state_events[statea] |= convertnametoFlag(eventa);
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}
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else
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{
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state_events.Add(statea, convertnametoFlag(eventa));
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}
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Console.WriteLine("State:" + statea + ", event: " + eventa);
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}
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Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
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// Add namespace, class name and inheritance
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// Looking *ONLY* for state entry events
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string scriptCopy = "";
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//Only match State_Entry events now
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// Note the whole regex is a group, then we have the state this entry belongs to.
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eventmatches = Regex.Split(Script, @"(Public Sub\s([^_]+)_event_state_entry(?:\s+)?\(\))", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
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int endloop = eventmatches.GetUpperBound(0);
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// Add all the states to a list of
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List<string> unUsedStates = new List<string>();
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foreach (string state in state_events.Keys)
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{
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unUsedStates.Add(state);
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}
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// If endloop is 0, then there are no state entry events in the entire script.
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// Stick a default state entry in there.
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if (endloop == 0)
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{
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if (state_events.ContainsKey("default"))
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{
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scriptCopy = "function default_event_state_entry() {osSetStateEvents(" + (int)state_events["default"] + "); } " + Script;
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unUsedStates.Remove("default");
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}
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else
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{
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throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
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}
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}
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// Loop over state entry events and rewrite the first line to define the events the state listens for.
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for (int pos = 0; pos < endloop; pos++)
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{
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// Returns text before state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns text of state entry match,
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scriptCopy += eventmatches[pos]; pos++;
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// Returns which state we're matching and writes a method call to the end of the above state_entry
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scriptCopy += "osSetStateEvents(" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
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// Remove the state from the unused list. There might be more states matched then defined, so we
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// check if the state was defined first
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if (unUsedStates.Contains(eventmatches[pos]))
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unUsedStates.Remove(eventmatches[pos]);
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// adds the remainder of the script.
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if ((pos + 1) == endloop)
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{
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pos++;
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scriptCopy += eventmatches[pos++];
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}
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}
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// states with missing state_entry blocks won't publish their events,
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// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
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foreach (string state in unUsedStates)
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{
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// Write the remainder states out into a blank state entry with the event setting routine
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scriptCopy = "function " + state + "_event_state_entry() {tosSetStateEvents(" + (int)state_events[state] + ");} " + scriptCopy;
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}
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// save modified script.
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unUsedStates.Clear();
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state_events.Clear();
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return scriptCopy;
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}
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private static scriptEvents convertnametoFlag(string eventname)
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{
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switch (eventname)
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{
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case "attach":
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return scriptEvents.attach;
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//break;
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// case "at_rot_target":
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//return (long)scriptEvents.at_rot_target;
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//break;
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case "at_target":
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return scriptEvents.at_target;
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//break;
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//case "changed":
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//return (long)scriptEvents.changed;
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//break;
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case "collision":
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return scriptEvents.collision;
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// break;
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case "collision_end":
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return scriptEvents.collision_end;
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//break;
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case "collision_start":
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return scriptEvents.collision_start;
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// break;
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case "control":
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return scriptEvents.control;
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//break;
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case "dataserver":
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return scriptEvents.dataserver;
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// break;
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case "email":
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return scriptEvents.email;
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// break;
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case "http_response":
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return scriptEvents.http_response;
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// break;
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case "land_collision":
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return scriptEvents.land_collision;
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// break;
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case "land_collision_end":
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return scriptEvents.land_collision_end;
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// break;
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case "land_collision_start":
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return scriptEvents.land_collision_start;
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// break;
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//case "link_message":
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//return scriptEvents.link_message;
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// break;
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case "listen":
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return scriptEvents.listen;
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// break;
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case "money":
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return scriptEvents.money;
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// break;
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case "moving_end":
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return scriptEvents.moving_end;
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// break;
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case "moving_start":
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return scriptEvents.moving_start;
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// break;
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case "not_at_rot_target":
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return scriptEvents.not_at_rot_target;
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// break;
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case "not_at_target":
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return scriptEvents.not_at_target;
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// break;
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// case "no_sensor":
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//return (long)scriptEvents.no_sensor;
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//break;
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//case "on_rez":
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//return (long)scriptEvents.on_rez;
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// break;
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case "remote_data":
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return scriptEvents.remote_data;
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// break;
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case "run_time_permissions":
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return scriptEvents.run_time_permissions;
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// break;
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//case "sensor":
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//return (long)scriptEvents.sensor;
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// break;
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case "state_entry":
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return scriptEvents.state_entry;
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// break;
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case "state_exit":
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return scriptEvents.state_exit;
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// break;
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case "timer":
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return scriptEvents.timer;
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// break;
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case "touch":
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return scriptEvents.touch;
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// break;
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case "touch_end":
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return scriptEvents.touch_end;
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// break;
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case "touch_start":
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return scriptEvents.touch_start;
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// break;
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case "object_rez":
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return scriptEvents.object_rez;
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default:
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return 0;
|
||||
//break;
|
||||
}
|
||||
//return 0;
|
||||
}
|
||||
}
|
||||
[Flags]
|
||||
public enum scriptEvents : int
|
||||
{
|
||||
None = 0,
|
||||
attach = 1,
|
||||
collision = 15,
|
||||
collision_end = 32,
|
||||
collision_start = 64,
|
||||
control = 128,
|
||||
dataserver = 256,
|
||||
email = 512,
|
||||
http_response = 1024,
|
||||
land_collision = 2048,
|
||||
land_collision_end = 4096,
|
||||
land_collision_start = 8192,
|
||||
at_target = 16384,
|
||||
listen = 32768,
|
||||
money = 65536,
|
||||
moving_end = 131072,
|
||||
moving_start = 262144,
|
||||
not_at_rot_target = 524288,
|
||||
not_at_target = 1048576,
|
||||
remote_data = 8388608,
|
||||
run_time_permissions = 268435456,
|
||||
state_entry = 1073741824,
|
||||
state_exit = 2,
|
||||
timer = 4,
|
||||
touch = 8,
|
||||
touch_end = 536870912,
|
||||
touch_start = 2097152,
|
||||
object_rez = 4194304
|
||||
}
|
||||
}
|
||||
@@ -42,16 +42,16 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
|
||||
//private Regex rnw = new Regex(@"[a-zA-Z0-9_\-]", RegexOptions.Compiled);
|
||||
private Dictionary<string, string> dataTypes = new Dictionary<string, string>();
|
||||
private Dictionary<string, string> quotes = new Dictionary<string, string>();
|
||||
private Dictionary<string, scriptEvents> state_events = new Dictionary<string, scriptEvents>();
|
||||
|
||||
|
||||
public LSL2CSConverter()
|
||||
{
|
||||
// Only the types we need to convert
|
||||
dataTypes.Add("void", "void");
|
||||
dataTypes.Add("integer", "int");
|
||||
dataTypes.Add("integer", "LSL_Types.LSLInteger");
|
||||
dataTypes.Add("float", "double");
|
||||
dataTypes.Add("string", "string");
|
||||
dataTypes.Add("key", "string");
|
||||
dataTypes.Add("string", "LSL_Types.LSLString");
|
||||
dataTypes.Add("key", "LSL_Types.LSLString");
|
||||
dataTypes.Add("vector", "LSL_Types.Vector3");
|
||||
dataTypes.Add("rotation", "LSL_Types.Quaternion");
|
||||
dataTypes.Add("list", "LSL_Types.list");
|
||||
@@ -314,100 +314,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
|
||||
}
|
||||
|
||||
|
||||
// Finds out which events are in the script and writes a method call with the events in each state_entry event
|
||||
|
||||
// Note the (?:)? block optional, and not returning a group. Less greedy then .*
|
||||
|
||||
string[] eventmatches = new string[0];
|
||||
//Regex stateevents = new Regex(@"(public void )([^_]+)(_event_)([^\(]+)[\(\)]+\s+[^\{]\{");
|
||||
eventmatches = Regex.Split(Script, @"public void\s([^_]+)_event_([^\(]+)\((?:[a-zA-Z0-9\s_,\.\-]+)?\)(?:[^\{]+)?\{", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
|
||||
for (int pos = 0; pos<eventmatches.GetUpperBound(0);pos++)
|
||||
{
|
||||
pos++; // garbage
|
||||
|
||||
string statea = eventmatches[pos]; pos++;
|
||||
string eventa = eventmatches[pos];
|
||||
scriptEvents storedEventsForState = scriptEvents.None;
|
||||
if (state_events.ContainsKey(statea))
|
||||
{
|
||||
storedEventsForState = state_events[statea];
|
||||
state_events[statea] |= convertnametoFlag(eventa);
|
||||
}
|
||||
else
|
||||
{
|
||||
state_events.Add(statea, convertnametoFlag(eventa));
|
||||
}
|
||||
Console.WriteLine("State:" + statea + ", event: " + eventa);
|
||||
}
|
||||
Console.WriteLine("Matches:" + eventmatches.GetUpperBound(0));
|
||||
// Add namespace, class name and inheritance
|
||||
|
||||
// Looking *ONLY* for state entry events
|
||||
string scriptCopy = "";
|
||||
|
||||
//Only match State_Entry events now
|
||||
// Note the whole regex is a group, then we have the state this entry belongs to.
|
||||
eventmatches = Regex.Split(Script, @"(public void\s([^_]+)_event_state_entry[\(\)](?:[^\{]+)?\{)", RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline | RegexOptions.IgnoreCase);
|
||||
int endloop = eventmatches.GetUpperBound(0);
|
||||
|
||||
// Add all the states to a list of
|
||||
List<string> unUsedStates = new List<string>();
|
||||
foreach (string state in state_events.Keys)
|
||||
{
|
||||
unUsedStates.Add(state);
|
||||
}
|
||||
|
||||
// If endloop is 0, then there are no state entry events in the entire script.
|
||||
// Stick a default state entry in there.
|
||||
if (endloop == 0)
|
||||
{
|
||||
if (state_events.ContainsKey("default"))
|
||||
{
|
||||
scriptCopy = "\r\n// programmatically added this state entry event.\r\n\r\npublic void default_event_state_entry() {\r\n\tosSetStateEvents((int)" + (int)state_events["default"] + ");\r\n }\r\n\r\n " + Script;
|
||||
unUsedStates.Remove("default");
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("You must define a default state. Compile failed. See LSL documentation for more details.");
|
||||
}
|
||||
}
|
||||
|
||||
// Loop over state entry events and rewrite the first line to define the events the state listens for.
|
||||
for (int pos = 0; pos < endloop; pos++)
|
||||
{
|
||||
// Returns text before state entry match,
|
||||
scriptCopy += eventmatches[pos]; pos++;
|
||||
|
||||
// Returns text of state entry match,
|
||||
scriptCopy += eventmatches[pos]; pos++;
|
||||
|
||||
// Returns which state we're matching and writes a method call to the end of the above state_entry
|
||||
scriptCopy += "\r\n\t\tosSetStateEvents((int)" + (int)state_events[eventmatches[pos]] + ");"; //pos++;
|
||||
|
||||
// Remove the state from the unused list. There might be more states matched then defined, so we
|
||||
// check if the state was defined first
|
||||
if (unUsedStates.Contains(eventmatches[pos]))
|
||||
unUsedStates.Remove(eventmatches[pos]);
|
||||
|
||||
// adds the remainder of the script.
|
||||
if ((pos + 1) == endloop)
|
||||
{
|
||||
pos++;
|
||||
scriptCopy += eventmatches[pos++];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// states with missing state_entry blocks won't publish their events,
|
||||
// so, to fix that we write a state entry with only the event publishing method for states missing a state_entry event
|
||||
foreach (string state in unUsedStates)
|
||||
{
|
||||
// Write the remainder states out into a blank state entry with the event setting routine
|
||||
scriptCopy = "\r\n// programmatically added this state entry event.\r\n\r\npublic void " + state + "_event_state_entry() {\r\n\tosSetStateEvents((int)" + (int)state_events[state] + ");\r\n}\r\n\r\n " + scriptCopy;
|
||||
}
|
||||
|
||||
// save modified script.
|
||||
Script = scriptCopy;
|
||||
|
||||
//System.Console.WriteLine(Script);
|
||||
Return = String.Empty;// +
|
||||
//"using OpenSim.Region.ScriptEngine.Common; using System.Collections.Generic;";
|
||||
@@ -421,152 +328,13 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
|
||||
//Return += @"public Script() { } ";
|
||||
Return += Script;
|
||||
//Return += "} }\r\n";
|
||||
unUsedStates.Clear();
|
||||
state_events.Clear();
|
||||
|
||||
quotes.Clear();
|
||||
|
||||
return Return;
|
||||
}
|
||||
public scriptEvents convertnametoFlag(string eventname)
|
||||
{
|
||||
switch (eventname)
|
||||
{
|
||||
case "attach":
|
||||
return scriptEvents.attach;
|
||||
//break;
|
||||
// case "at_rot_target":
|
||||
//return (long)scriptEvents.at_rot_target;
|
||||
//break;
|
||||
case "at_target":
|
||||
return scriptEvents.at_target;
|
||||
//break;
|
||||
//case "changed":
|
||||
//return (long)scriptEvents.changed;
|
||||
//break;
|
||||
case "collision":
|
||||
return scriptEvents.collision;
|
||||
// break;
|
||||
case "collision_end":
|
||||
return scriptEvents.collision_end;
|
||||
//break;
|
||||
case "collision_start":
|
||||
return scriptEvents.collision_start;
|
||||
// break;
|
||||
case "control":
|
||||
return scriptEvents.control;
|
||||
//break;
|
||||
case "dataserver":
|
||||
return scriptEvents.dataserver;
|
||||
// break;
|
||||
case "email":
|
||||
return scriptEvents.email;
|
||||
// break;
|
||||
case "http_response":
|
||||
return scriptEvents.http_response;
|
||||
// break;
|
||||
case "land_collision":
|
||||
return scriptEvents.land_collision;
|
||||
// break;
|
||||
case "land_collision_end":
|
||||
return scriptEvents.land_collision_end;
|
||||
// break;
|
||||
case "land_collision_start":
|
||||
return scriptEvents.land_collision_start;
|
||||
// break;
|
||||
//case "link_message":
|
||||
//return scriptEvents.link_message;
|
||||
// break;
|
||||
case "listen":
|
||||
return scriptEvents.listen;
|
||||
// break;
|
||||
case "money":
|
||||
return scriptEvents.money;
|
||||
// break;
|
||||
case "moving_end":
|
||||
return scriptEvents.moving_end;
|
||||
// break;
|
||||
case "moving_start":
|
||||
return scriptEvents.moving_start;
|
||||
// break;
|
||||
case "not_at_rot_target":
|
||||
return scriptEvents.not_at_rot_target;
|
||||
// break;
|
||||
case "not_at_target":
|
||||
return scriptEvents.not_at_target;
|
||||
// break;
|
||||
// case "no_sensor":
|
||||
//return (long)scriptEvents.no_sensor;
|
||||
//break;
|
||||
//case "on_rez":
|
||||
//return (long)scriptEvents.on_rez;
|
||||
// break;
|
||||
case "remote_data":
|
||||
return scriptEvents.remote_data;
|
||||
// break;
|
||||
case "run_time_permissions":
|
||||
return scriptEvents.run_time_permissions;
|
||||
// break;
|
||||
//case "sensor":
|
||||
//return (long)scriptEvents.sensor;
|
||||
// break;
|
||||
case "state_entry":
|
||||
return scriptEvents.state_entry;
|
||||
// break;
|
||||
case "state_exit":
|
||||
return scriptEvents.state_exit;
|
||||
// break;
|
||||
case "timer":
|
||||
return scriptEvents.timer;
|
||||
// break;
|
||||
case "touch":
|
||||
return scriptEvents.touch;
|
||||
// break;
|
||||
case "touch_end":
|
||||
return scriptEvents.touch_end;
|
||||
// break;
|
||||
case "touch_start":
|
||||
return scriptEvents.touch_start;
|
||||
// break;
|
||||
case "object_rez":
|
||||
return scriptEvents.object_rez;
|
||||
default:
|
||||
return 0;
|
||||
//break;
|
||||
}
|
||||
//return 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum scriptEvents : int
|
||||
{
|
||||
None = 0,
|
||||
attach = 1,
|
||||
collision = 15,
|
||||
collision_end = 32,
|
||||
collision_start = 64,
|
||||
control = 128,
|
||||
dataserver = 256,
|
||||
email = 512,
|
||||
http_response = 1024,
|
||||
land_collision = 2048,
|
||||
land_collision_end = 4096,
|
||||
land_collision_start = 8192,
|
||||
at_target = 16384,
|
||||
listen = 32768,
|
||||
money = 65536,
|
||||
moving_end = 131072,
|
||||
moving_start = 262144,
|
||||
not_at_rot_target = 524288,
|
||||
not_at_target = 1048576,
|
||||
remote_data = 8388608,
|
||||
run_time_permissions = 268435456,
|
||||
state_entry = 1073741824,
|
||||
state_exit = 2,
|
||||
timer = 4,
|
||||
touch = 8,
|
||||
touch_end = 536870912,
|
||||
touch_start = 2097152,
|
||||
object_rez = 4194304
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user