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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs
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@@ -847,27 +847,34 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (engine == ScriptEngineName)
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{
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// If we are falling back on XEngine as the default engine, then only complain to the user
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// if a script language has been explicitly set and it's one that we recognize. If it's
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// if a script language has been explicitly set and it's one that we recognize or there are
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// no non-whitespace characters after the colon.
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//
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// If the script is
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// explicitly not allowed or the script is not in LSL then the user will be informed by a later compiler message.
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//
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// If the colon ends the line then we'll risk the false positive as this is more likely
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// to signal a real scriptengine line where the user wants to use the default compile language.
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//
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// This avoids the overwhelming number of false positives where we're in this code because
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// there's a colon in a comment in the first line of a script for entirely
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// unrelated reasons (e.g. vim settings).
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//
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// TODO: A better fix would be to deprecate simple : detection and look for some less likely
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// string to begin the comment (like #! in unix shell scripts).
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bool scriptExplicitlyInXEngineLanguage = false;
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string restOfScript = script.Substring(colon + 1);
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bool warnRunningInXEngine = false;
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string restOfFirstLine = firstline.Substring(colon + 1);
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// FIXME: These are hardcoded because they are currently hardcoded in Compiler.cs
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if (restOfScript.StartsWith("c#")
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|| restOfScript.StartsWith("vb")
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|| restOfScript.StartsWith("lsl")
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|| restOfScript.StartsWith("js")
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|| restOfScript.StartsWith("yp"))
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scriptExplicitlyInXEngineLanguage = true;
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if (restOfFirstLine.StartsWith("c#")
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|| restOfFirstLine.StartsWith("vb")
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|| restOfFirstLine.StartsWith("lsl")
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|| restOfFirstLine.StartsWith("js")
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|| restOfFirstLine.StartsWith("yp")
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|| restOfFirstLine.Length == 0)
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warnRunningInXEngine = true;
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if (scriptExplicitlyInXEngineLanguage)
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if (warnRunningInXEngine)
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{
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SceneObjectPart part =
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m_Scene.GetSceneObjectPart(
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