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Major reorganizing of DotNetEngine. Moved common script engine parts to ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class. We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
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@@ -2,6 +2,7 @@
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.ScriptEngine.Common.ScriptEngineBase;
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namespace OpenSim.Region.ScriptEngine.Common
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{
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@@ -44,7 +45,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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void remote_data(uint localID, LLUUID itemID);
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void http_response(uint localID, LLUUID itemID);
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}
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public interface ServerRemotingObject
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{
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RemoteEvents Events();
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@@ -52,7 +53,8 @@ namespace OpenSim.Region.ScriptEngine.Common
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public interface ScriptEngine
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{
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RemoteEvents EventManager();
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void InitializeEngine(Scene Sceneworld, LogBase logger, bool DontHookUp);
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void InitializeEngine(Scene Sceneworld, LogBase logger, bool DontHookUp, ScriptManager newScriptManager);
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ScriptManager GetScriptManager();
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}
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}
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