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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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@@ -58,10 +58,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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{
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case ".txt":
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case ".lsl":
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Common.SendToDebug("Source code is LSL, converting to CS");
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Common.ScriptEngineBase.Common.SendToDebug("Source code is LSL, converting to CS");
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return CompileFromLSLText(File.ReadAllText(LSOFileName));
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case ".cs":
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Common.SendToDebug("Source code is CS");
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Common.ScriptEngineBase.Common.SendToDebug("Source code is CS");
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return CompileFromCSText(File.ReadAllText(LSOFileName));
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default:
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throw new Exception("Unknown script type.");
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@@ -313,7 +313,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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"namespace SecondLife { ";
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Return += "" +
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//"[Serializable] " +
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"public class Script : OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass { ";
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"public class Script : OpenSim.Region.ScriptEngine.Common.LSL_BaseClass { ";
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Return += @"public Script() { } ";
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Return += Script;
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Return += "} }\r\n";
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