Here's a diff of the changes I have made in support of the following LSL
script functions. 

llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName

It was necessary to modify ExecutorBase in support of the ScriptState
implementations.

I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.

I also simplified the State definition at the start of BuiltinCommands.
This commit is contained in:
Sean Dague
2008-03-17 15:11:36 +00:00
parent 76bf1f3654
commit dba37a8722
6 changed files with 376 additions and 94 deletions

View File

@@ -42,6 +42,25 @@ namespace OpenSim.Region.ScriptEngine.Common
/// If set to False events will not be executed.
/// </summary>
protected bool m_Running = true;
/// <summary>
/// True indicates that the ScriptManager has stopped
/// this script. This prevents a script that has been
/// stopped as part of deactivation from being
/// resumed by a pending llSetScriptState request.
/// </summary>
protected bool m_Disable = false;
/// <summary>
/// Indicate the scripts current running status.
/// </summary>
public bool Running
{
get { return m_Running; }
set {
if(!m_Disable)
m_Running = value;
}
}
/// <summary>
/// Create a new instance of ExecutorBase
@@ -102,6 +121,8 @@ namespace OpenSim.Region.ScriptEngine.Common
public void StopScript()
{
m_Running = false;
m_Disable = true;
}
}
}