Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
I have added everything *except* the patch to
.../LSL/Compiler.cs. The Compiler.cs patch has a
namespace issue. Lets make a second patch to close
the gap.
- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls