Scripting Documentation

From OpenSimulator

(Difference between revisions)
Jump to: navigation, search
(String type in OpenSimulator)
(String type in OpenSimulator)
Line 24: Line 24:
 
*U+D800..U+DFFF (reserved for higher planes encode using 2 chars)<br>
 
*U+D800..U+DFFF (reserved for higher planes encode using 2 chars)<br>
 
*U+FE20..U+FE2F<br>
 
*U+FE20..U+FE2F<br>
note that sl excludes
+
note that SL excludes
 
*U+FDD0..U+FDEF
 
*U+FDD0..U+FDEF
  
 
OpenSimulator strings are internally encoded as C# strings that are basically arrays of UTF-16 chars.<br>
 
OpenSimulator strings are internally encoded as C# strings that are basically arrays of UTF-16 chars.<br>
 
A unicode character may be represented by more than one of those chars, but most .net and mono string funrctions ignore this and just assume all characters are single utf16 chars.<br>
 
A unicode character may be represented by more than one of those chars, but most .net and mono string funrctions ignore this and just assume all characters are single utf16 chars.<br>
For example llStringLength returns the number of .net chars on the string, not the number of its characters.<br>
+
For example llStringLength returns the number of C# chars on the string, not the number of its characters.<br>
The functions that take a index arguments use them as a index to the chars array and so that may point to the middle of a complex character. In this case some of this functions may create invalid strings<br>
+
The functions that take a index arguments use them as a index to the chars array and so that may point to the middle of a complex character. In this case some of this functions may create invalid strings.<br>
This is more restrictive than SL that may support up to 2 char characters on most functions while OpenSimulator code is only safe with characters than can be represented by a single UTF-16 char as the rule above enforces.
+
OpenSimulator code is only safe with characters than can be represented by a single UTF-16 char as the rule above enforces, and only in this case some compatibility with SL is possible.
  
Some OSSL functions may be added with workarounds<br>
+
Note also that encoding to utf8 to store on databases or send elsewhere may also have additional issues. MySQL currently may only use uft8 with at most 3 bytes, case also fulfilled by rule above<br>
 
+
Unicode also has different versions (currently at 14.0) so some characters may change according to the version the .net, mono or viewer runtime implement.
Note also that encoding to utf8 to store on databases or send elsewhere may also have additional issues. MySQL currently may only use uft8 with at most 3 bytes, case also fufilled by rule above<br>
+
Unicode also has different versions (currently at 14.0) so some characters may change acording to the version the .net, mono or viewer runtimes implement.
+
  
 
</div><br>
 
</div><br>

Revision as of 12:38, 1 October 2021

Contents

About OpenSimulator scripting

An important ingredient in virtual worlds simulation is scripting.
Scripts allow the addition of actions to 'entities' in world, like making a door react to a touch and open.
Since version 0.9.1.0, you can chose between old XEngine or new YEngine script engines.
Script engines do script compilation and control script execution.

A script is not a like a full program, it is a set of blocks of code called when some event happens, like a touch on the door.
Many of those events happen at time critical moments, so those blocks should be small and fast to reduce impact on the rest of simulation.
YEngine may allow long processing to happen with less impact on the simulation, but that will happen at lower priority.


OpenSimulator script language supports a subset of the Linden Labs Second Life script language (LSL) plus its own extensions (OSSL).

String type in OpenSimulator

Most OpenSimulator LSL/OSSL string methods only support strings with characters of the Basic Multilingual Plane excluding combining characters
that is Unicode code points up to U+FFF0, except:

  • U+0300..U+036F (combining characters)
  • U+1AB0..U+1AFF (combining characters)
  • U+1DC0..U+1DFF (combining characters)
  • U+20D0..U+20FF (combining characters)
  • U+D800..U+DFFF (reserved for higher planes encode using 2 chars)
  • U+FE20..U+FE2F

note that SL excludes

  • U+FDD0..U+FDEF

OpenSimulator strings are internally encoded as C# strings that are basically arrays of UTF-16 chars.
A unicode character may be represented by more than one of those chars, but most .net and mono string funrctions ignore this and just assume all characters are single utf16 chars.
For example llStringLength returns the number of C# chars on the string, not the number of its characters.
The functions that take a index arguments use them as a index to the chars array and so that may point to the middle of a complex character. In this case some of this functions may create invalid strings.
OpenSimulator code is only safe with characters than can be represented by a single UTF-16 char as the rule above enforces, and only in this case some compatibility with SL is possible.

Note also that encoding to utf8 to store on databases or send elsewhere may also have additional issues. MySQL currently may only use uft8 with at most 3 bytes, case also fulfilled by rule above
Unicode also has different versions (currently at 14.0) so some characters may change according to the version the .net, mono or viewer runtime implement.



LSL (Linden Scripting Language)
OSSL (OpenSimulator Scripting Language)

Configuring scripting

There are a number of parameters that can be tweaked for scripting, such as those which enable OSSL commands or increase the limits on certain script facilities (e.g. listeners).

For standalone and small grid use, the default scripting settings should be fine. See Configuring Scripting for information on configuring these parameters.

How to use scripts in OpenSimulator

If you have never written a script in LSL before, then please have a look at the LSL wiki to learn the scripting basics. If you do have (some) experience with writing or editing LSL scripts, then the procedure is identical to the procedure on SL. Known problems:

  • Error messages about scripting errors are often cryptic, and tend to be long.
  • Script syntax and execution may depend on the engine used, old XEngine or YEngine
  • On teleports or crossings from a region using YEngine to a region using XEngine, script state (like changed values on global variables) is lost. Should be okay on the inverse direction.

Scripting System Status

Status Tables / Charts related to LSL and OSSL functions, constants and related material.

LSL/OSSL Status Overview
LSL

OSSL

Additional Resources for Scripting (LSL)

There have been many questions regarding scripts and tools for scripting lately. Presented here are a variety of Links to Resources which will help most people with Scripting LSL.

OpenSimulator Specific Materials:

Suggested Links for LSL wikis:

Note the Tutorials, Examples & Script Libraries

Off-World Local LSL Editing Tools & Syntax Highlighters

Note: most do not support osFunctions

All EDITORS (no osFunctions) Windows version availableMacOSX version availableLinux version available

In this repository you can find the syntax grammar, syntax highlighting and snippet files for the Linden Scripting Language (LSL) of Second Life for different kinds of software.

LSL EDITOR (no osFunctions) Windows version available

Now an Open Source project. New release is February 2012 (Ver.2.44.2). A valuable tool and easy install.

LSL Plus (no osFunctions) Windows version availableMacOSX version availableLinux version available

Open source Eclipse plugin. Regular updates. Not quite as quick to get installed as LSLEditor, but very good tool.

Notepad++ (osFunctions supported with add-on UDF) Windows version available

Windows only Editor with enhanced capabilities & supports most languages. Very powerful & feature rich.

KATE (no osFunctions) Windows version availableMacOSX version availableLinux version available

Free and open source text editor, supporting lots of scriptinmg and programming languages out of the box. This includes LSL.

Sublime Text 2 (os*/wl*/mod* functions supported with the bundle below) Windows version availableMacOSX version availableLinux version available

Completions & syntax coloring of LSL/OSSL functions/events/constants & in-world editor look-and-feel theme.
To use OSSL feature, use ".ossl" for your script file extension.
It is currently compatible with LL v3.4.1 and OpenSimulator v0.7.4+ (master r/21068).

FS2LSL Graphical editor (LSL OSSL) Windows version availableMacOSX version availableLinux version available

Free and open source text editor, Online-Offline LSL/OSSL Graphical script editor for WEB Browser or Windows (Programming for beginners)

More editors are listed at http://wiki.secondlife.com/wiki/LSL_Alternate_Editors

Syntax Highlighting

Miscellaneous:

Additional Resources for Scripting (OSSL)

There have been many questions regarding scripts and tools for scripting lately. Presented here are a a few links to Resources which will help most people with OSSL scripting.

How to contribute

The ScriptEngine is being developed by many developers. New developers are always welcome. If you want to contribute, even just a tiny little bit, have a look at the OpenSim.Region.ScriptEngine page. There is a lot of developer activity on IRC (Support), feel free to drop in.

Example LSL Scripts

See Also

Personal tools
General
About This Wiki