[Opensim-dev] My new LSL compiler project

Blake techplex.engineer at gmail.com
Mon Nov 9 18:36:12 UTC 2015


Eric,

Have you seen the Mono test scripts that SL used when they change compilers
from the legacy LSL to the Mono based one?
They might be a good benchmark. I know that a bunch of the test fail in OS.

http://wiki.secondlife.com/wiki/Mono#Testing

Best,
Blake

On Mon, Nov 9, 2015 at 1:29 PM, Eric  <e800 at gmail.com>
wrote:

> If yall believe that reverse compatibility should be thrown out the door,
> it makes everything much simpler.
>
> I was under a preconceived notion for a bit that any sort of script
> breakage might cause the compiler to be a no go.
>
> Fortunately all changes I mentioned are easy to make and reverse due to
> the, way the expression type evaluation and checking logic is segregated
> out in the library.
>
>
> At the moment I am tidying up some things and updating the build system,
> mainly to remove the platform specific binaries from the installer and
> binary releases;
> Also I am working on a settings UI for the editor.
>
> I've just removed the tiny change from the library that allows for the
> compatibility options previously mentioned.
>
>
>
>
> I have experienced a few problems as you mentioned with the default
> XEngine compiler, I have put at least one script through it that caused a
> stack heap
> and server crash in its current state.   It is this one:
> http://wiki.secondlife.com/wiki/BigNum,  however I have not investigated
> why it happens yet.  It does not
> happen when LibLSLCC is used for code generation.
>
> I am pretty sure the crash happens in the default XEngine compiler itself
> and not in the running code.
>
> Examples of either type of problem (in running code, or especially
> compiler related) would be helpful in testing LibLSLCC.
>
>
>
>
>
>
>
> On Mon, Nov 9, 2015 at 10:25 AM, Zadark Portal <zadarkportal at gmail.com>
> wrote:
>
>> Hello Eric
>>
>> I agree with the previous comment.
>>
>> This contribution is such that we are now considering reintroducing
>> Opensim as an entry platform to scripting. Previously we found it
>> impossible to support larger class sizes due to the empirical nature of
>> novices producing non deterministic behaviours.
>>
>> If when considering further developments may I suggest trapping
>> potentially dangerous (Opensim crash) scripted constructs. Maybe this is a
>> tall ask, but enormously beneficial to simulator operators managing
>> experimental behaviour of users attracted to Opensim. I have not included
>> examples but will to do so at your request.
>>
>> It will be a couple of weeks before I can introduce the functionality to
>> a class and comment further, but whatever the future for this contribution
>> with regards to core we will continue make full use.
>>
>> Regards
>> Z
>>
>> On 9 November 2015 at 14:20, Melanie <melanie at t-data.com> wrote:
>>
>>> Please don't do all these things.
>>>
>>> OpenSim is alpha software and there is no need to make the mistake
>>> other projects made and perpetuate bugs in the name of compatibility.
>>>
>>> The cast to list is there because, afaik, in SL the operation list +
>>> scalar is legal and means to append an element. It's not meant to
>>> allow the other side effects you listed and they should be illegal.
>>>
>>> There isn't a way to do these tests on crossings. That's also not
>>> necessary as the better compiler will be used by all in short order.
>>> People will fix their scripts and everyone will be happy again.
>>>
>>> Let's not breed bugs, but let's squish them instead.
>>>
>>> - Melanie
>>>
>>> On 09/11/2015 11:50, Eric  wrote:
>>> > You're right actually.
>>> >
>>> > Since stuff like old LSO list/string optimization hacks were not
>>> possible
>>> > beforehand while using XEngines compiler,
>>> > there is probably not to many people with code that's going to behave
>>> > incorrectly with the evaluation order of binary
>>> > operations switched.  The scripts that happen to break are doing
>>> something
>>> > pretty wacky/unnecessary.
>>> >
>>> > There's not any micro optimizations that I know of relying on the old
>>> left
>>> > to right evaluation order either.
>>> >
>>> > ==
>>> >
>>> > That being said, there are many things the XEngine default compiler
>>> will
>>> > allow to compile that are infact
>>> > syntactically incorrect in LSL.  stuff like negating vectors/rotations
>>> in
>>> > global variable declarations
>>> > as well as doing cast in static context.  In general the default
>>> XEngine
>>> > compiler's rules for global variable
>>> > declaration expression content are very lax in comparison to the
>>> secondlife
>>> > compiler, and that is just one example.
>>> >
>>> >
>>> > LibLSLCC's goal to mimic the secondlife compiler's rules exactly, in
>>> its
>>> > default configuration.
>>> >
>>> >
>>> > From my understanding a script moving to new a region is going to be
>>> > recompiled if the destination sim does not allow the script binary
>>> > to transfer over and be executed.  This will be true in most cases
>>> because
>>> > the default settings disallow it, and it's unsafe to enable.
>>> >
>>> > This would cause a problem for scripts from another region that
>>> LibLSLCC
>>> > deems to contain syntax errors.
>>> >
>>> > I may to have to dig into OpenSim to see how region crossing for
>>> scripts
>>> > work; to see if I have to make the re-compile sensitive
>>> >  to which compiler was used on the other sim, regardless of what
>>> version of
>>> > OpenSim it is running.
>>> >
>>> > I imagine this would be a requirement to connect a sim to a grid
>>> containing
>>> > regions not using my compiler addon.
>>> >
>>> >
>>> > ==
>>> >
>>> > I tested the library build on OS X Snow leopard 10.6 and OS X El
>>> Capitan
>>> > 10.11.
>>> >
>>> > Building LibLSLCC-NoEditor.sln works as intended.
>>> >
>>> > The command line program lslcc that's part of LibLSLCC works fine on
>>> both
>>> > and has no problem generating code.
>>> >
>>> > LibraryDataScrapingTools works on OSX 10.11 even with its WinForms
>>> dialogs,
>>> > and the OpenSim fork works fine to.
>>> >
>>> >
>>> > However, when I tested with OSX 10.6 I ran into an issue where mono
>>> > complained about missing System.Drawing.GDIPlus.
>>> >
>>> > I'm sure there's probably a way to fix this but I did not look into it
>>> to
>>> > deeply as I was using a borrowed computer for a few minutes,
>>> > that error prevented both LibraryDataScrapingTools and OpenSim from
>>> > starting.
>>> >
>>> >
>>> > ==
>>> >
>>> > As of now I have added a setting to allow implicit cast of all types
>>> into
>>> > list within a function
>>> > calls parameter expressions, as Zadark had mentioned.
>>> >
>>> > As it turns out, all of OpenSim's C# runtime types contain an implicit
>>> > conversion operator to list.
>>> >
>>> > It happens regardless of context.
>>> >
>>> > So The default XEngine compiler allows stuff like this too:
>>> >
>>> > list a = "";
>>> >
>>> > list b = <0,0,0>;
>>> >
>>> >
>>> > I will probably change the setting to just allow implicit list cast
>>> > everywhere as an option,
>>> > and maybe add some syntax related compatibility options for global
>>> > variables.
>>> >
>>> > In the long run, if I can figure out how to make the compiler addon
>>> aware
>>> > of re-compiles due to region
>>> > crossing, some syntax in-compatibility will not be a major issue for
>>> > scripts that you cannot modify.
>>> >
>>> > If I could somehow select to re-compile them with the default XEngine
>>> > compiler  (if that's what they were originally compiled with),
>>> > then they will not be subject to LibLSLCC's stricter syntax checking.
>>> >
>>> >
>>> > ==
>>> >
>>> > I have been working on a settings panel for the editor so I can easily
>>> test
>>> > different
>>> > compiler configurations, and segregating some of the editor code out
>>> into
>>> > different assemblies;
>>> > it will take me a little bit to finish.
>>> >
>>> > I'm currently working out of the development branch on github, I'll
>>> put up
>>> > a new editor installer
>>> > when I get the configuration stuff all worked out.
>>> >
>>> >
>>> > On Sat, Nov 7, 2015 at 8:46 AM, Melanie <melanie at t-data.com> wrote:
>>> >
>>> >> I would be against making the evaluation order optional. It has long
>>> >> been recognized as a bug in XEngine's compiler and people porting
>>> >> scripts from SL have been advised to remove evaluation order
>>> >> dependent code but not write any code that depends on the wrong
>>> >> XEngine eval order. Therefore, if this compiler breaks content that
>>> >> content needs to be fixed, not a setting changed for convenience to
>>> >> perpetuate the bad behavior.
>>> >>
>>> >> - Melanie
>>> >>
>>> >> On 07/11/2015 15:36, Eric  wrote:
>>> >> > Thanks Again Zadark
>>> >> >
>>> >> > This should be easy to fix, I need to change the type validation
>>> system
>>> >> > just little so the syntax tree can be built with these types of
>>> implicit
>>> >> > conversion present.
>>> >> >
>>> >> > The code generator can then be made to generate the cast when
>>> necessary,
>>> >> > since it will pass syntax checking.
>>> >> >
>>> >> > I think I am going to implement it as a compatibility option in the
>>> >> > compiler that you can turn on or off, depending on if you want the
>>> linden
>>> >> > compilers more strict type checking behavior.
>>> >> >
>>> >> > I should also probably make order of evaluation correction on binary
>>> >> > operations something you can disable if needed, since I can see that
>>> >> > causing compatibility problems somewhere too.
>>> >> >
>>> >> > Side Note:  I have not tested on Mac yet, but I plan to do so today
>>> if I
>>> >> > can get time to, sorry.
>>> >> > On Nov 7, 2015 7:42 AM, "Zadark Portal" <zadarkportal at gmail.com>
>>> wrote:
>>> >> >
>>> >> >> Hello Eric,
>>> >> >>
>>> >> >> Very useful, thankyou.
>>> >> >>
>>> >> >> Caveat
>>> >> >> XEngine appears to cast library function parameters to the relevant
>>> >> type,
>>> >> >> though I can see this handy for novice scriptwriters it does
>>> encourage
>>> >> some
>>> >> >> less than elegant techniques
>>> >> >>
>>> >> >> Some popular scripts freely available to OpenSim use this feature:
>>> >> >> For instance:
>>> >> >> llListFindList takes 2 parameters of the type List, when in fact
>>> the
>>> >> >> existing compiler permits any type (as far as we have tested).
>>> >> >>
>>> >> >> example... integer  bah = llListFindList( blah1,
>>> llList2String(blah2,
>>> >> >> blah3)); // compiles and kind of works.
>>> >> >>
>>> >> >> This of course fails when compiled with LSLcc, the explanation is
>>> clear
>>> >> >> and precise so easy to fix (enable compile) with a local cast.
>>> >> >>
>>> >> >> Z
>>> >> >>
>>> >> >>
>>> >> >> On 5 November 2015 at 12:52, Jak Daniels <jak at ateb.co.uk> wrote:
>>> >> >>
>>> >> >>> Hi Eric,
>>> >> >>>
>>> >> >>> yes I can confirm now that it does open and compile correctly in
>>> VS C#
>>> >> >>> 2010 express now. Thank you.
>>> >> >>>
>>> >> >>> I'm now installing VS2015 in a win10 virtual machine so I don't
>>> clobber
>>> >> >>> my SSD, so I can compile and play with the LSL editor.
>>> >> >>>
>>> >> >>> kind regards
>>> >> >>> Jak
>>> >> >>>
>>> >> >>>
>>> >> >>>
>>> >> >>>
>>> >> >>> On 04/11/2015 06:10, Eric  wrote:
>>> >> >>>
>>> >> >>> Let me just make a slight correction to my last message, and add
>>> some
>>> >> >>> info...
>>> >> >>>
>>> >> >>> After removing the "<LangVersion>5</LangVersion>" stuff from the
>>> >> >>> non-editor related .csproj files,
>>> >> >>>
>>> >> >>> I found that VS2010 is actually able to open the
>>> >> >>> "MonoDevelop-LibLSLCC.sln" solution file in the source tree and
>>> build
>>> >> it
>>> >> >>> without any problems.
>>> >> >>>
>>> >> >>> I'm going to be pushing the changes I made to the .csproj files
>>> >> shortly,
>>> >> >>>  I will probably rename "MonoDevelop-LibLSLCC.sln" to something
>>> like
>>> >> >>> "LibLSLCC-No-Editor.sln" and update the build instructions in the
>>> >> >>> README.md to specify that solution as the solution to use for
>>> building
>>> >> the
>>> >> >>> library on Mono.
>>> >> >>>
>>> >> >>>
>>> >> >>> I have not tested that the editor build is working with anything
>>> other
>>> >> >>> than vs2015,  but I will test with the prior versions vs2012+ to
>>> see
>>> >> what
>>> >> >>> all
>>> >> >>> works, then put some info in the README.md about what IDE's the
>>> Editor
>>> >> >>> portion of the project can be built in.
>>> >> >>>
>>> >> >>>
>>> >> >>>
>>> >> >>> On Tue, Nov 3, 2015 at 11:53 PM, Eric  <
>>> e800 at gmail.com
>>> >> >
>>> >> >>> wrote:
>>> >> >>>
>>> >> >>>> Thanks for letting me know about this problem Jak.   (See the
>>> bottom
>>> >> for
>>> >> >>>> TLDR :P)
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> I am using vs2015 and WiX 3.10.1, it does indeed seem to be a
>>> problem
>>> >> >>>> with vs2010 C#.
>>> >> >>>>
>>> >> >>>> I was unable to find an updated download for vs2010 C# to test
>>> with,
>>> >> >>>> only an SP1 ISO I found on stackoverflow:
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >>
>>> http://stackoverflow.com/questions/6871865/url-for-visual-studio-2010-express-iso
>>> >> >>>>
>>> >> >>>> http://go.microsoft.com/?linkid=9709969
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> I tried installing vs2010, however this version will not attempt
>>> to
>>> >> open
>>> >> >>>> my solution files at all as it says they are incompatible.
>>> >> >>>>
>>> >> >>>> I can however, load the .csproj files for certain projects in my
>>> >> build.
>>> >> >>>>
>>> >> >>>> I cannot get it to update from SP1, I am unsure if updates are
>>> still
>>> >> >>>> available to download for vs2010.
>>> >> >>>>
>>> >> >>>> When I try to update, it just directs me to use windows update
>>> which
>>> >> >>>> does not seem to find any updates related to it.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> === Why it's not loading ===
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> With vs2010 SP1,  I was only able to load: LibLSLCC.csproj,
>>> >> >>>> lslcc_cmd.csproj and DemoArea.csproj.
>>> >> >>>>
>>> >> >>>> LibraryDataScrapingTools was incompatible because it was building
>>> >> >>>> against .NET 4.5.
>>> >> >>>>
>>> >> >>>> I downgraded LibraryDataScrapingTools to .NET 4.0  and
>>> re-installed
>>> >> the
>>> >> >>>> 'System.Data.Sqlite.Core' package from nuget using vs2015 in
>>> order to
>>> >> make
>>> >> >>>> it load in vs2010.
>>> >> >>>> I then made some code changes to make it compatible with .NET
>>> 4.0.
>>> >> >>>>
>>> >> >>>> I will be committing the changes to LibraryDataScrapingTools
>>> tonight,
>>> >> as
>>> >> >>>> this project is supposed to be .NET 4.0 compatible.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> The LSLCCEditor related projects I am pretty sure are
>>> incompatible at
>>> >> >>>> the moment due to the .NET framework level they require as well.
>>> >> >>>>
>>> >> >>>> The code base for LSLCCEditor requires a minimum of .NET 4.5 to
>>> >> compile,
>>> >> >>>> and the code changes required to make the editor projects
>>> >> >>>> compatible with .NET 4.0 are not as trivial as the changes I
>>> made to
>>> >> the
>>> >> >>>> LibraryDataScrapingTools project.
>>> >> >>>>
>>> >> >>>> I am not sure if I want to limit the LSLCCEditor part of the
>>> project
>>> >> to
>>> >> >>>> a  .NET 4.0 at the moment, as it is a Windows
>>> >> >>>> only WPF application, and that sort of compatibility profile is
>>> not
>>> >> >>>> necessary.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> I also noticed when installing WiX v3.10.1 on a Virtual Machine
>>> with
>>> >> >>>> vs2010 installed that It does not try to register itself with
>>> vs2010
>>> >> as a
>>> >> >>>> project type.
>>> >> >>>> I do not think the latest version of WiX installer framework
>>> supports
>>> >> >>>> vs2010 anymore.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> === How I got LibLSLCC, LibraryDataScrapingTools, lslcc_cmd and
>>> >> DemoArea
>>> >> >>>>  to build.  ===
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> After the code changes to LibraryDataScrapingTools and
>>> downgrading the
>>> >> >>>> .NET Framework level...
>>> >> >>>>
>>> >> >>>> I created a new vs2010 project and added (LibLSLCC,
>>> >> >>>> LibraryDataScrapingTools, lslcc_cmd and DemoArea) as existing
>>> >> projects.
>>> >> >>>>
>>> >> >>>> When trying to build these projects I got the message "Error 1
>>> Invalid
>>> >> >>>> option '5' for /langversion; must be ISO-1, ISO-2, 3 or Default"
>>> >> >>>> for all of the projects except 'DemoArea'
>>> >> >>>>
>>> >> >>>> I resolved this by manually editing the .csproj file for each
>>> >> >>>> non-building project in a text editor, removing the occurrences
>>> of:
>>> >> >>>>
>>> >> >>>> <LangVersion>5</LangVersion>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> That particular MSBuild setting is not necessary for vs2015 or
>>> Mono to
>>> >> >>>> build the library anyway, so I am going to remove it and commit
>>> the
>>> >> changes.
>>> >> >>>>
>>> >> >>>> After that, LibLSLCC, LibraryDataScrapingTools, lslcc_cmd and
>>> DemoArea
>>> >> >>>> were all able to build under vs2010.
>>> >> >>>>
>>> >> >>>> ===
>>> >> >>>>
>>> >> >>>> That all being said,  I will be adding a vs2010 compatible
>>> solution
>>> >> file
>>> >> >>>> to the repository that contains Projects:
>>> >> >>>>
>>> >> >>>> * LibLSLCC,
>>> >> >>>> * lslcc_cmd
>>> >> >>>> * LibraryDataScrapingTools
>>> >> >>>> * DemoArea
>>> >> >>>>
>>> >> >>>> So that you can at-least build the library, command line
>>> compiler,
>>> >> >>>> library data scraper and demo project with vs2010.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> Unfortunately making LSLCCEditor build in vs2010 would require
>>> some
>>> >> non
>>> >> >>>> trivial code changes, a new method of triggering the WiX
>>> installer
>>> >> build,
>>> >> >>>> and a downgrade from .NET 4.5 to .NET 4.0 for the editor related
>>> >> >>>> projects.
>>> >> >>>>
>>> >> >>>> I'm not sure if I want to make these changes to the Editor
>>> portion of
>>> >> >>>> the project just for the sake of being compatible with older
>>> versions
>>> >> of
>>> >> >>>> Visual Studio.
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>>
>>> >> >>>> On Tue, Nov 3, 2015 at 10:05 AM, Jak Daniels < <jak at ateb.co.uk>
>>> >> >>>> jak at ateb.co.uk> wrote:
>>> >> >>>>
>>> >> >>>>> Hi Eric,
>>> >> >>>>>
>>> >> >>>>> Thank you for posting up your work to this group. This all
>>> looks very
>>> >> >>>>> promising, and I was intrigued to give it a try.
>>> >> >>>>> I checked out the source from github and I tried building in VS
>>> C#
>>> >> 2010
>>> >> >>>>> express... but only 3 of the projects will load.
>>> >> LibraryDataScrapingTools,
>>> >> >>>>> LSLCCEditor, LSLCCEditor.CompletionUI all say (incompatible) and
>>> >> >>>>> LSLCCEditorInstaller says (unavailable) even though I have WIX
>>> 3.10.1
>>> >> >>>>> installed.
>>> >> >>>>>
>>> >> >>>>> Is this a VS 2010 problem do you think?
>>> >> >>>>>
>>> >> >>>>> I'm a bit loathed to install VS2015 as the last time I installed
>>> >> VS2013
>>> >> >>>>> it just dumped everything onto my SSD c: drive and filled it up,
>>> >> with no
>>> >> >>>>> option to put things on drive D: my large harddrive. It also
>>> left a
>>> >> mess
>>> >> >>>>> behind (more than 50% of itself including MSSQL server stuff)
>>> when I
>>> >> tried
>>> >> >>>>> to uninstall it. VS2015 might be better now in this respect, but
>>> >> knowing MS
>>> >> >>>>> products probably not! I also found VS2013 to be way, way slower
>>> >> loading up
>>> >> >>>>> large projects like OpenSimulator than VS2010. So before I take
>>> the
>>> >> >>>>> possibly irreversible path of installing VS2015, is there
>>> something
>>> >> I can
>>> >> >>>>> do to make it load in VS2010 express?
>>> >> >>>>>
>>> >> >>>>> Thanks
>>> >> >>>>> Jak
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> On 02/11/2015 19:24, Eric  wrote:
>>> >> >>>>>
>>> >> >>>>> Hello all.
>>> >> >>>>>
>>> >> >>>>> I am a bit new to OpenSim development (well at-least sharing
>>> stuff I
>>> >> >>>>> have made..) but for a quite a while now I have been working on
>>> >> >>>>> a new (BSD Licensed) Compilation/Code Generation framework for
>>> LSL,
>>> >> >>>>> tailored towards usage with OpenSim.  I thought I should share
>>> it
>>> >> >>>>> at this point of its development.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> This is pretty much a "full" or "true" compiler front end.
>>> >> >>>>>
>>> >> >>>>> It's built on-top of ANTLR4 and ANTLR4's CSharp target.
>>> >> >>>>> ANTLR4 however has been completely abstracted and the library
>>> >> provides
>>> >> >>>>> its own Rich LSL Syntax Tree for users to deal with.
>>> >> >>>>>
>>> >> >>>>> My library includes an OpenSim code generation target which I
>>> have
>>> >> >>>>> integrated into my OpenSim fork on GitHub, it's implemented as
>>> an
>>> >> >>>>> optional compiler that you can enable in your OpenSim.ini.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> The Code validation step my library performs when building a
>>> syntax
>>> >> >>>>> tree implements full front end syntax checking, dead code
>>> detection,
>>> >> the
>>> >> >>>>> works.
>>> >> >>>>> It also emits extended warning information that is standard to
>>> most
>>> >> >>>>> compilers now days.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> The OpenSim code generator I have written and included with the
>>> >> library
>>> >> >>>>> drastically improves compatibility with scripts written for
>>> >> SecondLife.
>>> >> >>>>> Order of evaluation in generated code is correct for LSL (Right
>>> to
>>> >> >>>>> Left) among many other things.
>>> >> >>>>>
>>> >> >>>>> As an example, all of the encryption scripts you can find on
>>> the LSL
>>> >> >>>>> wiki will compile correctly and execute with correct behavior
>>> using
>>> >> my
>>> >> >>>>> compiler.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> The README.md for the project goes into a bit more detail on
>>> what all
>>> >> >>>>> the library can do.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> My library LibLSLCC is on GitHub here:
>>> >> >>>>>
>>> >> >>>>> <https://github.com/EriHoss/LibLSLCC>
>>> >> >>>>> https://github.com/EriHoss/LibLSLCC
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> The project includes an LSL Editor (Windows Only, I used
>>> AvalonEdit)
>>> >> >>>>> with the project that features code completion and syntax
>>> >> highlighting.
>>> >> >>>>>
>>> >> >>>>> It can be used to test CSharp code generation for OpenSim by
>>> >> compiling
>>> >> >>>>> LSL into C# using LibLSLCC, which can then be uploaded to an
>>> >> >>>>> OpenSim server with C# scripting enabled.
>>> >> >>>>>
>>> >> >>>>> The library itself is cross-platform, but the editor and editor
>>> >> >>>>> installer are not.  There's a separate project file for
>>> building the
>>> >> >>>>> library on
>>> >> >>>>> mono with monodevelop/xbuild.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> ===
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> The OpenSim fork that integrates my compiler is here:
>>> >> >>>>>
>>> >> >>>>> <https://github.com/EriHoss/OpenSim_With_LibLSLCC>
>>> >> >>>>> https://github.com/EriHoss/OpenSim_With_LibLSLCC
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> It includes a few minor bug fixes to XEngine and Runtime Script
>>> >> >>>>> functions.
>>> >> >>>>>
>>> >> >>>>> Such as the 'IdleTimeout' setting not being honored properly.
>>> >> >>>>>
>>> >> >>>>> And llParseString2List using culture specific comparisons,
>>> causing it
>>> >> >>>>> to misbehave when comparing Unicode characters on Mono.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> I have added new attributes to OpenSim's script module
>>> >> >>>>> constants/functions and also to ScriptBaseClass.
>>> >> >>>>> This is so LibLSLCC can de-serialize the classes into library
>>> data
>>> >> >>>>> that's consumable by its code validator and code generator.
>>> >> >>>>>
>>> >> >>>>> I have also made some slight changes to IScriptModuleComms and
>>> >> >>>>> ScriptModuleCommsModule.
>>> >> >>>>>
>>> >> >>>>> The old compiler in my fork works as it did before, so you can
>>> switch
>>> >> >>>>> back and forth from LibLSLCC to the old compiler
>>> >> >>>>> if you want without any problems.
>>> >> >>>>>
>>> >> >>>>> There are more details on the changes I have made in the
>>> README.md.
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> ==
>>> >> >>>>>
>>> >> >>>>> I started working on this sometime early last year when I broke
>>> my
>>> >> >>>>> wrist and was unable to do much for a while, and
>>> >> >>>>> I have only recently moved the code from my Git server up to
>>> GitHub.
>>> >> >>>>> I'm going to continue improving this in my spare time,
>>> >> >>>>> right now I am doing rolling releases versioned by date
>>> anywhere from
>>> >> >>>>> once every few days to a few times a day.  I am also keeping my
>>> >> OpenSim
>>> >> >>>>> fork synced with the latest OpenSim commits.
>>> >> >>>>>
>>> >> >>>>> Hopefully this will be useful, any feedback is appreciated :)
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> _______________________________________________
>>> >> >>>>> Opensim-dev mailing listOpensim-dev at opensimulator.orghttp://
>>> >> opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>> _______________________________________________
>>> >> >>>>> Opensim-dev mailing list
>>> >> >>>>> Opensim-dev at opensimulator.org
>>> >> >>>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>>>
>>> >> >>>>>
>>> >> >>>>
>>> >> >>>
>>> >> >>>
>>> >> >>> _______________________________________________
>>> >> >>> Opensim-dev mailing listOpensim-dev at opensimulator.orghttp://
>>> >> opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>
>>> >> >>>
>>> >> >>>
>>> >> >>> _______________________________________________
>>> >> >>> Opensim-dev mailing list
>>> >> >>> Opensim-dev at opensimulator.org
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>
>>> >> >>>
>>> >> >>
>>> >> >> _______________________________________________
>>> >> >> Opensim-dev mailing list
>>> >> >> Opensim-dev at opensimulator.org
>>> >> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>
>>> >> >>
>>> >> >
>>> >> >
>>> >> >
>>> >> > _______________________________________________
>>> >> > Opensim-dev mailing list
>>> >> > Opensim-dev at opensimulator.org
>>> >> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> _______________________________________________
>>> >> Opensim-dev mailing list
>>> >> Opensim-dev at opensimulator.org
>>> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >>
>>> >
>>> >
>>> >
>>> > _______________________________________________
>>> > Opensim-dev mailing list
>>> > Opensim-dev at opensimulator.org
>>> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> _______________________________________________
>>> Opensim-dev mailing list
>>> Opensim-dev at opensimulator.org
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>>
>>
>>
>> _______________________________________________
>> Opensim-dev mailing list
>> Opensim-dev at opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>
>>
>
> _______________________________________________
> Opensim-dev mailing list
> Opensim-dev at opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://opensimulator.org/pipermail/opensim-dev/attachments/20151109/7bec7756/attachment-0001.html>


More information about the Opensim-dev mailing list