[Opensim-dev] My new LSL compiler project

Eric e800 at gmail.com
Mon Nov 9 21:36:59 UTC 2015


Blake,

I found the LSL language test on the wiki when I first started working on
the library,
I forgot where I got them and went looking for the other ones but could not
find them again.

These in particular:

http://wiki.secondlife.com/wiki/LSL_Language_Test
http://wiki.secondlife.com/wiki/LSL_Language_Test_2

There are a few current failures in the first test:

The first is due to quaternion division producing different (but valid)
results in OpenSim on line 436
The second is on line 471-473 and it is caused by an overflow exception
being thrown
The third is on line 480-482 and it is also caused by an overflow exception.

The rest of the failures are caused by the Float equality delta tests, and
comparing vectors/rotations cast to strings. (their formatting is slightly
different in opensim)


There are several in the second, due to vectors and rotations in OpenSims
runtime converting into strings with spaces after the commas.
In secondlife there are no spaces in the list of components that make up a
vector or rotation when its ToString()'d

And an instance of:  [1] != [2,3] (1 expected -1), on line 224 of
LSL_Language_Test_2 which is a runtime related thing I am curious to
investigate.


I am unsure if I should improve the actual runtime types, or fix
differences generating workaround code.

I am inclined to believe that the quaternion runtime type should probably
not be messed with besides fixing the ToString() formatting,
I am not sure what opinions there are on modifying the other existing types.

==

All benchmark scripts on the page work and produce identical output to
second life.


LSL_Library_Call_Test_1 failed due to OpenSim using void for the return
type of llGiveMoney();, and also due to erroneous function parameters in
the script causing exceptions.

LSL_Library_Call_Test_2 compiles and fails due to erroneous parameters to
LSL functions causing exceptions, which halt the script.

Event_test_script fails due an issue with the order in which events are
called by OpenSim (I'm not exactly sure why).







On Mon, Nov 9, 2015 at 12:39 PM, Michael Emory Cerquoni <
nebadon2025 at gmail.com> wrote:

> doesnt LL use their own forked version of mono?
> On Nov 9, 2015 10:38 AM, "Blake" <techplex.engineer at gmail.com> wrote:
>
>> 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
>>>
>>>
>>
>> _______________________________________________
>> 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
>
>
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