[Opensim-dev] My new LSL compiler project

Eric e800 at gmail.com
Sat Nov 14 00:38:01 UTC 2015


Alright, this is an easy fix.  Since the compiler just reads it from
settings, co-op call insertion can be forced to true regardless of what
OpenSim.ini says

I am currently out of town for the weekend and have spotty coverage,  I'm
out in the middle of nowhere hiking.

I can fix this sunday night when I get back or monday if I have trouble
doing it from here.

I only have a cell with me :)
On Nov 13, 2015 6:27 PM, "Melanie" <melanie at t-data.com> wrote:

> Hi,
>
> please change that to insert the calls unconditionally. The user can
> change the script stop strategy without wanting to recompile. The
> calls simply do nothing in preemptive stop mode.
>
> - Melanie
>
> On 14/11/2015 01:21, Eric  wrote:
> > I have no problem with integration, I'd love to see this put to use.  I
> am
> > causing breaking changes quite often at the moment to the library though.
> >
> > If you would like me to help keep the integrated code up to date with my
> > latest I can do this.
> >
> > I am unsure what the mode of operation is for ongoing contributions, just
> > let me know.
> >
> > The compiler does inject co-op termination calls where necessary when
> co-op
> > script stop is enabled, the function it uses for this is also templated
> in
> > its configuration.
> >
> > The base class name and such is also drawn from XEngine the way the
> > previous compiler was set up.
> > On Nov 13, 2015 5:21 PM, "Melanie" <melanie at t-data.com> wrote:
> >
> >> Hi,
> >>
> >> what is your position on core integration for this? It does appear
> >> to be vastly superior and should not languish in an out-of-core
> >> repository.
> >>
> >> Also, does your compiler inject the cooperative termination calls?
> >>
> >> - Melanie
> >>
> >> On 14/11/2015 00:17, Eric  wrote:
> >> > Just an update on this.
> >> >
> >> > I recently corrected a pretty large issue with modifying operations on
> >> > vector/rotation components being erroneously optimized away in certain
> >> > cases.
> >> >
> >> > The expression node property that recursively checks the an expression
> >> tree
> >> > for expressions with side effects was failing to recognize that
> result of
> >> > the '.'  operator access node could be modified by certain assignment
> and
> >> > postfix/prefix operations.
> >> >
> >> > Therefore statements like:
> >> >
> >> > vec.x *= 2; or vec.y++; (ect..)
> >> >
> >> > Were interpreted as having no side effects.
> >> >
> >> > I found this problem from the MONO tests Blake pointed out on the
> wiki.
> >> >
> >> > ==
> >> >
> >> > I've since put up a new release, the editor now contains a working
> config
> >> > pane for the compiler in the settings window, and uses a LibLSLCC
> binary
> >> > with the previously mentioned optimization fix.
> >> >
> >> > The compiler options pane is only partially field validated (need to
> >> write
> >> > validation stuff for method signatures, class inheritance list, and
> >> > constructor signature settings still)
> >> >
> >> > The OpenSim fork has been updated as well to contain the fix.
> >> >
> >> > I have also put some work into the experimental branch on my fork that
> >> > attempts to improves casts from strings to floats in all runtime
> types.
> >> It
> >> > adds formating support for NaN, Infinity (both pos and neg) as well as
> >> > preservation and printing of negative signed zeros.  hex string to
> float
> >> > parsing has also been added.
> >> >
> >> > The changes to the runtime types in the experimental branch have not
> been
> >> > heavily tested yet, but seem to fix most of the formating/cast from
> >> string
> >> > issues present in the compiler compliance test from the wiki.
> >> >
> >> > Everything's still overflow checked, so that's still going to stop the
> >> > overflow tests from working of course, and quaternions still have
> >> > normalization differences (that's not really a correctable thing)
> >> > On Nov 9, 2015 5:20 PM, "Eric " <e800 at gmail.com>
> wrote:
> >> >
> >> >> TIL that that ([0,0] != [0,0])  is (length(left) - length(right)).
> >> >>  interesting.
> >> >>
> >> >> On Mon, Nov 9, 2015 at 3:47 PM, Melanie <melanie at t-data.com> wrote:
> >> >>
> >> >>> The [1] != [2,3] test would yield 1 because the c# notion of true is
> >> >>> 1, not -1.
> >> >>>
> >> >>> This can't be fixed because it's a Mono thing. A compiler cold work
> >> >>> around it by identifying expressions yielding a boolean value and
> >> >>> wrapping them, like so: ([1] != [2,3] != 0 ? -1 : 0)
> >> >>>
> >> >>> But that is ugly and inefficient.
> >> >>>
> >> >>> - Melanie
> >> >>>
> >> >>> On 09/11/2015 22:36, Eric  wrote:
> >> >>> > 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
> >> >>> @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
> >> >>> @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
> >> >>> > >
> >> >>> > >
> >> >>> >
> >> >>> >
> >> >>> >
> >> >>> > _______________________________________________
> >> >>> > 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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