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 Blundell 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" <[email protected]> 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 Blundell 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 Blundell" <[email protected]> wrote:
>> >
>> >> TIL that that ([0,0] != [0,0])  is (length(left) - length(right)).
>> >>  interesting.
>> >>
>> >> On Mon, Nov 9, 2015 at 3:47 PM, Melanie <[email protected]> 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 Blundell 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 <
>> >>> > [email protected]> wrote:
>> >>> >
>> >>> > > doesnt LL use their own forked version of mono?
>> >>> > > On Nov 9, 2015 10:38 AM, "Blake" <[email protected]>
>> 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 Blundell <
>> >>> [email protected]>
>> >>> > >> 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 <
>> >>> [email protected]>
>> >>> > >>> 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 <[email protected]>
>> 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 Blundell 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 <[email protected]>
>> >>> 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 Blundell 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" <
>> >>> [email protected]>
>> >>> > >>>>> 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 <[email protected]
>> >
>> >>> 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 Blundell 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 Blundell <
>> >>> > >>>>> [email protected]
>> >>> > >>>>> >> >
>> >>> > >>>>> >> >>> 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 < <
>> >>> [email protected]
>> >>> > >>>>> >
>> >>> > >>>>> >> >>>> [email protected]> 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 Blundell 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
>> >>> > >>>>> >> >>>>> [email protected]
>> >>> > >>>>> >> >>>>>
>> >>> 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
>> >>> > >>>>> >> >>> [email protected]
>> >>> > >>>>> >> >>>
>> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>> >> >>>
>> >>> > >>>>> >> >>>
>> >>> > >>>>> >> >>
>> >>> > >>>>> >> >> _______________________________________________
>> >>> > >>>>> >> >> Opensim-dev mailing list
>> >>> > >>>>> >> >> [email protected]
>> >>> > >>>>> >> >>
>> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>> >> >>
>> >>> > >>>>> >> >>
>> >>> > >>>>> >> >
>> >>> > >>>>> >> >
>> >>> > >>>>> >> >
>> >>> > >>>>> >> > _______________________________________________
>> >>> > >>>>> >> > Opensim-dev mailing list
>> >>> > >>>>> >> > [email protected]
>> >>> > >>>>> >> >
>> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>> >> _______________________________________________
>> >>> > >>>>> >> Opensim-dev mailing list
>> >>> > >>>>> >> [email protected]
>> >>> > >>>>> >>
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>> >>
>> >>> > >>>>> >
>> >>> > >>>>> >
>> >>> > >>>>> >
>> >>> > >>>>> > _______________________________________________
>> >>> > >>>>> > Opensim-dev mailing list
>> >>> > >>>>> > [email protected]
>> >>> > >>>>> >
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>> _______________________________________________
>> >>> > >>>>> Opensim-dev mailing list
>> >>> > >>>>> [email protected]
>> >>> > >>>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>>
>> >>> > >>>>
>> >>> > >>>>
>> >>> > >>>> _______________________________________________
>> >>> > >>>> Opensim-dev mailing list
>> >>> > >>>> [email protected]
>> >>> > >>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>>
>> >>> > >>>>
>> >>> > >>>
>> >>> > >>> _______________________________________________
>> >>> > >>> Opensim-dev mailing list
>> >>> > >>> [email protected]
>> >>> > >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>>
>> >>> > >>>
>> >>> > >>
>> >>> > >> _______________________________________________
>> >>> > >> Opensim-dev mailing list
>> >>> > >> [email protected]
>> >>> > >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >>
>> >>> > >>
>> >>> > > _______________________________________________
>> >>> > > Opensim-dev mailing list
>> >>> > > [email protected]
>> >>> > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>> > >
>> >>> > >
>> >>> >
>> >>> >
>> >>> >
>> >>> > _______________________________________________
>> >>> > Opensim-dev mailing list
>> >>> > [email protected]
>> >>> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>>
>> >>> _______________________________________________
>> >>> Opensim-dev mailing list
>> >>> [email protected]
>> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >>>
>> >>
>> >>
>> >
>> >
>> >
>> > _______________________________________________
>> > Opensim-dev mailing list
>> > [email protected]
>> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>> >
>>
>> _______________________________________________
>> Opensim-dev mailing list
>> [email protected]
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>
> 
> 
> 
> _______________________________________________
> Opensim-dev mailing list
> [email protected]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
> 

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