diff options
author | David Walter Seikel | 2012-02-19 04:51:54 +1000 |
---|---|---|
committer | David Walter Seikel | 2012-02-19 04:51:54 +1000 |
commit | a3deb34f6140f1886121ab130a330cbce8bea709 (patch) | |
tree | 2018b72f99c26112bfd73d09095847be0342cc90 | |
parent | More notes about how OpenSim works, and how to hook up to it. (diff) | |
download | SledjHamr-a3deb34f6140f1886121ab130a330cbce8bea709.zip SledjHamr-a3deb34f6140f1886121ab130a330cbce8bea709.tar.gz SledjHamr-a3deb34f6140f1886121ab130a330cbce8bea709.tar.bz2 SledjHamr-a3deb34f6140f1886121ab130a330cbce8bea709.tar.xz |
Random commentry.
-rw-r--r-- | LuaSL/src/LuaSL_main.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/LuaSL/src/LuaSL_main.c b/LuaSL/src/LuaSL_main.c index d25457d..940e201 100644 --- a/LuaSL/src/LuaSL_main.c +++ b/LuaSL/src/LuaSL_main.c | |||
@@ -345,7 +345,7 @@ void runLuaFile(gameGlobals *game, const char *filename) | |||
345 | * primID - UUID of the prim it is in. | 345 | * primID - UUID of the prim it is in. |
346 | * isScriptRunning | 346 | * isScriptRunning |
347 | * data - the script source code. | 347 | * data - the script source code. |
348 | * Called when a user saves the script. itemID stays the same, but we get a new assetID, for the new asset. | 348 | * Called when a user saves the script. itemID stays the same, but we get a new assetID, for the new source code asset. |
349 | * Looks up the item in the prim. | 349 | * Looks up the item in the prim. |
350 | * AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId); | 350 | * AssetBase asset = CreateAsset(item.Name, item.Description, (sbyte)AssetType.LSLText, data, remoteClient.AgentId); |
351 | * AssetService.Store(asset); | 351 | * AssetService.Store(asset); |
@@ -426,6 +426,7 @@ void runLuaFile(gameGlobals *game, const char *filename) | |||
426 | * filename encode the sim name, object name, and script name | 426 | * filename encode the sim name, object name, and script name |
427 | * replace anything less than 0x21, DEL " * / : < > ? \ | + [ ] - , . ( ) $ % # @ from - http://en.wikipedia.org/wiki/Filename plus a few more | 427 | * replace anything less than 0x21, DEL " * / : < > ? \ | + [ ] - , . ( ) $ % # @ from - http://en.wikipedia.org/wiki/Filename plus a few more |
428 | * THEN reduce to 254 characters | 428 | * THEN reduce to 254 characters |
429 | * NOTE the object names might be identical, disambiguate them. | ||
429 | * write the script to a file - /script/engine/path/sim_name/objects/object_name/script_name | 430 | * write the script to a file - /script/engine/path/sim_name/objects/object_name/script_name |
430 | * send the itemID.compile(/script/engine/path/sim_name/objects/object_name/script_name) message to the script engine's socket | 431 | * send the itemID.compile(/script/engine/path/sim_name/objects/object_name/script_name) message to the script engine's socket |
431 | * | 432 | * |
@@ -483,6 +484,7 @@ void runLuaFile(gameGlobals *game, const char *filename) | |||
483 | * NOTE - Sending from C means that the message goes nowhere if no one is waiting for it. | 484 | * NOTE - Sending from C means that the message goes nowhere if no one is waiting for it. |
484 | * SOOOO, we may need to queue messages to. | 485 | * SOOOO, we may need to queue messages to. |
485 | * Just chuck them in a FIFO per channel, and destroy the FIFO when the channel get's destroyed. | 486 | * Just chuck them in a FIFO per channel, and destroy the FIFO when the channel get's destroyed. |
487 | * See if I can create the SID channel in C before I start the Lua state running. | ||
486 | * Edje messages might have to be used instead, or some hybrid. | 488 | * Edje messages might have to be used instead, or some hybrid. |
487 | * | 489 | * |
488 | * Main loop is waiting on messages, and that's the main driver. Luaproc is fine with that. Good for events. | 490 | * Main loop is waiting on messages, and that's the main driver. Luaproc is fine with that. Good for events. |