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authorDavid Walter Seikel2012-02-19 04:51:54 +1000
committerDavid Walter Seikel2012-02-19 04:51:54 +1000
commita3deb34f6140f1886121ab130a330cbce8bea709 (patch)
tree2018b72f99c26112bfd73d09095847be0342cc90 /LuaSL
parentMore notes about how OpenSim works, and how to hook up to it. (diff)
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Random commentry.
Diffstat (limited to 'LuaSL')
-rw-r--r--LuaSL/src/LuaSL_main.c4
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.