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1Refer to - LuaSL_New_scripting_engine.html
2
3LuaSL is a Lua based LSL scripting engine that will aim for LSL
4compatibility first, then adding Lua extensions. It aims to replace the
5woeful XEngine from OpenSim, and at a later stage, be the basis for a
6client side scripting engine.
7
8To compile this, you will need Enlightenment Foundation Libraries (EFL)
9installed in either /opt/e17 or /usr. These are typical places it get's
10installed in. You will also need flex. The rest of the dependencies
11are in the ../libraries directory.
12
13
14Design.
15-------
16
17The basic design will be made up as I go along, but so far I have this -
18
19A parser parses an LSL script, validating it and reporting errors.
20
21A translator takes the result of the parse, and converts it into Lua
22source. Each LSL script becomes a Lua state. LSL states are handled as
23Lua tables, with each LSL state function being a table function in a
24common metatable. LL and OS functions are likely to be C or Lua
25functions. Careful testing should be done with LuaJIT FFI, sandboxing,
26and performance testing.
27
28The Lua source is compiled by the Lua compiler.
29
30LuaJIT is used as the Lua compiler, library, and runtime.
31
32Luaproc is used to start up operating system threads and hand Lua states
33between them. Luaproc messaging is also being used, but might need to
34change to edje messaging. Note - luaproc has been extensively rewritten
35for this project, mostly converting it to use EFL. That rewrite
36substantially shrunk the source code. Then it was all rewritten again
37to use EFL threads, and cooperative multitasking.
38
39THIS IS WHERE WE ARE RIGHT NOW.
40
41Should implement embedded Lua somehow. Probably the best thing to do is
42to have comments like -
43
44//Lua: local t = {1, 3, 42, x='something', 'something else}
45/*Lua: print(t.x) */
46
47The LSL parser picks these up and stores them in the AST as Lua
48snippets, then the compiler output functions just inserts them in the
49Lua code it is generating. Obviously these Lua snippets can access the
50rest of the generated Lua code. They should also be able to access
51skang and thus do proper GUI stuff on viewers that support skang.
52
53Nails will be used to pump commands in and out of the LuaSL system.
54Incoming commands invoke LSL events via the LuaSL state metatable. LL
55and OS functions that impact the world will be converted to nails
56commands sent to the command pump.
57
58Initially, since this is the first thing being written, a nails command
59pump client needs to be installed into OpenSim's C# stuff. Though it
60might be possible to talk directly to ROBUST instead. Think I'll try
61the ROBUST route, see how far I can get. That's the general principle
62applying in all of this - try to avoid C# and see how for we can get.
63lol
64
65On the other hand, might be better to leverage the existing C#
66implementations of LSL functions, just to get things up and running
67quickly. To that end, a protocol involving exchanging snippets of Lua
68over a network socket has been developed, and the next step is to write
69the C# side. sigh
70
71A watchdog thread should be used to make sure no LuaSL script spends
72forever processing any event.
73
74Some form of serialization will need to be created for saving script
75state during shutdowns, passing script state to other threads /
76processes / computers. Apparently Lua is good at this.
77
78There will have to be a MySQL (and maybe SQLite) client in the system,
79so we can talk directly to the local sim database. Esskyuehl may be
80suitable, though it's still in the prototype stage.
81
82Email, HTTP, and XML-RPC might need to be dealt with by us. A ROBUST
83client will be needed to. Azy might be suitable, but it's also in
84prototype.
85
86An object is a file system directory, full of LSL scripts as text files,
87notecards as text files, animations as BVH (or later BVJ) files, etc.
88There will be some sort of metadata in place. This could be created by
89our own OpenSim compatible cache module.
90
91
92Test harness.
93-------------
94
95I'll build a test harness. It will be based on EFL Edje Lua, with
96buttons for triggering LSL events, SL style dialogs, and other goodies.
97
98The initial goal will be to run standard MLP scripts. They have minimal
99interface to the world, and exercise quite a bit of the rest of LSL.
100They are also quite common, and sometimes responsible for a lot of the
101script running load.
102
103Later I should add stock standard OpenCollar scripts from SL. They are
104a bitch to get working under OpenSim, so would be good compatability
105tests.
106
107Various eina logging domains might be used to handle whisper, say, shout,
108etc.
109
110Performance testing will have to be done on 5000 scripts, to see how
111that compares against XEngine.
112
113The test harness became the love world server.
114
115
116TODO
117----
118
119Useful for limiting the amount of time scripts use -
120https://groups.google.com/forum/#!topic/lua-alchemy-dev/3bDPk2aQ8FE
121http://stackoverflow.com/questions/862256/how-can-i-end-a-lua-thread-cleanly