Refer to - http://www.infinitegrid.org/drupal/content/LuaSL_New_scripting_engine LuaSL is a Lua based LSL scripting engine that will aim for LSL compatability first, then adding Lua extensions. It aims to replace the woeful XEngine from OpenSim, and at a later stage, be the basis for a client side scripting engine. To compile this, you will need Enlightenment Foundation Libraries (EFL) installed in either /opt/e17 or /usr. These are typical places it get's installed in. You will also need flex. The rest of the dependencies are in the ../libraries directory. Design. ------- The basic design will be made up as I go along, but so far I have this - A parser parses an LSL script, validating it and reporting errors. A translator takes the result of the parse, and converts it into Lua source. Each LSL script becomes a Lua state. LSL states are handled as Lua tables, with each LSL state function being a table function in a common metatable. LL and OS functions are likely to be C or Lua functions. Careful testing should be done with LuaJIT FFI, sandboxing, and performance testing. The Lua source is compiled by the Lua compiler. LuaJIT is used as the Lua compiler, library, and runtime. Luaproc is used to start up operating system threads and hand Lua states between them. Luaproc messaging is also being used, but might need to change to edje messaging. Note - luaproc has been extensively rewritten for this project, mostly converting it to use EFL. That rewrite substantially shrunk the source code. More might be rewritten in future. THIS IS WHERE WE ARE RIGHT NOW. Nails will be used to pump commands in and out of the LuaSL system. Incoming commands invoke LSL events via the LuaSL state metatable. LL and OS functions that impact the world will be converted to nails commands sent to the command pump. Initialy, since this is the first thing being written, a nails command pump client needs to be installed into OpenSim's C# stuff. Though it might be possible to talk directly to ROBUST instead. Think I'll try the ROBUST route, see how far I can get. That's the general principle applying in all of this - try to avoid C# and see how for we can get. lol On the other hand, might be better to leverage the existing C# implementations of LSL functions, just to get things up and running quickly. To that end, a protocol involving exchanging snippets of Lua over a network socket has been developed, and the next step is to write the C# side. sigh A watchdog thread should be used to make sure no LuaSL script spends forever processing any event. Some form of serialization will need to be created for saving script state during shutdowns, passing script state to other threads / processes / computers. Aparently Lua is good at this. There will have to be a MySQL (and maybe SQLite) client in the system, so we can talk directly to the local sim database. Esskyuehl may be suitable, though it's still in the prototype stage. Email, HTTP, and XML-RPC might need to be dealt with by us. A ROBUST client will be needed to. Azy might be suitable, but it's also in prototype. An object is a file system directory, full of LSL scripts as text files, notecards as text files, animations as BVH (or later BVJ) files, etc. There will be some sort of metadata in place. This could be created by our own OpenSim compatible cache module. Test harness. ------------- I'll build a test harness. It will be based on EFL Edje Lua, with buttons for triggering LSL events, SL style dialogs, and other goodies. The initial goal will be to run standard MLP scripts. They have minimal interface to the world, and exercise quite a bit of the rest of LSL. They are also quite common, and sometimes responsible for a lot of the script running load. Later I should add stock standard OpenCollar scripts from SL. They are a bitch to get working under OpenSim, so would be good compatability tests. Various eina logging domains might be used to handle whisper, say, shout, etc. Performance testing will have to be done on 5000 scripts, to see how that compares against XEngine.