From cf168194e5968c1fab33266bdbb57465f303860b Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 23 Jan 2013 02:28:27 +0000
Subject: If ScriptStopStrategy hasn't been set to co-op in [XEngine] config,
then continue to generate C# that is functionality identical to historical
generation
This is to eliminate disruption until co-op termination has been well-tested.
In non co-op mode, XEngine will continue to load DLLs of the existing Script class and the new XEngineScript class.
Moving to co-op mode still requires existing script DLL deletion to force recompilation, either manually or by setting DeleteScriptsOnStartup = true for one run.
This change also means that scripts which fail to initialize do not still show up as running scripts.
---
OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs | 8 ++++++++
1 file changed, 8 insertions(+)
(limited to 'OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs')
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
index 20dcac9..b8fdd01 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptEngine.cs
@@ -79,6 +79,14 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
string ScriptEnginePath { get; }
///
+ /// Return the name of the class that will be used for all running scripts.
+ ///
+ ///
+ /// Each class goes in its own assembly so we don't need to otherwise distinguish the class name.
+ ///
+ string ScriptClassName { get; }
+
+ ///
/// Return the name of the base class that will be used for all running scripts.
///
string ScriptBaseClassName { get; }
--
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