The scripting engine is semi broken in series 0.13
Bug #1468986 reported by
Alexander Wolf
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Stellarium |
Fix Released
|
Medium
|
Florian Schaukowitsch |
Bug Description
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The all registered modules in series 0.12 is available in the scripting engine, but in series 0.13 it's not that. Apparently introducing the new StelAction broke the registration of plugins in list of modules.
Related branches
Changed in stellarium: | |
importance: | Undecided → Medium |
tags: | added: scripting |
Changed in stellarium: | |
milestone: | none → 0.14.0 |
summary: |
- Half-broken scripting engine on series 0.13 + The scripting engine is semi broken in series 0.13 |
Changed in stellarium: | |
status: | Fix Committed → Fix Released |
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I took a quick look at this as requested by Georg, and it looks as though plugins are loaded after the StelScriptMgr is initialized, and so the plugins are not available to StelScriptMgr: :addModules( ). I changed some things around in the attached patch. Now StelApp::init() still creates the StelScriptMgr and the ScriptProxy, but the ScriptMgr gets initialized later at the end of the StelMainView just before the main loop is started and after the plugins are loaded. setFlagHints( true) in the script console.
This fix lets me call, for example, Satellites.