The scripting engine is semi broken in series 0.13

Bug #1468986 reported by Alexander Wolf
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Stellarium
Fix Released
Medium
Florian Schaukowitsch

Bug Description

Start the discussion: https://sourceforge.net/p/stellarium/discussion/278769/thread/706496cc/

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.

Tags: scripting

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
Revision history for this message
Florian Schaukowitsch (fschauk) wrote :

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.
This fix lets me call, for example, Satellites.setFlagHints(true) in the script console.

Revision history for this message
Alexander Wolf (alexwolf) wrote :
Changed in stellarium:
status: New → Fix Committed
assignee: nobody → Florian Schaukowitsch (fschauk)
Revision history for this message
gzotti (georg-zotti) wrote :

Great, thank you!

Changed in stellarium:
status: Fix Committed → Fix Released
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.