minor: if the script engine fails to find a prim for a script, also print out that prim's local id in the error message.
parent
294120c9d3
commit
00f8946bd4
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@ -418,6 +418,10 @@ namespace OpenSim.Region.Framework.Scenes
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lock (SceneObjectGroupsByLocalPartID)
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lock (SceneObjectGroupsByLocalPartID)
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{
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{
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// m_log.DebugFormat(
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// "[SCENE GRAPH]: Adding scene object {0} {1} {2} to SceneObjectGroupsByLocalPartID in {3}",
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// sceneObject.Name, sceneObject.UUID, sceneObject.LocalId, m_parentScene.RegionInfo.RegionName);
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SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject;
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SceneObjectGroupsByLocalPartID[sceneObject.LocalId] = sceneObject;
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foreach (SceneObjectPart part in children)
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foreach (SceneObjectPart part in children)
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SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
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SceneObjectGroupsByLocalPartID[part.LocalId] = sceneObject;
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@ -594,7 +594,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
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SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
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if (part == null)
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if (part == null)
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{
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{
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m_log.Error("[Script] SceneObjectPart unavailable. Script NOT started.");
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m_log.ErrorFormat("[Script]: SceneObjectPart with localID {0} unavailable. Script NOT started.", localID);
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m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n";
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m_ScriptErrorMessage += "SceneObjectPart unavailable. Script NOT started.\n";
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m_ScriptFailCount++;
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m_ScriptFailCount++;
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return false;
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return false;
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