minor: Make xengine debug message on script load a scripting loading message instead.
This is more useful if compilation fails due to an uncatchable exception since we know what was being compiled.integration
parent
99e339dd40
commit
0860a0d856
|
@ -982,10 +982,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
UUID assetID = item.AssetID;
|
m_log.DebugFormat(
|
||||||
|
"[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
|
||||||
|
part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
|
||||||
|
part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
//m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})",
|
UUID assetID = item.AssetID;
|
||||||
// item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name);
|
|
||||||
|
|
||||||
ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
|
ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
|
||||||
|
|
||||||
|
@ -1164,10 +1166,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
|
||||||
stateSource, m_MaxScriptQueue);
|
stateSource, m_MaxScriptQueue);
|
||||||
|
|
||||||
// if (DebugLevel >= 1)
|
// if (DebugLevel >= 1)
|
||||||
m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
"[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
|
// "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
|
||||||
part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
|
// part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
|
||||||
part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
|
// part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
|
||||||
|
|
||||||
if (presence != null)
|
if (presence != null)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue