Removed some script engine noise from console

0.6.0-stable
Tedd Hansen 2008-04-20 11:58:14 +00:00
parent 8a13edb115
commit 16275ca26d
4 changed files with 8 additions and 8 deletions

View File

@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Common
//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined //cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
#if DEBUG #if DEBUG
Console.WriteLine("ScriptEngine: Executing function name: " + EventName); //Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
#endif #endif
// Found // Found
ev.Invoke(m_Script, args); ev.Invoke(m_Script, args);

View File

@ -231,7 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
{ {
EventQueueThreadClass eqtc = new EventQueueThreadClass(); EventQueueThreadClass eqtc = new EventQueueThreadClass();
eventQueueThreads.Add(eqtc); eventQueueThreads.Add(eqtc);
m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count); //m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
} }
private void AbortThreadClass(EventQueueThreadClass threadClass) private void AbortThreadClass(EventQueueThreadClass threadClass)

View File

@ -130,7 +130,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
else else
{ {
#if DEBUG #if DEBUG
m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: Config OK. Compiler recognized language type \"" + strlan + "\" specified in \"AllowedCompilers\"."); //m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: Config OK. Compiler recognized language type \"" + strlan + "\" specified in \"AllowedCompilers\".");
#endif #endif
} }
AllowedCompilers.Add(strlan, true); AllowedCompilers.Add(strlan, true);
@ -158,8 +158,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
else else
{ {
#if DEBUG #if DEBUG
m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: " + // m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: " +
"Config OK. Default language \"" + defaultCompileLanguage + "\" specified in \"DefaultCompileLanguage\" is recognized as a valid language."); // "Config OK. Default language \"" + defaultCompileLanguage + "\" specified in \"DefaultCompileLanguage\" is recognized as a valid language.");
#endif #endif
// LANGUAGE IS IN ALLOW-LIST // LANGUAGE IS IN ALLOW-LIST
DefaultCompileLanguage = LanguageMapping[defaultCompileLanguage]; DefaultCompileLanguage = LanguageMapping[defaultCompileLanguage];

View File

@ -66,14 +66,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
// We will initialize and start the script. // We will initialize and start the script.
// It will be up to the script itself to hook up the correct events. // It will be up to the script itself to hook up the correct events.
string ScriptSource = String.Empty; string CompiledScriptFile = String.Empty;
SceneObjectPart m_host = World.GetSceneObjectPart(localID); SceneObjectPart m_host = World.GetSceneObjectPart(localID);
try try
{ {
// Compile (We assume LSL) // Compile (We assume LSL)
ScriptSource = LSLCompiler.PerformScriptCompile(Script); CompiledScriptFile = LSLCompiler.PerformScriptCompile(Script);
//#if DEBUG //#if DEBUG
//long before; //long before;
@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
//#endif //#endif
IScript CompiledScript; IScript CompiledScript;
CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource); CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(CompiledScriptFile);
//#if DEBUG //#if DEBUG
//m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before); //m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);