Removed some script engine noise from console
parent
8a13edb115
commit
16275ca26d
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@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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#if DEBUG
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#if DEBUG
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Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
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//Console.WriteLine("ScriptEngine: Executing function name: " + EventName);
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#endif
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#endif
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// Found
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// Found
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ev.Invoke(m_Script, args);
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ev.Invoke(m_Script, args);
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@ -231,7 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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{
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{
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EventQueueThreadClass eqtc = new EventQueueThreadClass();
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EventQueueThreadClass eqtc = new EventQueueThreadClass();
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eventQueueThreads.Add(eqtc);
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eventQueueThreads.Add(eqtc);
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m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
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//m_ScriptEngine.Log.Debug("[" + m_ScriptEngine.ScriptEngineName + "]: Started new script execution thread. Current thread count: " + eventQueueThreads.Count);
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}
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}
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private void AbortThreadClass(EventQueueThreadClass threadClass)
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private void AbortThreadClass(EventQueueThreadClass threadClass)
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@ -130,7 +130,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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else
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else
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{
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{
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#if DEBUG
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#if DEBUG
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m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: Config OK. Compiler recognized language type \"" + strlan + "\" specified in \"AllowedCompilers\".");
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//m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: Config OK. Compiler recognized language type \"" + strlan + "\" specified in \"AllowedCompilers\".");
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#endif
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#endif
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}
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}
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AllowedCompilers.Add(strlan, true);
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AllowedCompilers.Add(strlan, true);
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@ -158,8 +158,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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else
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else
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{
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{
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#if DEBUG
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#if DEBUG
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m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: " +
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// m_scriptEngine.Log.Debug("[" + m_scriptEngine.ScriptEngineName + "]: " +
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"Config OK. Default language \"" + defaultCompileLanguage + "\" specified in \"DefaultCompileLanguage\" is recognized as a valid language.");
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// "Config OK. Default language \"" + defaultCompileLanguage + "\" specified in \"DefaultCompileLanguage\" is recognized as a valid language.");
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#endif
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#endif
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// LANGUAGE IS IN ALLOW-LIST
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// LANGUAGE IS IN ALLOW-LIST
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DefaultCompileLanguage = LanguageMapping[defaultCompileLanguage];
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DefaultCompileLanguage = LanguageMapping[defaultCompileLanguage];
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@ -66,14 +66,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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// We will initialize and start the script.
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// We will initialize and start the script.
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// It will be up to the script itself to hook up the correct events.
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// It will be up to the script itself to hook up the correct events.
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string ScriptSource = String.Empty;
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string CompiledScriptFile = String.Empty;
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SceneObjectPart m_host = World.GetSceneObjectPart(localID);
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SceneObjectPart m_host = World.GetSceneObjectPart(localID);
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try
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try
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{
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{
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// Compile (We assume LSL)
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// Compile (We assume LSL)
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ScriptSource = LSLCompiler.PerformScriptCompile(Script);
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CompiledScriptFile = LSLCompiler.PerformScriptCompile(Script);
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//#if DEBUG
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//#if DEBUG
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//long before;
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//long before;
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@ -81,7 +81,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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//#endif
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//#endif
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IScript CompiledScript;
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IScript CompiledScript;
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CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(ScriptSource);
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CompiledScript = m_scriptEngine.m_AppDomainManager.LoadScript(CompiledScriptFile);
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//#if DEBUG
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//#if DEBUG
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//m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
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//m_scriptEngine.Log.DebugFormat("[" + m_scriptEngine.ScriptEngineName + "]: Script " + itemID + " occupies {0} bytes", GC.GetTotalMemory(true) - before);
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