comment out all kinds of debugging guff

bulletsim
Justin Clark-Casey (justincc) 2011-07-19 05:14:58 +01:00
parent 1fdb16f1cd
commit 62325829ec
4 changed files with 44 additions and 44 deletions

View File

@ -11224,8 +11224,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (multipleupdate.AgentData.SessionID != SessionId) if (multipleupdate.AgentData.SessionID != SessionId)
return false; return false;
m_log.DebugFormat( // m_log.DebugFormat(
"[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length); // "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
Scene tScene = (Scene)m_scene; Scene tScene = (Scene)m_scene;
@ -11247,9 +11247,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
else else
{ {
m_log.DebugFormat( // m_log.DebugFormat(
"[CLIENT]: Processing block {0} type {1} for {2} {3}", // "[CLIENT]: Processing block {0} type {1} for {2} {3}",
i, block.Type, part.Name, part.LocalId); // i, block.Type, part.Name, part.LocalId);
// // Do this once since fetch parts creates a new array. // // Do this once since fetch parts creates a new array.
// SceneObjectPart[] parts = part.ParentGroup.Parts; // SceneObjectPart[] parts = part.ParentGroup.Parts;

View File

@ -3015,9 +3015,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rot"></param> /// <param name="rot"></param>
public void UpdateRootRotation(Quaternion rot) public void UpdateRootRotation(Quaternion rot)
{ {
m_log.DebugFormat( // m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}", // "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
Name, LocalId, rot); // Name, LocalId, rot);
Quaternion axRot = rot; Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset; Quaternion oldParentRot = m_rootPart.RotationOffset;
@ -3050,21 +3050,21 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
for (int i = 0; i < parts.Length; i++) // for (int i = 0; i < parts.Length; i++)
{ // {
SceneObjectPart childpart = parts[i]; // SceneObjectPart childpart = parts[i];
if (childpart != m_rootPart) // if (childpart != m_rootPart)
{ // {
// childpart.IgnoreUndoUpdate = false; //// childpart.IgnoreUndoUpdate = false;
// childpart.StoreUndoState(); //// childpart.StoreUndoState();
} // }
} // }
m_rootPart.ScheduleTerseUpdate(); m_rootPart.ScheduleTerseUpdate();
m_log.DebugFormat( // m_log.DebugFormat(
"[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", // "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
Name, LocalId, rot); // Name, LocalId, rot);
} }
#endregion #endregion

View File

@ -3705,9 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
m_undo.Push(nUndo); m_undo.Push(nUndo);
m_log.DebugFormat( // m_log.DebugFormat(
"[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
Name, LocalId, forGroup, m_undo.Count); // Name, LocalId, forGroup, m_undo.Count);
} }
} }
} }
@ -3740,9 +3740,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
lock (m_undo) lock (m_undo)
{ {
m_log.DebugFormat( // m_log.DebugFormat(
"[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}", // "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
Name, LocalId, m_undo.Count); // Name, LocalId, m_undo.Count);
if (m_undo.Count > 0) if (m_undo.Count > 0)
{ {

View File

@ -64,32 +64,32 @@ namespace OpenSim.Region.Framework.Scenes
else else
Position = part.OffsetPosition; Position = part.OffsetPosition;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo position {0} for root part", Position); // "[UNDO STATE]: Storing undo position {0} for root part", Position);
Rotation = part.RotationOffset; Rotation = part.RotationOffset;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
Scale = part.Shape.Scale; Scale = part.Shape.Scale;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo scale {0} for root part", Scale); // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
} }
else else
{ {
Position = part.OffsetPosition; Position = part.OffsetPosition;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo position {0} for child part", Position); // "[UNDO STATE]: Storing undo position {0} for child part", Position);
Rotation = part.RotationOffset; Rotation = part.RotationOffset;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
Scale = part.Shape.Scale; Scale = part.Shape.Scale;
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Storing undo scale {0} for child part", Scale); // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
} }
} }
} }
@ -134,9 +134,9 @@ namespace OpenSim.Region.Framework.Scenes
if (part.ParentID == 0) if (part.ParentID == 0)
{ {
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Undoing position to {0} for root part {1} {2}", // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
Position, part.Name, part.LocalId); // Position, part.Name, part.LocalId);
if (Position != Vector3.Zero) if (Position != Vector3.Zero)
{ {
@ -146,9 +146,9 @@ namespace OpenSim.Region.Framework.Scenes
part.OffsetPosition = Position; part.OffsetPosition = Position;
} }
m_log.DebugFormat( // m_log.DebugFormat(
"[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
part.RotationOffset, Rotation, part.Name, part.LocalId); // part.RotationOffset, Rotation, part.Name, part.LocalId);
if (ForGroup) if (ForGroup)
part.UpdateRotation(Rotation); part.UpdateRotation(Rotation);