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.
0.7.4.1
Justin Clark-Casey (justincc) 2012-08-17 22:30:01 +01:00
parent fbff51f387
commit 7dc1c7d841
1 changed files with 9 additions and 7 deletions

View File

@ -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)
{ {