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
parent
fbff51f387
commit
7dc1c7d841
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@ -982,10 +982,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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return false;
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return false;
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}
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}
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UUID assetID = item.AssetID;
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m_log.DebugFormat(
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"[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
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part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
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part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
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//m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})",
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UUID assetID = item.AssetID;
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// item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name);
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ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
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ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
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@ -1164,10 +1166,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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stateSource, m_MaxScriptQueue);
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stateSource, m_MaxScriptQueue);
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// if (DebugLevel >= 1)
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// if (DebugLevel >= 1)
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m_log.DebugFormat(
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// m_log.DebugFormat(
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"[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
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// "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
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part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
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// part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
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part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
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// part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
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if (presence != null)
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if (presence != null)
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{
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{
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