Make the error messages passed to RegionReady more descriptive
Patch by antont, thank you. Fixes Mantis #33380.6.5-rc1
parent
6323516a83
commit
8dfe8a0d1d
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@ -494,8 +494,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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UUID assetID = item.AssetID;
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UUID assetID = item.AssetID;
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// m_log.DebugFormat("[XEngine] Compiling script {0} ({1})",
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//m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})",
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// item.Name, itemID.ToString());
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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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@ -559,7 +559,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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try
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try
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{
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{
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// DISPLAY ERROR INWORLD
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// DISPLAY ERROR INWORLD
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m_ScriptErrorMessage += "Failed to compile: " + e.Message.ToString();
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m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString();
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m_ScriptFailCount++;
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m_ScriptFailCount++;
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string text = "Error compiling script:\n" + e.Message.ToString();
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string text = "Error compiling script:\n" + e.Message.ToString();
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if (text.Length > 1000)
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if (text.Length > 1000)
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