Make the error messages passed to RegionReady more descriptive

Patch by antont, thank you.
Fixes Mantis #3338
0.6.5-rc1
Melanie Thielker 2009-03-26 01:02:19 +00:00
parent 6323516a83
commit 8dfe8a0d1d
1 changed files with 4 additions and 3 deletions

View File

@ -494,8 +494,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
UUID assetID = item.AssetID; UUID assetID = item.AssetID;
// m_log.DebugFormat("[XEngine] Compiling script {0} ({1})", //m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})",
// item.Name, itemID.ToString()); // item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name);
ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID);
@ -559,7 +559,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
try try
{ {
// DISPLAY ERROR INWORLD // DISPLAY ERROR INWORLD
m_ScriptErrorMessage += "Failed to compile: " + e.Message.ToString(); m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString();
m_ScriptFailCount++; m_ScriptFailCount++;
string text = "Error compiling script:\n" + e.Message.ToString(); string text = "Error compiling script:\n" + e.Message.ToString();
if (text.Length > 1000) if (text.Length > 1000)