llSay() works again. Cleanup of debug messages.
parent
afaa12a9e2
commit
9573aa7582
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@ -49,14 +49,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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public void llWhisper(int channelID, string text)
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{
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//Common.SendToDebug("INTERNAL FUNCTION llWhisper(" + channelID + ", \"" + text + "\");");
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Console.WriteLine("ScriptEngine", "llWhisper Channel " + channelID + ", Text: \"" + text + "\"");
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Console.WriteLine("llWhisper Channel " + channelID + ", Text: \"" + text + "\"");
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}
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//public void llSay(UInt32 channelID, string text)
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public void llSay(int channelID, string text)
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{
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//TODO: DO SOMETHING USEFUL HERE
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//Common.SendToDebug("INTERNAL FUNCTION llSay(" + (UInt32)channelID + ", \"" + (string)text + "\");");
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Console.WriteLine("ScriptEngine", "llSay Channel " + channelID + ", Text: \"" + text + "\"");
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Console.WriteLine("llSay Channel " + channelID + ", Text: \"" + text + "\"");
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//World.SimChat(
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}
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public void llShout(UInt16 channelID, string text) { return; }
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@ -44,7 +44,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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myScriptEngine = _ScriptEngine;
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// TODO: HOOK EVENTS UP TO SERVER!
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
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// TODO: ADD SERVER HOOK TO LOAD A SCRIPT THROUGH myScriptEngine.ScriptManager
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// Hook up a test event to our test form
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@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public EventQueueManager(ScriptEngine _ScriptEngine)
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{
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myScriptEngine = _ScriptEngine;
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Start");
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Start");
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// Start worker thread
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EventQueueThread = new Thread(EventQueueThreadLoop);
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EventQueueThread.IsBackground = true;
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@ -79,7 +79,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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private void EventQueueThreadLoop()
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{
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
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try
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{
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while (true)
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@ -55,7 +55,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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World = Sceneworld;
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m_logger = logger;
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m_logger.Status("ScriptEngine", "InitializeEngine");
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//m_logger.Status("ScriptEngine", "InitializeEngine");
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// Create all objects we'll be using
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myEventQueueManager = new EventQueueManager(this);
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@ -75,7 +75,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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[Obsolete("!!!FOR DEBUGGING ONLY!!!")]
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public void StartScript(string ScriptID, string ObjectID)
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{
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m_logger.Status("ScriptEngine", "DEBUG: StartScript: " + ScriptID);
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m_logger.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID);
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myScriptManager.StartScript(ScriptID, ObjectID);
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}
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}
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@ -114,7 +114,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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FileName = ScriptID;
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// * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache)
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myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower());
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower());
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switch (System.IO.Path.GetExtension(FileName).ToLower())
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{
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case ".txt":
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@ -174,7 +174,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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/// <returns></returns>
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private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName)
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{
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myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName);
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//myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName);
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// Load .Net Assembly (.dll)
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// Initialize and return it
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