llSay() works again. Cleanup of debug messages.

afrisby
Tedd Hansen 2007-08-14 16:14:19 +00:00
parent afaa12a9e2
commit 9573aa7582
5 changed files with 9 additions and 9 deletions

View File

@ -49,14 +49,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
public void llWhisper(int channelID, string text)
{
//Common.SendToDebug("INTERNAL FUNCTION llWhisper(" + channelID + ", \"" + text + "\");");
Console.WriteLine("ScriptEngine", "llWhisper Channel " + channelID + ", Text: \"" + text + "\"");
Console.WriteLine("llWhisper Channel " + channelID + ", Text: \"" + text + "\"");
}
//public void llSay(UInt32 channelID, string text)
public void llSay(int channelID, string text)
{
//TODO: DO SOMETHING USEFUL HERE
//Common.SendToDebug("INTERNAL FUNCTION llSay(" + (UInt32)channelID + ", \"" + (string)text + "\");");
Console.WriteLine("ScriptEngine", "llSay Channel " + channelID + ", Text: \"" + text + "\"");
Console.WriteLine("llSay Channel " + channelID + ", Text: \"" + text + "\"");
//World.SimChat(
}
public void llShout(UInt16 channelID, string text) { return; }

View File

@ -44,7 +44,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
{
myScriptEngine = _ScriptEngine;
// TODO: HOOK EVENTS UP TO SERVER!
myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
// TODO: ADD SERVER HOOK TO LOAD A SCRIPT THROUGH myScriptEngine.ScriptManager
// Hook up a test event to our test form

View File

@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
public EventQueueManager(ScriptEngine _ScriptEngine)
{
myScriptEngine = _ScriptEngine;
myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Start");
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Start");
// Start worker thread
EventQueueThread = new Thread(EventQueueThreadLoop);
EventQueueThread.IsBackground = true;
@ -79,7 +79,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
private void EventQueueThreadLoop()
{
myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
//myScriptEngine.m_logger.Verbose("ScriptEngine", "EventQueueManager Worker thread spawned");
try
{
while (true)

View File

@ -55,7 +55,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
World = Sceneworld;
m_logger = logger;
m_logger.Status("ScriptEngine", "InitializeEngine");
//m_logger.Status("ScriptEngine", "InitializeEngine");
// Create all objects we'll be using
myEventQueueManager = new EventQueueManager(this);
@ -75,7 +75,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
[Obsolete("!!!FOR DEBUGGING ONLY!!!")]
public void StartScript(string ScriptID, string ObjectID)
{
m_logger.Status("ScriptEngine", "DEBUG: StartScript: " + ScriptID);
m_logger.Status("ScriptEngine", "DEBUG FUNCTION: StartScript: " + ScriptID);
myScriptManager.StartScript(ScriptID, ObjectID);
}
}

View File

@ -114,7 +114,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
FileName = ScriptID;
// * Does script need compile? Send it to LSL compiler first. (TODO: Use (and clean) compiler cache)
myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower());
//myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Script extension: " + System.IO.Path.GetExtension(FileName).ToLower());
switch (System.IO.Path.GetExtension(FileName).ToLower())
{
case ".txt":
@ -174,7 +174,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
/// <returns></returns>
private OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL.LSL_BaseClass LoadAndInitAssembly(AppDomain FreeAppDomain, string FileName)
{
myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName);
//myScriptEngine.m_logger.Verbose("ScriptEngine", "ScriptManager Loading Assembly " + FileName);
// Load .Net Assembly (.dll)
// Initialize and return it