Kill "Compile successful" message when rezzing prims/wearing attachments

Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
0.6.0-stable
Melanie Thielker 2008-09-26 20:18:31 +00:00
parent 415520cea6
commit b416422349
3 changed files with 7 additions and 6 deletions

View File

@ -1311,8 +1311,9 @@ namespace OpenSim.Region.Environment.Scenes
}
part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID);
// TODO: set this to "true" when scripts in inventory have persistent state to fire on_rez
part.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine);
// Posting on_rez to the prim. Not much point, but
// needed to kill gratuitious compiler messages
part.CreateScriptInstance(copyID, 0, true, DefaultScriptEngine);
// m_log.InfoFormat("[PRIMINVENTORY]: " +
// "Rezzed script {0} into prim local ID {1} for user {2}",

View File

@ -145,7 +145,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
LSLCompiler.PerformScriptCompile(Script,
assetID.ToString());
if (presence != null)
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage(
"Compile successful", false);
@ -205,7 +205,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
}
catch (Exception e) // LEGIT: User Scripting
{
if (presence != null)
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage(
"Script saved with errors, check debug window!",
false);

View File

@ -500,12 +500,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
{
assembly = m_Compiler.PerformScriptCompile(script,
assetID.ToString());
if (presence != null)
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage("Compile successful", false);
}
catch (Exception e)
{
if (presence != null)
if (presence != null && (!postOnRez))
presence.ControllingClient.SendAgentAlertMessage("Script saved with errors, check debug window!", false);
try
{