Log initial script startup info notice when xengine actually starts to do this for debugging purposes, rather than before it actually starts to do this.
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ba58331b29
commit
f3a5e3a02b
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@ -93,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public void StartScripts()
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{
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m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
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// m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
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IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>();
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@ -923,6 +923,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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// This delay exists to stop mono problems where script compilation and startup would stop the sim
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// working properly for the session.
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System.Threading.Thread.Sleep(m_StartDelay);
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m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name);
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}
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object[] o;
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@ -938,13 +940,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
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if (m_InitialStartup)
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if (scriptsStarted % 50 == 0)
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m_log.InfoFormat(
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"[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.RegionInfo.RegionName);
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"[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name);
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}
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}
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if (m_InitialStartup)
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m_log.InfoFormat(
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"[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.RegionInfo.RegionName);
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"[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name);
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// NOTE: Despite having a lockless queue, this lock is required
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// to make sure there is never no compile thread while there
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