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.

integration
Justin Clark-Casey (justincc) 2012-08-25 00:42:32 +01:00
parent ba58331b29
commit f3a5e3a02b
2 changed files with 5 additions and 3 deletions

View File

@ -93,7 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary> /// </summary>
public void StartScripts() public void StartScripts()
{ {
m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName); // m_log.InfoFormat("[SCENE]: Starting scripts in {0}, please wait.", RegionInfo.RegionName);
IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>(); IScriptModule[] engines = RequestModuleInterfaces<IScriptModule>();

View File

@ -923,6 +923,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
// This delay exists to stop mono problems where script compilation and startup would stop the sim // This delay exists to stop mono problems where script compilation and startup would stop the sim
// working properly for the session. // working properly for the session.
System.Threading.Thread.Sleep(m_StartDelay); System.Threading.Thread.Sleep(m_StartDelay);
m_log.InfoFormat("[XEngine]: Performing initial script startup on {0}", m_Scene.Name);
} }
object[] o; object[] o;
@ -938,13 +940,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
if (m_InitialStartup) if (m_InitialStartup)
if (scriptsStarted % 50 == 0) if (scriptsStarted % 50 == 0)
m_log.InfoFormat( m_log.InfoFormat(
"[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.RegionInfo.RegionName); "[XEngine]: Started {0} scripts in {1}", scriptsStarted, m_Scene.Name);
} }
} }
if (m_InitialStartup) if (m_InitialStartup)
m_log.InfoFormat( m_log.InfoFormat(
"[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.RegionInfo.RegionName); "[XEngine]: Completed starting {0} scripts on {1}", scriptsStarted, m_Scene.Name);
// NOTE: Despite having a lockless queue, this lock is required // NOTE: Despite having a lockless queue, this lock is required
// to make sure there is never no compile thread while there // to make sure there is never no compile thread while there