Add "debug script log" command to allow setting a numeric debug level on individual IScriptInstances for debugging purposes.

Current, state changes and event fires can be logged for individual scripts.
See command help for more details.
This commit is contained in:
Justin Clark-Casey (justincc)
2012-12-12 23:13:34 +00:00
parent 418c0cb01d
commit 047270bdc8
4 changed files with 113 additions and 17 deletions

View File

@@ -93,6 +93,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
private UUID m_CurrentStateHash;
private UUID m_RegionID;
public int DebugLevel { get; set; }
public Dictionary<KeyValuePair<int, int>, KeyValuePair<int, int>> LineMap { get; set; }
private Dictionary<string,IScriptApi> m_Apis = new Dictionary<string,IScriptApi>();
@@ -703,21 +705,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
if (data.EventName == "collision")
m_CollisionInQueue = false;
}
// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
if (DebugLevel >= 2)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Processing event {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
data.EventName,
ScriptName,
part.Name,
part.LocalId,
part.ParentGroup.Name,
part.ParentGroup.UUID,
part.AbsolutePosition,
part.ParentGroup.Scene.Name);
m_DetectParams = data.DetectParams;
if (data.EventName == "state") // Hardcoded state change
{
// m_log.DebugFormat("[Script] Script {0}.{1} state set to {2}",
// PrimName, ScriptName, data.Params[0].ToString());
State = data.Params[0].ToString();
if (DebugLevel >= 1)
m_log.DebugFormat(
"[SCRIPT INSTANCE]: Changing state to {0} for {1}/{2}({3})/{4}({5}) @ {6}/{7}",
State,
ScriptName,
part.Name,
part.LocalId,
part.ParentGroup.Name,
part.ParentGroup.UUID,
part.AbsolutePosition,
part.ParentGroup.Scene.Name);
AsyncCommandManager.RemoveScript(Engine,
LocalID, ItemID);
SceneObjectPart part = Engine.World.GetSceneObjectPart(
LocalID);
if (part != null)
{
part.SetScriptEvents(ItemID,
@@ -729,8 +752,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
if (Engine.World.PipeEventsForScript(LocalID) ||
data.EventName == "control") // Don't freeze avies!
{
SceneObjectPart part = Engine.World.GetSceneObjectPart(
LocalID);
// m_log.DebugFormat("[Script] Delivered event {2} in state {3} to {0}.{1}",
// PrimName, ScriptName, data.EventName, State);