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Converted logging to use log4net.
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
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@@ -38,6 +38,8 @@ namespace OpenSim.Region.ExtensionsScriptModule
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{
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public class ScriptManager : IRegionModule, IExtensionScriptModule
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private readonly List<IScript> scripts = new List<IScript>();
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private Scene m_scene;
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private readonly Dictionary<string, IScriptCompiler> compilers = new Dictionary<string, IScriptCompiler>();
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@@ -48,12 +50,12 @@ namespace OpenSim.Region.ExtensionsScriptModule
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{
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ScriptInfo scriptInfo = new ScriptInfo(m_scene);
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// Since each script could potentially corrupt their access with a stray assignment, making a new one for each script.
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MainLog.Instance.Verbose("SCRIPT", "Loading " + script.Key);
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m_log.Info("[SCRIPT]: Loading " + script.Key);
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script.Value.Initialise(scriptInfo);
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scripts.Add(script.Value);
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}
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MainLog.Instance.Verbose("SCRIPT", string.Format("Finished loading {0} script(s)", compiledscripts.Count));
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m_log.Info("[SCRIPT]: " + string.Format("Finished loading {0} script(s)", compiledscripts.Count));
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}
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public ScriptManager()
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@@ -71,7 +73,7 @@ namespace OpenSim.Region.ExtensionsScriptModule
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public void Initialise(Scene scene, IConfigSource config)
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{
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MainLog.Instance.Verbose("SCRIPTMODULE", "Initialising Extensions Scripting Module");
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m_log.Info("[SCRIPTMODULE]: Initialising Extensions Scripting Module");
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m_scene = scene;
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m_scene.RegisterModuleInterface<IExtensionScriptModule>(this);
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@@ -118,14 +120,14 @@ namespace OpenSim.Region.ExtensionsScriptModule
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break;
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default:
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MainLog.Instance.Error("Unknown script command");
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m_log.Error("Unknown script command");
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break;
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}
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}
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public bool AddPreCompiledScript(IScript script)
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{
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MainLog.Instance.Verbose("SCRIPT", "Loading script " + script.Name);
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m_log.Info("[SCRIPT]: Loading script " + script.Name);
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ScriptInfo scriptInfo = new ScriptInfo(m_scene);
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// Since each script could potentially corrupt their access with a stray assignment, making a new one for each script.
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script.Initialise(scriptInfo);
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