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ScriptEngine: Some error handling, logs to logger
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@@ -44,12 +44,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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{
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myScriptEngine = _ScriptEngine;
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// TODO: HOOK EVENTS UP TO SERVER!
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Common.SendToDebug("EventManager Start");
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Start");
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// TODO: ADD SERVER HOOK TO LOAD A SCRIPT THROUGH myScriptEngine.ScriptManager
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// Hook up a test event to our test form
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Common.SendToDebug("EventManager Hooking up dummy-event: touch_start");
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Hooking up dummy-event: touch_start");
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// TODO: REPLACE THIS WITH A REAL TOUCH_START EVENT IN SERVER
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myScriptEngine.World.EventManager.OnObjectGrab += new OpenSim.Region.Environment.Scenes.EventManager.ObjectGrabDelegate(touch_start);
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//myScriptEngine.World.touch_start += new TempWorldInterfaceEventDelegates.touch_start(touch_start);
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@@ -58,7 +57,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine
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public void touch_start(uint localID, LLVector3 offsetPos, IClientAPI remoteClient)
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{
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// Add to queue for all scripts in ObjectID object
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Common.SendToDebug("EventManager Event: touch_start");
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myScriptEngine.m_logger.Verbose("ScriptEngine", "EventManager Event: touch_start");
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myScriptEngine.myEventQueueManager.AddToObjectQueue("TEST", "touch_start", new object[] { (int)0 });
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}
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