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Added a Debug method to the Console/log class that has the Conditional attribute (set to "DEBUG"), so we can use that for writing extra debug info to the console. [for anyone who doesn't know about the Conditional attribute, it is a attribute that can be set on a method, and then any call to that method will on be compiled if the terms of that condition are met, ie is this case only if "DEBUG" is true. So its a cleaner implementation of the #if #endif directives].
A few other minor changes.
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@@ -23,7 +23,7 @@ namespace OpenSim.Region.Environment
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/// Really just a test method for loading a set of currently internal modules
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/// </summary>
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/// <param name="scene"></param>
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public void LoadInternalModules(Scene scene)
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public void CreateDefaultModules(Scene scene)
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{
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//Testing IRegionModule ideas
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XferModule xferManager = new XferModule();
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@@ -40,12 +40,30 @@ namespace OpenSim.Region.Environment
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this.LoadModule("OpenSim.Region.ExtensionsScriptModule.dll", "ExtensionsScriptingModule", scene);
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// Post Initialise Modules
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// Post Initialise Modules, which most likely shouldn't be here
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// but should rather be in a separate method that is called after all modules are loaded/created/intialised
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xferManager.PostInitialise();
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// chatModule.PostInitialise(); //for now leave this disabled as it would start up a partially working irc bot
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// chatModule.PostInitialise(); //for now leave this disabled as it would start up a partially working irc bot
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avatarProfiles.PostInitialise();
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}
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/// <summary>
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/// Loads/initialises a Module instance that can be used by mutliple Regions
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/// </summary>
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/// <param name="dllName"></param>
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/// <param name="moduleName"></param>
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/// <param name="scene"></param>
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public void LoadSharedModule(string dllName, string moduleName, Scene scene)
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{
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}
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/// <summary>
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/// Loads a external Module (if not already loaded) and creates a new instance of it for the passed Scene.
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/// </summary>
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/// <param name="dllName"></param>
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/// <param name="moduleName"></param>
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/// <param name="scene"></param>
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public void LoadModule(string dllName, string moduleName, Scene scene)
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{
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Assembly pluginAssembly = null;
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