Make timer events from scripts a little less chatty.
DEBUG is defined by default in the Linux build.
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@@ -295,18 +295,20 @@ namespace OpenSim.Region.ScriptEngine.Common.ScriptEngineBase
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/// <param name="args">Arguments to pass to function</param>
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internal void ExecuteEvent(uint localID, LLUUID itemID, string FunctionName, EventQueueManager.Queue_llDetectParams_Struct qParams, object[] args)
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{
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#if DEBUG
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Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
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#endif
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Inside ExecuteEvent for event " + FunctionName);
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///#endif
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// Execute a function in the script
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//m_scriptEngine.Log.Info("[" + ScriptEngineName + "]: Executing Function localID: " + localID + ", itemID: " + itemID + ", FunctionName: " + FunctionName);
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//ScriptBaseInterface Script = (ScriptBaseInterface)GetScript(localID, itemID);
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IScript Script = GetScript(localID, itemID);
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if (Script == null)
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return;
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#if DEBUG
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Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
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#endif
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//cfk 2-7-08 dont need this right now and the default Linux build has DEBUG defined
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///#if DEBUG
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/// Console.WriteLine("ScriptEngine: Executing event: " + FunctionName);
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///#endif
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// Must be done in correct AppDomain, so leaving it up to the script itself
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Script.llDetectParams = qParams;
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Script.Exec.ExecuteEvent(FunctionName, args);
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