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* Spring cleaning on Region.Environment.
* Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
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@@ -40,15 +40,16 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetDownload
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/// <summary>
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/// Asset requests with data which are ready to be sent back to requesters. This includes textures.
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/// </summary>
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private List<AssetRequest> AssetRequests;
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private readonly List<AssetRequest> AssetRequests;
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private Scene m_scene;
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private Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>();
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private readonly Dictionary<LLUUID, Scene> RegisteredScenes = new Dictionary<LLUUID, Scene>();
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///
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/// Assets requests (for each user) which are waiting for asset server data. This includes texture requests
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/// </summary>
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private Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>> RequestedAssets;
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private readonly Dictionary<LLUUID, Dictionary<LLUUID, AssetRequest>> RequestedAssets;
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private Scene m_scene;
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public AssetDownloadModule()
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{
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@@ -205,22 +206,18 @@ namespace OpenSim.Region.Environment.Modules.Agent.AssetDownload
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{
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public AssetBase AssetInf;
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public byte AssetRequestSource = 2;
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public long DataPointer = 0;
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public long DataPointer;
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public int DiscardLevel = -1;
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public AssetBase ImageInfo;
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public bool IsTextureRequest;
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public int NumPackets = 0;
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public int PacketCounter = 0;
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public byte[] Params = null;
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public int NumPackets;
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public int PacketCounter;
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public byte[] Params;
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public LLUUID RequestAssetID;
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public IClientAPI RequestUser;
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public LLUUID TransferRequestID;
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//public bool AssetInCache;
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//public int TimeRequested;
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public AssetRequest()
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{
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}
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}
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#endregion
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