Formatting cleanup.

This commit is contained in:
Jeff Ames
2008-05-16 01:22:11 +00:00
parent e25818d832
commit 65c5efe43b
261 changed files with 3718 additions and 3831 deletions

View File

@@ -39,7 +39,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
/// <summary>
/// This module sets up texture senders in response to client texture requests, and places them on a
/// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
/// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
/// asset cache).
/// </summary>
public class UserTextureDownloadService
@@ -49,7 +49,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
/// <summary>
/// We will allow the client to request the same texture n times before dropping further requests
///
///
/// This number includes repeated requests for the same texture at different resolutions (which we don't
/// currently handle properly as far as I know). However, this situation should be handled in a more
/// sophisticated way.
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
/// We're going to limit requests for the same missing texture.
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
@@ -93,7 +93,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
}
/// <summary>
/// Handle a texture request. This involves creating a texture sender and placing it on the
/// Handle a texture request. This involves creating a texture sender and placing it on the
/// previously passed in shared queue.
/// </summary>
/// <param name="e"></param>
@@ -108,7 +108,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
{
// If we've received new non UUID information for this request and it hasn't dispatched
// If we've received new non UUID information for this request and it hasn't dispatched
// yet, then update the request accordingly.
textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
}
@@ -117,7 +117,7 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
{
// m_log.DebugFormat(
// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
// "[USER TEXTURE DOWNLOAD SERVICE]: Refusing request for {0} from client {1}",
// e.RequestedAssetID, m_client.AgentId);
return;
@@ -128,9 +128,9 @@ namespace OpenSim.Region.Environment.Modules.Agent.TextureDownload
{
if (StatsManager.SimExtraStats != null)
StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
// Commenting out this message for now as it causes too much noise with other
// debug messages.
// Commenting out this message for now as it causes too much noise with other
// debug messages.
// m_log.DebugFormat(
// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);