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Formatting cleanup.
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@@ -34,23 +34,23 @@ namespace OpenSim.Framework
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/// <summary>
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/// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
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/// </summary>
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/// </summary>
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public interface IAssetCache : IPlugin
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{
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/// <value>
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/// The 'server' from which assets can be requested and to which assets are persisted.
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/// </value>
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/// </value>
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void Initialise(ConfigSettings cs);
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void Initialise(ConfigSettings cs);
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/// <summary>
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/// Report statistical data to the log.
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/// </summary>
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/// </summary>
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void ShowState();
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/// <summary>
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/// Clear the asset cache.
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/// </summary>
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/// </summary>
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void Clear();
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/// <summary>
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@@ -58,7 +58,7 @@ namespace OpenSim.Framework
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/// </summary>
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/// <param name="assetId"></param>
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/// <param name="asset"></param>
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/// <returns>true if the asset was in the cache, false if it was not</returns>
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/// <returns>true if the asset was in the cache, false if it was not</returns>
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bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
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/// <summary>
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@@ -69,7 +69,7 @@ namespace OpenSim.Framework
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/// <param name="isTexture"></param>
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/// A callback invoked when the asset has either been found or not found.
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/// If the asset was found this is called with the asset UUID and the asset data
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/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
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/// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
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void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
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/// <summary>
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@@ -84,13 +84,13 @@ namespace OpenSim.Framework
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///
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/// <param name="assetID"></param>
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/// <param name="isTexture"></param>
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/// <returns>null if the asset could not be retrieved</returns>
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/// <returns>null if the asset could not be retrieved</returns>
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AssetBase GetAsset(UUID assetID, bool isTexture);
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/// <summary>
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/// Add an asset to both the persistent store and the cache.
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/// </summary>
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/// <param name="asset"></param>
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/// <param name="asset"></param>
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void AddAsset(AssetBase asset);
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/// <summary>
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@@ -100,14 +100,14 @@ namespace OpenSim.Framework
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/// of the asset cache. This is needed because the osdynamic
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/// texture code grows the asset cache without bounds. The
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/// real solution here is a much better cache archicture, but
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/// this is a stop gap measure until we have such a thing.
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/// this is a stop gap measure until we have such a thing.
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void ExpireAsset(UUID assetID);
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/// <summary>
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/// Handle an asset request from the client. The result will be sent back asynchronously.
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/// </summary>
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/// <param name="userInfo"></param>
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/// <param name="transferRequest"></param>
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/// <param name="transferRequest"></param>
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void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
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}
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