Formatting cleanup.

This commit is contained in:
Jeff Ames
2009-10-01 01:00:09 +09:00
parent 33515c75e4
commit ee205e7e81
223 changed files with 875 additions and 930 deletions

View File

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