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Diffstat (limited to 'OpenSim/Framework/Communications/Cache/AssetCache.cs')
-rw-r--r--OpenSim/Framework/Communications/Cache/AssetCache.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs
index 2b2467c..2296e46 100644
--- a/OpenSim/Framework/Communications/Cache/AssetCache.cs
+++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs
@@ -37,7 +37,7 @@ using GlynnTucker.Cache;
37 37
38namespace OpenSim.Framework.Communications.Cache 38namespace OpenSim.Framework.Communications.Cache
39{ 39{
40 public delegate void AssetRequestCallback(UUID assetID, AssetBase asset); 40 // public delegate void AssetRequestCallback(UUID assetID, AssetBase asset);
41 41
42 /// <summary> 42 /// <summary>
43 /// Manages local cache of assets and their sending to viewers. 43 /// Manages local cache of assets and their sending to viewers.
@@ -47,7 +47,8 @@ namespace OpenSim.Framework.Communications.Cache
47 /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and 47 /// synchronously or async and passes the data back to the requester. The second mechanism fetches assets and
48 /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and 48 /// sends packetised data directly back to the client. The only point where they meet is AssetReceived() and
49 /// AssetNotFound(), which means they do share the same asset and texture caches.I agr 49 /// AssetNotFound(), which means they do share the same asset and texture caches.I agr
50 public class AssetCache : IAssetReceiver 50
51 public class AssetCache : IAssetCache, IAssetReceiver
51 { 52 {
52 protected ICache m_memcache = new SimpleMemoryCache(); 53 protected ICache m_memcache = new SimpleMemoryCache();
53 54
@@ -148,7 +149,7 @@ namespace OpenSim.Framework.Communications.Cache
148 /// Process the asset queue which holds data which is packeted up and sent 149 /// Process the asset queue which holds data which is packeted up and sent
149 /// directly back to the client. 150 /// directly back to the client.
150 /// </summary> 151 /// </summary>
151 public void RunAssetManager() 152 private void RunAssetManager()
152 { 153 {
153 while (true) 154 while (true)
154 { 155 {