From ee205e7e812e170f670e690a4e0fa9caa652f226 Mon Sep 17 00:00:00 2001
From: Jeff Ames
Date: Thu, 1 Oct 2009 01:00:09 +0900
Subject: Formatting cleanup.
---
OpenSim/Framework/IAssetCache.cs | 22 +++++++++++-----------
1 file changed, 11 insertions(+), 11 deletions(-)
(limited to 'OpenSim/Framework/IAssetCache.cs')
diff --git a/OpenSim/Framework/IAssetCache.cs b/OpenSim/Framework/IAssetCache.cs
index 751fdd5..654180d 100644
--- a/OpenSim/Framework/IAssetCache.cs
+++ b/OpenSim/Framework/IAssetCache.cs
@@ -34,23 +34,23 @@ namespace OpenSim.Framework
///
/// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
- ///
+ ///
public interface IAssetCache : IPlugin
{
///
/// The 'server' from which assets can be requested and to which assets are persisted.
- ///
+ ///
- void Initialise(ConfigSettings cs);
+ void Initialise(ConfigSettings cs);
///
/// Report statistical data to the log.
- ///
+ ///
void ShowState();
///
/// Clear the asset cache.
- ///
+ ///
void Clear();
///
@@ -58,7 +58,7 @@ namespace OpenSim.Framework
///
///
///
- /// true if the asset was in the cache, false if it was not
+ /// true if the asset was in the cache, false if it was not
bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
///
@@ -69,7 +69,7 @@ namespace OpenSim.Framework
///
/// 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
+ /// If the asset was not found this is still called with the asset UUID but with a null asset data reference
void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
///
@@ -84,13 +84,13 @@ namespace OpenSim.Framework
///
///
///
- /// null if the asset could not be retrieved
+ /// null if the asset could not be retrieved
AssetBase GetAsset(UUID assetID, bool isTexture);
///
/// Add an asset to both the persistent store and the cache.
///
- ///
+ ///
void AddAsset(AssetBase asset);
///
@@ -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);
///
/// Handle an asset request from the client. The result will be sent back asynchronously.
///
///
- ///
+ ///
void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
}
--
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