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); } -- cgit v1.1