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authorJustin Clark-Casey (justincc)2011-09-12 20:06:09 +0100
committerJustin Clark-Casey (justincc)2011-09-12 20:06:09 +0100
commit517932722bd73de85366b4752ce0fa65776672d3 (patch)
tree779d14c48fd1073ebf1a3e69e5f557fbfda91164
parentlock attachments when enumerating through them in ScenePresence.CopyTo(). (diff)
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minor: put <remarks> tags around some method doc
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs11
1 files changed, 6 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 77b1535..3acdaf8 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -43,11 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 /// <summary> 43 /// <summary>
44 /// Gather uuids for a given entity. 44 /// Gather uuids for a given entity.
45 /// </summary> 45 /// </summary>
46 /// 46 /// <remarks>
47 /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts 47 /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
48 /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets 48 /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
49 /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be 49 /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be
50 /// retrieved to work out which assets it references). 50 /// retrieved to work out which assets it references).
51 /// </remarks>
51 public class UuidGatherer 52 public class UuidGatherer
52 { 53 {
53 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -76,11 +77,11 @@ namespace OpenSim.Region.Framework.Scenes
76 /// <summary> 77 /// <summary>
77 /// Gather all the asset uuids associated with the asset referenced by a given uuid 78 /// Gather all the asset uuids associated with the asset referenced by a given uuid
78 /// </summary> 79 /// </summary>
79 /// 80 /// <remarks>
80 /// This includes both those directly associated with 81 /// This includes both those directly associated with
81 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained 82 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
82 /// within this object). 83 /// within this object).
83 /// 84 /// </remarks>
84 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param> 85 /// <param name="assetUuid">The uuid of the asset for which to gather referenced assets</param>
85 /// <param name="assetType">The type of the asset for the uuid given</param> 86 /// <param name="assetType">The type of the asset for the uuid given</param>
86 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
@@ -123,11 +124,11 @@ namespace OpenSim.Region.Framework.Scenes
123 /// <summary> 124 /// <summary>
124 /// Gather all the asset uuids associated with a given object. 125 /// Gather all the asset uuids associated with a given object.
125 /// </summary> 126 /// </summary>
126 /// 127 /// <remarks>
127 /// This includes both those directly associated with 128 /// This includes both those directly associated with
128 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained 129 /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained
129 /// within this object). 130 /// within this object).
130 /// 131 /// </remarks>
131 /// <param name="sceneObject">The scene object for which to gather assets</param> 132 /// <param name="sceneObject">The scene object for which to gather assets</param>
132 /// <param name="assetUuids">The assets gathered</param> 133 /// <param name="assetUuids">The assets gathered</param>
133 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) 134 public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids)