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-rw-r--r--OpenSim/Framework/IAssetCache.cs22
1 files changed, 11 insertions, 11 deletions
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
34 34
35 /// <summary> 35 /// <summary>
36 /// Interface to the local asset cache. This is the mechanism through which assets can be added and requested. 36 /// Interface to the local asset cache. This is the mechanism through which assets can be added and requested.
37 /// </summary> 37 /// </summary>
38 public interface IAssetCache : IPlugin 38 public interface IAssetCache : IPlugin
39 { 39 {
40 /// <value> 40 /// <value>
41 /// The 'server' from which assets can be requested and to which assets are persisted. 41 /// The 'server' from which assets can be requested and to which assets are persisted.
42 /// </value> 42 /// </value>
43 43
44 void Initialise(ConfigSettings cs); 44 void Initialise(ConfigSettings cs);
45 45
46 /// <summary> 46 /// <summary>
47 /// Report statistical data to the log. 47 /// Report statistical data to the log.
48 /// </summary> 48 /// </summary>
49 void ShowState(); 49 void ShowState();
50 50
51 /// <summary> 51 /// <summary>
52 /// Clear the asset cache. 52 /// Clear the asset cache.
53 /// </summary> 53 /// </summary>
54 void Clear(); 54 void Clear();
55 55
56 /// <summary> 56 /// <summary>
@@ -58,7 +58,7 @@ namespace OpenSim.Framework
58 /// </summary> 58 /// </summary>
59 /// <param name="assetId"></param> 59 /// <param name="assetId"></param>
60 /// <param name="asset"></param> 60 /// <param name="asset"></param>
61 /// <returns>true if the asset was in the cache, false if it was not</returns> 61 /// <returns>true if the asset was in the cache, false if it was not</returns>
62 bool TryGetCachedAsset(UUID assetID, out AssetBase asset); 62 bool TryGetCachedAsset(UUID assetID, out AssetBase asset);
63 63
64 /// <summary> 64 /// <summary>
@@ -69,7 +69,7 @@ namespace OpenSim.Framework
69 /// <param name="isTexture"></param> 69 /// <param name="isTexture"></param>
70 /// A callback invoked when the asset has either been found or not found. 70 /// A callback invoked when the asset has either been found or not found.
71 /// If the asset was found this is called with the asset UUID and the asset data 71 /// If the asset was found this is called with the asset UUID and the asset data
72 /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param> 72 /// If the asset was not found this is still called with the asset UUID but with a null asset data reference</param>
73 void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture); 73 void GetAsset(UUID assetID, AssetRequestCallback callback, bool isTexture);
74 74
75 /// <summary> 75 /// <summary>
@@ -84,13 +84,13 @@ namespace OpenSim.Framework
84 /// 84 ///
85 /// <param name="assetID"></param> 85 /// <param name="assetID"></param>
86 /// <param name="isTexture"></param> 86 /// <param name="isTexture"></param>
87 /// <returns>null if the asset could not be retrieved</returns> 87 /// <returns>null if the asset could not be retrieved</returns>
88 AssetBase GetAsset(UUID assetID, bool isTexture); 88 AssetBase GetAsset(UUID assetID, bool isTexture);
89 89
90 /// <summary> 90 /// <summary>
91 /// Add an asset to both the persistent store and the cache. 91 /// Add an asset to both the persistent store and the cache.
92 /// </summary> 92 /// </summary>
93 /// <param name="asset"></param> 93 /// <param name="asset"></param>
94 void AddAsset(AssetBase asset); 94 void AddAsset(AssetBase asset);
95 95
96 /// <summary> 96 /// <summary>
@@ -100,14 +100,14 @@ namespace OpenSim.Framework
100 /// of the asset cache. This is needed because the osdynamic 100 /// of the asset cache. This is needed because the osdynamic
101 /// texture code grows the asset cache without bounds. The 101 /// texture code grows the asset cache without bounds. The
102 /// real solution here is a much better cache archicture, but 102 /// real solution here is a much better cache archicture, but
103 /// this is a stop gap measure until we have such a thing. 103 /// this is a stop gap measure until we have such a thing.
104 void ExpireAsset(UUID assetID); 104 void ExpireAsset(UUID assetID);
105 105
106 /// <summary> 106 /// <summary>
107 /// Handle an asset request from the client. The result will be sent back asynchronously. 107 /// Handle an asset request from the client. The result will be sent back asynchronously.
108 /// </summary> 108 /// </summary>
109 /// <param name="userInfo"></param> 109 /// <param name="userInfo"></param>
110 /// <param name="transferRequest"></param> 110 /// <param name="transferRequest"></param>
111 void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest); 111 void AddAssetRequest(IClientAPI userInfo, TransferRequestPacket transferRequest);
112 } 112 }
113 113