From fed46ba6a72b5df424909cbc8eff9c6134da3ac1 Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Fri, 22 Feb 2008 22:54:50 +0000 Subject: * Winnow the debug and info messages associated with stat fetching * As such, only a request for a non cached asset, the response and failures show up now. * I know lbsa71 only put these in not long ago, so if they are really still required, I think we should think whether we can move the default log4net level off 'Debug' --- .../Framework/Communications/Cache/AssetCache.cs | 23 ++++++++++++++++------ 1 file changed, 17 insertions(+), 6 deletions(-) (limited to 'OpenSim/Framework/Communications/Cache/AssetCache.cs') diff --git a/OpenSim/Framework/Communications/Cache/AssetCache.cs b/OpenSim/Framework/Communications/Cache/AssetCache.cs index 15b52b0..c1f6719 100644 --- a/OpenSim/Framework/Communications/Cache/AssetCache.cs +++ b/OpenSim/Framework/Communications/Cache/AssetCache.cs @@ -250,7 +250,9 @@ namespace OpenSim.Framework.Communications.Cache } else { - m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); + #if DEBUG + //m_log.DebugFormat("[ASSET CACHE]: Adding request for {0} {1}", isTexture ? "texture" : "asset", assetId); + #endif NewAssetRequest req = new NewAssetRequest(assetId, callback); @@ -384,14 +386,17 @@ namespace OpenSim.Framework.Communications.Cache } } } - - m_log.DebugFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result); + #if DEBUG + //m_log.DebugFormat("[ASSET CACHE]: Adding {0} {1} [{2}]: {3}.", temporary, type, asset.FullID, result); + #endif } // See IAssetReceiver public void AssetReceived(AssetBase asset, bool IsTexture) { + #if DEBUG m_log.DebugFormat("[ASSET CACHE]: Recieved {0} [{1}]", IsTexture ? "texture" : "asset", asset.FullID); + #endif if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server { @@ -405,7 +410,9 @@ namespace OpenSim.Framework.Communications.Cache TextureImage image = new TextureImage(asset); if (Textures.ContainsKey(image.FullID)) { - m_log.DebugFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID); + #if DEBUG + //m_log.DebugFormat("[ASSET CACHE]: There's already an texture {0} in memory. Skipping.", asset.FullID); + #endif } else { @@ -422,7 +429,9 @@ namespace OpenSim.Framework.Communications.Cache AssetInfo assetInf = new AssetInfo(asset); if (Assets.ContainsKey(assetInf.FullID)) { - m_log.DebugFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID); + #if DEBUG + //m_log.DebugFormat("[ASSET CACHE]: There's already an asset {0} in memory. Skipping.", asset.FullID); + #endif } else { @@ -435,7 +444,9 @@ namespace OpenSim.Framework.Communications.Cache if (RequestedAssets.ContainsKey(assetInf.FullID)) { - m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID); + #if DEBUG + //m_log.DebugFormat("[ASSET CACHE]: Moving {0} from RequestedAssets to AssetRequests", asset.FullID); + #endif AssetRequest req = RequestedAssets[assetInf.FullID]; req.AssetInf = assetInf; -- cgit v1.1