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/Region/Framework/Scenes/UuidGatherer.cs | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes/UuidGatherer.cs')
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index f449e18..525a93a 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Framework.Scenes
{
///
/// Gather uuids for a given entity.
- ///
+ ///
///
/// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts
/// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets
@@ -82,7 +82,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// The uuid of the asset for which to gather referenced assets
/// The type of the asset for the uuid given
- /// The assets gathered
+ /// The assets gathered
public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary assetUuids)
{
assetUuids[assetUuid] = 1;
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
// If the prim is a sculpt then preserve this information too
if (part.Shape.SculptTexture != UUID.Zero)
- assetUuids[part.Shape.SculptTexture] = 1;
+ assetUuids[part.Shape.SculptTexture] = 1;
TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
@@ -167,7 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// The callback made when we request the asset for an object from the asset service.
- ///
+ ///
protected void AssetReceived(string id, Object sender, AssetBase asset)
{
lock (this)
@@ -242,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
AssetBase assetBase = GetAsset(wearableAssetUuid);
if (null != assetBase)
- {
+ {
//m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data));
AssetWearable wearableAsset = new AssetBodypart(wearableAssetUuid, assetBase.Data);
wearableAsset.Decode();
@@ -275,6 +275,6 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml);
GatherAssetUuids(sog, assetUuids);
}
- }
+ }
}
}
\ No newline at end of file
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