Change wording on asset requests.

Not all 'notified missing' assets are a problem.  Some are invalid references which happen to be buried in other text.
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-19 23:56:17 +01:00
parent a556930456
commit 19fde57fca
1 changed files with 2 additions and 2 deletions

View File

@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
{ {
m_requestState = RequestState.Running; m_requestState = RequestState.Running;
m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} assets", m_repliesRequired); m_log.DebugFormat("[ARCHIVER]: AssetsRequest executed looking for {0} possible assets", m_repliesRequired);
// We can stop here if there are no assets to fetch // We can stop here if there are no assets to fetch
if (m_repliesRequired == 0) if (m_repliesRequired == 0)
@ -271,7 +271,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
m_requestState = RequestState.Completed; m_requestState = RequestState.Completed;
m_log.DebugFormat( m_log.DebugFormat(
"[ARCHIVER]: Successfully added {0} assets ({1} assets notified missing)", "[ARCHIVER]: Successfully added {0} assets ({1} assets not found but these may be expected invalid references)",
m_foundAssetUuids.Count, m_notFoundAssetUuids.Count); m_foundAssetUuids.Count, m_notFoundAssetUuids.Count);
// We want to stop using the asset cache thread asap // We want to stop using the asset cache thread asap