Comment out the noisier AVFACTORY log messages for now.

Permanently comment out warnings about ScenePresence not being found - this is entirely expected if the avatar has alraedy logged out or left the scene.
0.7.4.1
Justin Clark-Casey (justincc) 2012-04-25 00:47:32 +01:00
parent 0f470326aa
commit 39a6d7cab4
1 changed files with 6 additions and 4 deletions

View File

@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// Process the baked texture array // Process the baked texture array
if (textureEntry != null) if (textureEntry != null)
{ {
m_log.InfoFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID);
// WriteBakedTexturesReport(sp, m_log.DebugFormat); // WriteBakedTexturesReport(sp, m_log.DebugFormat);
@ -208,7 +208,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentId); ScenePresence sp = m_scene.GetScenePresence(agentId);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); // This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId);
return false; return false;
} }
@ -337,7 +338,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
return false; return false;
} }
m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID);
// If we only found default textures, then the appearance is not cached // If we only found default textures, then the appearance is not cached
return (defonly ? false : true); return (defonly ? false : true);
@ -483,7 +484,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
ScenePresence sp = m_scene.GetScenePresence(agentid); ScenePresence sp = m_scene.GetScenePresence(agentid);
if (sp == null) if (sp == null)
{ {
m_log.WarnFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); // This is expected if the user has gone away.
// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid);
return; return;
} }