* Add comments and slight corrections to ClientView.AgentTextureCached
* Reduce 'asset not found' console debug spam0.6.0-stable
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			@ -77,7 +77,7 @@ namespace OpenSim.Framework.Communications.Cache
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            }
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            else
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            {
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                m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
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                //m_log.ErrorFormat("[ASSET SERVER]: Asset {0} not found by asset server", req.AssetID);
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                m_receiver.AssetNotFound(req.AssetID);
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            }
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			@ -138,7 +138,7 @@ namespace OpenSim.Framework.Communications.Cache
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            m_assetRequests.Enqueue(req);
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            #if DEBUG
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            m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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            //m_log.InfoFormat("[ASSET SERVER]: Added {0} to request queue", assetID);
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            #endif
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        }
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			@ -240,7 +240,7 @@ namespace OpenSim.Framework.Communications
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                }
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            }
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            realuri = sb.ToString();
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            m_log.InfoFormat("[REST]: RestURL: {0}", realuri);
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            //m_log.InfoFormat("[REST CLIENT]: RestURL: {0}", realuri);
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            return new Uri(sb.ToString());
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        }
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			@ -443,4 +443,4 @@ namespace OpenSim.Framework.Communications
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        #endregion Async Invocation
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    }
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}
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}
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			@ -2329,10 +2329,19 @@ namespace OpenSim.Region.ClientStack
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            return true;
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        }
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        /// <summary>
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        /// Send a response back to a client when it asks the asset server (via the region server) if it has
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        /// its appearance texture cached.
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        /// 
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        /// At the moment, we always reply that there is no cached texture.
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        /// </summary>
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        /// <param name="simclient"></param>
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        /// <param name="packet"></param>
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        /// <returns></returns>
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        protected bool AgentTextureCached(IClientAPI simclient, Packet packet)
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        {
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            //System.Console.WriteLine("texture cached: " + packet.ToString());
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            AgentCachedTexturePacket chechedtex = (AgentCachedTexturePacket)packet;
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            AgentCachedTexturePacket cachedtex = (AgentCachedTexturePacket)packet;
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            AgentCachedTextureResponsePacket cachedresp = (AgentCachedTextureResponsePacket)PacketPool.Instance.GetPacket(PacketType.AgentCachedTextureResponse);
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            // TODO: don't create new blocks if recycling an old packet
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            cachedresp.AgentData.AgentID = AgentId;
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			@ -2340,12 +2349,12 @@ namespace OpenSim.Region.ClientStack
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            cachedresp.AgentData.SerialNum = m_cachedTextureSerial;
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            m_cachedTextureSerial++;
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            cachedresp.WearableData =
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                new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
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                new AgentCachedTextureResponsePacket.WearableDataBlock[cachedtex.WearableData.Length];
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            for (int i = 0; i < chechedtex.WearableData.Length; i++)
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            for (int i = 0; i < cachedtex.WearableData.Length; i++)
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            {
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                cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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                cachedresp.WearableData[i].TextureIndex = chechedtex.WearableData[i].TextureIndex;
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                cachedresp.WearableData[i].TextureIndex = cachedtex.WearableData[i].TextureIndex;
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                cachedresp.WearableData[i].TextureID = LLUUID.Zero;
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                cachedresp.WearableData[i].HostName = new byte[0];
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            }
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			@ -85,7 +85,7 @@ namespace OpenSim.Region.Environment.Modules
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            // XXX Temporarily disabling as this appears to be causing client crashes on at least
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            // 1.19.0(5) of the Linden Second Life client.
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            // m_client.OutPacket(notFound, ThrottleOutPacketType.Unknown);
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            // m_client.OutPacket(notFound, ThrottleOutPacketType.Texture);
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            return true;
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        }
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			@ -139,8 +139,8 @@ namespace OpenSim.Region.Environment.Modules
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                    if (texture == null || texture.Data == null)
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                    {
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                        m_log.DebugFormat(
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                            "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}", 
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                            textureID);
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                            "[USER TEXTURE DOWNLOAD SERVICE]: Queueing TextureNotFoundSender for {0}, client {1}", 
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                            textureID, m_client.AgentId);
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                        ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
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                        EnqueueTextureSender(textureNotFoundSender);
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