minor: Make WORLD MAP category log lines consistent

0.7.4.1
Justin Clark-Casey (justincc) 2012-07-07 00:14:16 +01:00
parent 3bd134474b
commit a85741ac37
1 changed files with 4 additions and 4 deletions

View File

@ -730,7 +730,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{ {
if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout)) if (Environment.TickCount > (m_blacklistedregions[regionhandle] + blacklistTimeout))
{ {
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted region {0}", regionhandle); m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted region {0}", regionhandle);
m_blacklistedregions.Remove(regionhandle); m_blacklistedregions.Remove(regionhandle);
} }
@ -781,7 +781,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
{ {
if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout)) if (Environment.TickCount > (m_blacklistedurls[httpserver] + blacklistTimeout))
{ {
m_log.DebugFormat("[WORLDMAP]: Unblock blacklisted URL {0}", httpserver); m_log.DebugFormat("[WORLD MAP]: Unblock blacklisted URL {0}", httpserver);
m_blacklistedurls.Remove(httpserver); m_blacklistedurls.Remove(httpserver);
} }
@ -1343,7 +1343,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null) if (terrain == null)
return; return;
m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); m_log.DebugFormat("[WORLD MAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
byte[] data = terrain.WriteJpeg2000Image(); byte[] data = terrain.WriteJpeg2000Image();
if (data == null) if (data == null)
@ -1365,7 +1365,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
asset.Flags = AssetFlags.Maptile; asset.Flags = AssetFlags.Maptile;
// Store the new one // Store the new one
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); m_log.DebugFormat("[WORLD MAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
m_scene.AssetService.Store(asset); m_scene.AssetService.Store(asset);