remove some more mono compiler warnings
parent
190bdc8a2e
commit
e5904c3883
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@ -60,22 +60,22 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
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/// currently handle properly as far as I know). However, this situation should be handled in a more
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/// sophisticated way.
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/// </summary>
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private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
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/// <summary>
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/// XXX Also going to limit requests for found textures.
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/// </summary>
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private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
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= new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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// private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
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// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
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private readonly IClientAPI m_client;
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// private readonly IClientAPI m_client;
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private readonly Scene m_scene;
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/// <summary>
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/// Texture Senders are placed in this queue once they have received their texture from the asset
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/// cache. Another module actually invokes the send.
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/// </summary>
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private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
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// private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
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/// <summary>
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/// Holds texture senders before they have received the appropriate texture from the asset cache.
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@ -95,7 +95,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
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{
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// m_client = client;
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m_scene = scene;
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m_sharedSendersQueue = sharedQueue;
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// m_sharedSendersQueue = sharedQueue;
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}
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/// <summary>
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@ -9032,7 +9032,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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Match m = r.Match(url);
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if (m.Success) {
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for (int i = 1; i < gnums.Length; i++) {
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System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
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//System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
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//CaptureCollection cc = g.Captures;
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}
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if (m.Groups.Count == 5) {
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