remove some more mono compiler warnings

arthursv
Justin Clark-Casey 2009-08-05 17:39:32 +01:00
parent 190bdc8a2e
commit e5904c3883
2 changed files with 7 additions and 7 deletions

View File

@ -60,22 +60,22 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
/// currently handle properly as far as I know). However, this situation should be handled in a more
/// sophisticated way.
/// </summary>
private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
/// <summary>
/// XXX Also going to limit requests for found textures.
/// </summary>
private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
= new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
// private readonly IRequestLimitStrategy<UUID> foundTextureLimitStrategy
// = new RepeatLimitStrategy<UUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
private readonly IClientAPI m_client;
// private readonly IClientAPI m_client;
private readonly Scene m_scene;
/// <summary>
/// Texture Senders are placed in this queue once they have received their texture from the asset
/// cache. Another module actually invokes the send.
/// </summary>
private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
// private readonly OpenSim.Framework.BlockingQueue<ITextureSender> m_sharedSendersQueue;
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
@ -95,7 +95,7 @@ namespace OpenSim.Region.CoreModules.Agent.TextureDownload
{
// m_client = client;
m_scene = scene;
m_sharedSendersQueue = sharedQueue;
// m_sharedSendersQueue = sharedQueue;
}
/// <summary>

View File

@ -9032,7 +9032,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
Match m = r.Match(url);
if (m.Success) {
for (int i = 1; i < gnums.Length; i++) {
System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
//System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
//CaptureCollection cc = g.Captures;
}
if (m.Groups.Count == 5) {