diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 313dc99f7f..411e4214fe 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs @@ -240,21 +240,21 @@ namespace OpenSim.Region.Framework.Scenes /// Dictionary in which to record the references private void GetTextEmbeddedAssetUuids(UUID embeddingAssetId, IDictionary assetUuids) { - m_log.DebugFormat("[ASSET GATHERER]: Getting assets for asset {0}", embeddingAssetId); +// m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); AssetBase embeddingAsset = GetAsset(embeddingAssetId); if (null != embeddingAsset) { string script = Utils.BytesToString(embeddingAsset.Data); - m_log.DebugFormat("[ARCHIVER]: Script {0}", script); +// m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); - m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); +// m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); - m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); +// m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); // Assume AssetIDs embedded are textures. assetUuids[uuid] = AssetType.Texture;