minor: Make log class names in InventoryAccessModule uniform
parent
ff429a259b
commit
ec8745cf51
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@ -175,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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sbyte assetType,
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byte wearableType, uint nextOwnerMask, int creationDate)
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{
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m_log.DebugFormat("[AGENT INVENTORY]: Received request to create inventory item {0} in folder {1}", name, folderID);
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m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
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if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
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return;
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@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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else
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{
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m_log.ErrorFormat(
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"ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
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"[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
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remoteClient.AgentId);
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}
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}
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@ -288,7 +288,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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else
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{
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m_log.ErrorFormat(
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"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
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"[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
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itemID);
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}
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@ -605,7 +605,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (null == item)
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{
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m_log.DebugFormat(
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"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
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so.Name, so.UUID);
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return null;
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@ -706,7 +706,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (item == null)
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{
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m_log.WarnFormat(
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"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
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"[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
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itemID, remoteClient.Name);
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return null;
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@ -738,7 +738,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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else
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{
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m_log.WarnFormat(
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"[InventoryAccessModule]: Could not find asset {0} for {1} in RezObject()",
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"[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
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assetID, remoteClient.Name);
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}
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@ -815,7 +815,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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group = objlist[i];
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// m_log.DebugFormat(
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// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// group.Name, group.LocalId, group.UUID,
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// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
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// remoteClient.Name);
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@ -823,7 +823,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// Vector3 storedPosition = group.AbsolutePosition;
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if (group.UUID == UUID.Zero)
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{
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m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3");
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m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
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}
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foreach (SceneObjectPart part in group.Parts)
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@ -886,7 +886,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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}
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// m_log.DebugFormat(
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// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
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// group.Name, group.LocalId, group.UUID,
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// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
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// remoteClient.Name);
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@ -1101,7 +1101,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (assetRequestItem.AssetID != requestID)
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{
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m_log.WarnFormat(
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"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
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"[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
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Name, requestID, itemID, assetRequestItem.AssetID);
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return false;
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