minor: Make log class names in InventoryAccessModule uniform

0.7.3-extended
Justin Clark-Casey (justincc) 2012-05-23 02:05:48 +01:00
parent 54c222be26
commit ed0878ca23
1 changed files with 10 additions and 10 deletions

View File

@ -175,7 +175,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
sbyte assetType,
byte wearableType, uint nextOwnerMask, int creationDate)
{
m_log.DebugFormat("[AGENT INVENTORY]: Received request to create inventory item {0} in folder {1}", name, folderID);
m_log.DebugFormat("[INVENTORY ACCESS MODULE]: Received request to create inventory item {0} in folder {1}", name, folderID);
if (!m_Scene.Permissions.CanCreateUserInventory(invType, remoteClient.AgentId))
return;
@ -210,7 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.ErrorFormat(
"ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
"[INVENTORY ACCESS MODULE]: ScenePresence for agent uuid {0} unexpectedly not found in CreateNewInventoryItem",
remoteClient.AgentId);
}
}
@ -288,7 +288,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.ErrorFormat(
"[AGENT INVENTORY]: Could not find item {0} for caps inventory update",
"[INVENTORY ACCESS MODULE]: Could not find item {0} for caps inventory update",
itemID);
}
@ -605,7 +605,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (null == item)
{
m_log.DebugFormat(
"[AGENT INVENTORY]: Object {0} {1} scheduled for save to inventory has already been deleted.",
"[INVENTORY ACCESS MODULE]: Object {0} {1} scheduled for save to inventory has already been deleted.",
so.Name, so.UUID);
return null;
@ -706,7 +706,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (item == null)
{
m_log.WarnFormat(
"[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
"[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
itemID, remoteClient.Name);
return null;
@ -738,7 +738,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
else
{
m_log.WarnFormat(
"[InventoryAccessModule]: Could not find asset {0} for {1} in RezObject()",
"[INVENTORY ACCESS MODULE]: Could not find asset {0} for {1} in RezObject()",
assetID, remoteClient.Name);
}
@ -815,7 +815,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
group = objlist[i];
// m_log.DebugFormat(
// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
@ -823,7 +823,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// Vector3 storedPosition = group.AbsolutePosition;
if (group.UUID == UUID.Zero)
{
m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3");
m_log.Debug("[INVENTORY ACCESS MODULE]: Object has UUID.Zero! Position 3");
}
foreach (SceneObjectPart part in group.Parts)
@ -886,7 +886,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
}
// m_log.DebugFormat(
// "[InventoryAccessModule]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// "[INVENTORY ACCESS MODULE]: Rezzed {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
// group.Name, group.LocalId, group.UUID,
// group.RootPart.OwnerMask, group.RootPart.NextOwnerMask, group.RootPart.GroupMask, group.RootPart.EveryoneMask,
// remoteClient.Name);
@ -1096,7 +1096,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
if (assetRequestItem.AssetID != requestID)
{
m_log.WarnFormat(
"[CLIENT]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
"[INVENTORY ACCESS MODULE]: {0} requested asset {1} from item {2} but this does not match item's asset {3}",
Name, requestID, itemID, assetRequestItem.AssetID);
return false;