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authorJeff Ames2008-05-16 01:22:11 +0000
committerJeff Ames2008-05-16 01:22:11 +0000
commit65c5efe43b68700bad94076d4cd421160203c5de (patch)
tree589b56649ed02f4942671fd6e51c6dc43f682e0d /OpenSim/Region/Environment/Scenes/InnerScene.cs
parentThank you very much, mjm for : (diff)
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Formatting cleanup.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs82
1 files changed, 41 insertions, 41 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index aa22740..352fdf9 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -93,7 +93,7 @@ namespace OpenSim.Region.Environment.Scenes
93 set 93 set
94 { 94 {
95 // If we're not doing the initial set 95 // If we're not doing the initial set
96 // Then we've got to remove the previous 96 // Then we've got to remove the previous
97 // event handler 97 // event handler
98 try 98 try
99 { 99 {
@@ -104,7 +104,7 @@ namespace OpenSim.Region.Environment.Scenes
104 // This occurs when storing to _PhyScene the first time. 104 // This occurs when storing to _PhyScene the first time.
105 // Is there a better way to check the event handler before 105 // Is there a better way to check the event handler before
106 // getting here 106 // getting here
107 // This can be safely ignored. We're setting the first inital 107 // This can be safely ignored. We're setting the first inital
108 // there are no event handler's registered. 108 // there are no event handler's registered.
109 } 109 }
110 110
@@ -120,7 +120,7 @@ namespace OpenSim.Region.Environment.Scenes
120 { 120 {
121 ScenePresences.Clear(); 121 ScenePresences.Clear();
122 } 122 }
123 123
124 //SceneObjects.Clear(); 124 //SceneObjects.Clear();
125 Entities.Clear(); 125 Entities.Clear();
126 } 126 }
@@ -235,7 +235,7 @@ namespace OpenSim.Region.Environment.Scenes
235 for (int i = 0; i < m_updateList.Count; i++) 235 for (int i = 0; i < m_updateList.Count; i++)
236 { 236 {
237 EntityBase entity = m_updateList[i]; 237 EntityBase entity = m_updateList[i];
238 238
239 // Don't abort the whole update if one entity happens to give us an exception. 239 // Don't abort the whole update if one entity happens to give us an exception.
240 try 240 try
241 { 241 {
@@ -327,7 +327,7 @@ namespace OpenSim.Region.Environment.Scenes
327 part.Undo(); 327 part.Undo();
328 328
329 } 329 }
330 330
331 331
332 } 332 }
333 333
@@ -341,7 +341,7 @@ namespace OpenSim.Region.Environment.Scenes
341 public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot) 341 public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot)
342 { 342 {
343 // Calls attach with a Zero position 343 // Calls attach with a Zero position
344 344
345 AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero); 345 AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero);
346 } 346 }
347 public void RezSingleAttachment(IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask) 347 public void RezSingleAttachment(IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask)
@@ -364,8 +364,8 @@ namespace OpenSim.Region.Environment.Scenes
364 // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID?? 364 // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID??
365 public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient) 365 public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient)
366 { 366 {
367 367
368 if (itemID == LLUUID.Zero) // If this happened, someone made a mistake.... 368 if (itemID == LLUUID.Zero) // If this happened, someone made a mistake....
369 return; 369 return;
370 370
371 List<EntityBase> EntityList = GetEntities(); 371 List<EntityBase> EntityList = GetEntities();
@@ -443,14 +443,14 @@ namespace OpenSim.Region.Environment.Scenes
443 { 443 {
444 remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); 444 remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false);
445 } 445 }
446 446
447 } 447 }
448 448
449 } 449 }
450 } 450 }
451 451
452 } 452 }
453 453
454 public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance) 454 public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
455 { 455 {
456 ScenePresence newAvatar = null; 456 ScenePresence newAvatar = null;
@@ -627,13 +627,13 @@ namespace OpenSim.Region.Environment.Scenes
627 627
628 return result; 628 return result;
629 } 629 }
630 630
631 /// <summary> 631 /// <summary>
632 /// Get the controlling client for the given avatar, if there is one. 632 /// Get the controlling client for the given avatar, if there is one.
633 /// 633 ///
634 /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't 634 /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't
635 /// use the ScenePresence. This could be better solved in a number of ways - we could establish an 635 /// use the ScenePresence. This could be better solved in a number of ways - we could establish an
636 /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more 636 /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more
637 /// suitable solution). 637 /// suitable solution).
638 /// </summary> 638 /// </summary>
639 /// <param name="agentId"></param> 639 /// <param name="agentId"></param>
@@ -641,12 +641,12 @@ namespace OpenSim.Region.Environment.Scenes
641 public IClientAPI GetControllingClient(LLUUID agentId) 641 public IClientAPI GetControllingClient(LLUUID agentId)
642 { 642 {
643 ScenePresence presence = GetScenePresence(agentId); 643 ScenePresence presence = GetScenePresence(agentId);
644 644
645 if (presence != null) 645 if (presence != null)
646 { 646 {
647 return presence.ControllingClient; 647 return presence.ControllingClient;
648 } 648 }
649 649
650 return null; 650 return null;
651 } 651 }
652 652
@@ -657,7 +657,7 @@ namespace OpenSim.Region.Environment.Scenes
657 public List<ScenePresence> GetScenePresences(FilterAvatarList filter) 657 public List<ScenePresence> GetScenePresences(FilterAvatarList filter)
658 { 658 {
659 // No locking of scene presences here since we're passing back a list... 659 // No locking of scene presences here since we're passing back a list...
660 660
661 List<ScenePresence> result = new List<ScenePresence>(); 661 List<ScenePresence> result = new List<ScenePresence>();
662 List<ScenePresence> ScenePresencesList = GetScenePresences(); 662 List<ScenePresence> ScenePresencesList = GetScenePresences();
663 663
@@ -681,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes
681 { 681 {
682 ScenePresence sp; 682 ScenePresence sp;
683 ScenePresences.TryGetValue(agentID, out sp); 683 ScenePresences.TryGetValue(agentID, out sp);
684 684
685 return sp; 685 return sp;
686 } 686 }
687 687
@@ -764,13 +764,13 @@ namespace OpenSim.Region.Environment.Scenes
764 { 764 {
765 if (!presence.IsChildAgent) 765 if (!presence.IsChildAgent)
766 { 766 {
767 avatar = presence; 767 avatar = presence;
768 return true; 768 return true;
769 } 769 }
770 else 770 else
771 { 771 {
772 m_log.WarnFormat( 772 m_log.WarnFormat(
773 "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", 773 "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!",
774 avatarId, m_parentScene.RegionInfo.RegionName); 774 avatarId, m_parentScene.RegionInfo.RegionName);
775 } 775 }
776 } 776 }
@@ -846,8 +846,8 @@ namespace OpenSim.Region.Environment.Scenes
846 { 846 {
847 // Only send child agents stuff in their draw distance. 847 // Only send child agents stuff in their draw distance.
848 // This will need to be done for every agent once we figure out 848 // This will need to be done for every agent once we figure out
849 // what we're going to use to store prim that agents already got 849 // what we're going to use to store prim that agents already got
850 // the initial update for and what we'll use to limit the 850 // the initial update for and what we'll use to limit the
851 // space we check for new objects on movement. 851 // space we check for new objects on movement.
852 852
853 if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor) 853 if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor)
@@ -889,7 +889,7 @@ namespace OpenSim.Region.Environment.Scenes
889 #region Client Event handlers 889 #region Client Event handlers
890 890
891 /// <summary> 891 /// <summary>
892 /// 892 ///
893 /// </summary> 893 /// </summary>
894 /// <param name="localID"></param> 894 /// <param name="localID"></param>
895 /// <param name="scale"></param> 895 /// <param name="scale"></param>
@@ -918,7 +918,7 @@ namespace OpenSim.Region.Environment.Scenes
918 } 918 }
919 919
920 /// <summary> 920 /// <summary>
921 /// This handles the nifty little tool tip that you get when you drag your mouse over an object 921 /// This handles the nifty little tool tip that you get when you drag your mouse over an object
922 /// Send to the Object Group to process. We don't know enough to service the request 922 /// Send to the Object Group to process. We don't know enough to service the request
923 /// </summary> 923 /// </summary>
924 /// <param name="remoteClient"></param> 924 /// <param name="remoteClient"></param>
@@ -936,7 +936,7 @@ namespace OpenSim.Region.Environment.Scenes
936 } 936 }
937 937
938 /// <summary> 938 /// <summary>
939 /// 939 ///
940 /// </summary> 940 /// </summary>
941 /// <param name="localID"></param> 941 /// <param name="localID"></param>
942 /// <param name="rot"></param> 942 /// <param name="rot"></param>
@@ -954,7 +954,7 @@ namespace OpenSim.Region.Environment.Scenes
954 } 954 }
955 955
956 /// <summary> 956 /// <summary>
957 /// 957 ///
958 /// </summary> 958 /// </summary>
959 /// <param name="localID"></param> 959 /// <param name="localID"></param>
960 /// <param name="rot"></param> 960 /// <param name="rot"></param>
@@ -972,7 +972,7 @@ namespace OpenSim.Region.Environment.Scenes
972 } 972 }
973 973
974 /// <summary> 974 /// <summary>
975 /// 975 ///
976 /// </summary> 976 /// </summary>
977 /// <param name="localID"></param> 977 /// <param name="localID"></param>
978 /// <param name="pos"></param> 978 /// <param name="pos"></param>
@@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Environment.Scenes
1009 } 1009 }
1010 1010
1011 /// <summary> 1011 /// <summary>
1012 /// 1012 ///
1013 /// </summary> 1013 /// </summary>
1014 /// <param name="localID"></param> 1014 /// <param name="localID"></param>
1015 /// <param name="pos"></param> 1015 /// <param name="pos"></param>
@@ -1019,13 +1019,13 @@ namespace OpenSim.Region.Environment.Scenes
1019 SceneObjectGroup group = GetGroupByPrim(localID); 1019 SceneObjectGroup group = GetGroupByPrim(localID);
1020 if (group != null) 1020 if (group != null)
1021 { 1021 {
1022 1022
1023 LLVector3 oldPos = group.AbsolutePosition; 1023 LLVector3 oldPos = group.AbsolutePosition;
1024 if (group.RootPart.m_IsAttachment) 1024 if (group.RootPart.m_IsAttachment)
1025 { 1025 {
1026 group.UpdateGroupPosition(pos); 1026 group.UpdateGroupPosition(pos);
1027 } 1027 }
1028 else 1028 else
1029 { 1029 {
1030 if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.m_IsAttachment) 1030 if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.m_IsAttachment)
1031 { 1031 {
@@ -1041,7 +1041,7 @@ namespace OpenSim.Region.Environment.Scenes
1041 } 1041 }
1042 1042
1043 /// <summary> 1043 /// <summary>
1044 /// 1044 ///
1045 /// </summary> 1045 /// </summary>
1046 /// <param name="localID"></param> 1046 /// <param name="localID"></param>
1047 /// <param name="texture"></param> 1047 /// <param name="texture"></param>
@@ -1059,7 +1059,7 @@ namespace OpenSim.Region.Environment.Scenes
1059 } 1059 }
1060 1060
1061 /// <summary> 1061 /// <summary>
1062 /// 1062 ///
1063 /// </summary> 1063 /// </summary>
1064 /// <param name="localID"></param> 1064 /// <param name="localID"></param>
1065 /// <param name="packet"></param> 1065 /// <param name="packet"></param>
@@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Environment.Scenes
1094 } 1094 }
1095 1095
1096 /// <summary> 1096 /// <summary>
1097 /// 1097 ///
1098 /// </summary> 1098 /// </summary>
1099 /// <param name="primLocalID"></param> 1099 /// <param name="primLocalID"></param>
1100 /// <param name="description"></param> 1100 /// <param name="description"></param>
@@ -1111,7 +1111,7 @@ namespace OpenSim.Region.Environment.Scenes
1111 } 1111 }
1112 1112
1113 /// <summary> 1113 /// <summary>
1114 /// 1114 ///
1115 /// </summary> 1115 /// </summary>
1116 /// <param name="primLocalID"></param> 1116 /// <param name="primLocalID"></param>
1117 /// <param name="description"></param> 1117 /// <param name="description"></param>
@@ -1141,7 +1141,7 @@ namespace OpenSim.Region.Environment.Scenes
1141 } 1141 }
1142 1142
1143 /// <summary> 1143 /// <summary>
1144 /// 1144 ///
1145 /// </summary> 1145 /// </summary>
1146 /// <param name="primLocalID"></param> 1146 /// <param name="primLocalID"></param>
1147 /// <param name="shapeBlock"></param> 1147 /// <param name="shapeBlock"></param>
@@ -1223,7 +1223,7 @@ namespace OpenSim.Region.Environment.Scenes
1223 { 1223 {
1224 parenPrim.LinkToGroup(sceneObj); 1224 parenPrim.LinkToGroup(sceneObj);
1225 } 1225 }
1226 1226
1227 // We need to explicitly resend the newly link prim's object properties since no other actions 1227 // We need to explicitly resend the newly link prim's object properties since no other actions
1228 // occur on link to invoke this elsewhere (such as object selection) 1228 // occur on link to invoke this elsewhere (such as object selection)
1229 parenPrim.GetProperties(client); 1229 parenPrim.GetProperties(client);
@@ -1232,7 +1232,7 @@ namespace OpenSim.Region.Environment.Scenes
1232 /// <summary> 1232 /// <summary>
1233 /// Delink a linkset 1233 /// Delink a linkset
1234 /// </summary> 1234 /// </summary>
1235 /// <param name="prims"></param> 1235 /// <param name="prims"></param>
1236 public void DelinkObjects(List<uint> primIds) 1236 public void DelinkObjects(List<uint> primIds)
1237 { 1237 {
1238 SceneObjectGroup parenPrim = null; 1238 SceneObjectGroup parenPrim = null;
@@ -1278,7 +1278,7 @@ namespace OpenSim.Region.Environment.Scenes
1278 else 1278 else
1279 { 1279 {
1280 // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow 1280 // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow
1281 // We know that this is not the root prim now essentially, so we don't have to worry about remapping 1281 // We know that this is not the root prim now essentially, so we don't have to worry about remapping
1282 // which one is the root prim 1282 // which one is the root prim
1283 bool delinkedSomething = false; 1283 bool delinkedSomething = false;
1284 for (int i = 0; i < primIds.Count; i++) 1284 for (int i = 0; i < primIds.Count; i++)
@@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Environment.Scenes
1324 } 1324 }
1325 } 1325 }
1326 } 1326 }
1327 1327
1328 //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints 1328 //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints
1329 //aka ObjectFlags.JointWheel = IncludeInSearch 1329 //aka ObjectFlags.JointWheel = IncludeInSearch
1330 1330
@@ -1356,7 +1356,7 @@ namespace OpenSim.Region.Environment.Scenes
1356 public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID) 1356 public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID)
1357 { 1357 {
1358 m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); 1358 m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID);
1359 1359
1360 List<EntityBase> EntityList = GetEntities(); 1360 List<EntityBase> EntityList = GetEntities();
1361 1361
1362 SceneObjectGroup originPrim = null; 1362 SceneObjectGroup originPrim = null;
@@ -1405,7 +1405,7 @@ namespace OpenSim.Region.Environment.Scenes
1405 /// <returns></returns> 1405 /// <returns></returns>
1406 public float Vector3Distance(Vector3 v1, Vector3 v2) 1406 public float Vector3Distance(Vector3 v1, Vector3 v2)
1407 { 1407 {
1408 // We don't really need the double floating point precision... 1408 // We don't really need the double floating point precision...
1409 // so casting it to a single 1409 // so casting it to a single
1410 1410
1411 return 1411 return