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authorJeff Ames2010-09-12 13:43:49 -0400
committerJeff Ames2010-09-12 13:43:49 -0400
commitf1f0bc23f4501ba99035283d3407ddad2b21b785 (patch)
tree2b62a244eddf18f5608405abcefa9f763ab54340 /OpenSim/Region/Framework/Scenes
parentAdd copyright headers. (diff)
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Formatting cleanup.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs12
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs22
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs14
16 files changed, 74 insertions, 74 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 6b2e03e..ff4595e 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -332,7 +332,7 @@ namespace OpenSim.Region.Framework.Scenes
332 /// If the object is being attached, then the avatarID will be present. If the object is being detached then 332 /// If the object is being attached, then the avatarID will be present. If the object is being detached then
333 /// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical). 333 /// the avatarID is UUID.Zero (I know, this doesn't make much sense but now it's historical).
334 public delegate void Attach(uint localID, UUID itemID, UUID avatarID); 334 public delegate void Attach(uint localID, UUID itemID, UUID avatarID);
335 public event Attach OnAttach; 335 public event Attach OnAttach;
336 336
337 /// <summary> 337 /// <summary>
338 /// Called immediately after an object is loaded from storage. 338 /// Called immediately after an object is loaded from storage.
@@ -344,7 +344,7 @@ namespace OpenSim.Region.Framework.Scenes
344 /// Called immediately before an object is saved to storage. 344 /// Called immediately before an object is saved to storage.
345 /// </summary> 345 /// </summary>
346 /// <param name="persistingSo"> 346 /// <param name="persistingSo">
347 /// The scene object being persisted. 347 /// The scene object being persisted.
348 /// This is actually a copy of the original scene object so changes made here will be saved to storage but will not be kept in memory. 348 /// This is actually a copy of the original scene object so changes made here will be saved to storage but will not be kept in memory.
349 /// </param> 349 /// </param>
350 /// <param name="originalSo"> 350 /// <param name="originalSo">
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
363 public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed); 363 public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
364 364
365 public delegate void RegionUp(GridRegion region); 365 public delegate void RegionUp(GridRegion region);
366 public event RegionUp OnRegionUp; 366 public event RegionUp OnRegionUp;
367 367
368 public class MoneyTransferArgs : EventArgs 368 public class MoneyTransferArgs : EventArgs
369 { 369 {
@@ -2063,7 +2063,7 @@ namespace OpenSim.Region.Framework.Scenes
2063 } 2063 }
2064 } 2064 }
2065 } 2065 }
2066 } 2066 }
2067 2067
2068 public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo) 2068 public void TriggerOnSceneObjectPreSave(SceneObjectGroup persistingSo, SceneObjectGroup originalSo)
2069 { 2069 {
@@ -2105,7 +2105,7 @@ namespace OpenSim.Region.Framework.Scenes
2105 } 2105 }
2106 } 2106 }
2107 } 2107 }
2108 } 2108 }
2109 2109
2110 public void TriggerOnParcelPropertiesUpdateRequest(LandUpdateArgs args, 2110 public void TriggerOnParcelPropertiesUpdateRequest(LandUpdateArgs args,
2111 int local_id, IClientAPI remote_client) 2111 int local_id, IClientAPI remote_client)
@@ -2127,6 +2127,6 @@ namespace OpenSim.Region.Framework.Scenes
2127 } 2127 }
2128 } 2128 }
2129 } 2129 }
2130 } 2130 }
2131 } 2131 }
2132} 2132}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 581b11c..19f8180 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -62,7 +62,7 @@ namespace OpenSim.Region.Framework.Scenes
62 62
63 /// <summary> 63 /// <summary>
64 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the 64 /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
65 /// viewer before child prim updates. 65 /// viewer before child prim updates.
66 /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up 66 /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up
67 /// being double. We do it both ways so that there is a still a priority delta even if the priority is already 67 /// being double. We do it both ways so that there is a still a priority delta even if the priority is already
68 /// double.MinValue or double.MaxValue. 68 /// double.MinValue or double.MaxValue.
@@ -150,9 +150,9 @@ namespace OpenSim.Region.Framework.Scenes
150 if (entity is SceneObjectPart) 150 if (entity is SceneObjectPart)
151 { 151 {
152 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 152 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
153 // before its scheduled update was triggered 153 // before its scheduled update was triggered
154 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 154 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
155 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 155 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
156 } 156 }
157 else 157 else
158 { 158 {
@@ -177,11 +177,11 @@ namespace OpenSim.Region.Framework.Scenes
177 // Use group position for child prims 177 // Use group position for child prims
178 Vector3 entityPos = entity.AbsolutePosition; 178 Vector3 entityPos = entity.AbsolutePosition;
179 if (entity is SceneObjectPart) 179 if (entity is SceneObjectPart)
180 { 180 {
181 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene 181 // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene
182 // before its scheduled update was triggered 182 // before its scheduled update was triggered
183 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 183 //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition;
184 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; 184 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
185 } 185 }
186 else 186 else
187 { 187 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index a439eb9..838c648 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -145,7 +145,7 @@ namespace OpenSim.Region.Framework.Scenes
145 item.Owner, item.Name, item.ID); 145 item.Owner, item.Name, item.ID);
146 146
147 return false; 147 return false;
148 } 148 }
149 } 149 }
150 150
151 /// <summary> 151 /// <summary>
@@ -253,7 +253,7 @@ namespace OpenSim.Region.Framework.Scenes
253 // Update item with new asset 253 // Update item with new asset
254 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 255 if (group.UpdateInventoryItem(item))
256 remoteClient.SendAgentAlertMessage("Script saved", false); 256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 257
258 part.GetProperties(remoteClient); 258 part.GetProperties(remoteClient);
259 259
@@ -1975,7 +1975,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 return null; 1975 return null;
1976 1976
1977 if (!Permissions.CanRezObject(group.PrimCount, item.OwnerID, pos)) 1977 if (!Permissions.CanRezObject(group.PrimCount, item.OwnerID, pos))
1978 return null; 1978 return null;
1979 1979
1980 if (!Permissions.BypassPermissions()) 1980 if (!Permissions.BypassPermissions())
1981 { 1981 {
@@ -2053,7 +2053,7 @@ namespace OpenSim.Region.Framework.Scenes
2053 2053
2054 List<SceneObjectPart> partList = null; 2054 List<SceneObjectPart> partList = null;
2055 lock (sog.Children) 2055 lock (sog.Children)
2056 partList = new List<SceneObjectPart>(sog.Children.Values); 2056 partList = new List<SceneObjectPart>(sog.Children.Values);
2057 2057
2058 foreach (SceneObjectPart child in partList) 2058 foreach (SceneObjectPart child in partList)
2059 child.Inventory.ChangeInventoryOwner(ownerID); 2059 child.Inventory.ChangeInventoryOwner(ownerID);
@@ -2068,7 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
2068 2068
2069 List<SceneObjectPart> partList = null; 2069 List<SceneObjectPart> partList = null;
2070 lock (sog.Children) 2070 lock (sog.Children)
2071 partList = new List<SceneObjectPart>(sog.Children.Values); 2071 partList = new List<SceneObjectPart>(sog.Children.Values);
2072 2072
2073 foreach (SceneObjectPart child in partList) 2073 foreach (SceneObjectPart child in partList)
2074 { 2074 {
@@ -2078,7 +2078,7 @@ namespace OpenSim.Region.Framework.Scenes
2078 2078
2079 sog.SetOwnerId(groupID); 2079 sog.SetOwnerId(groupID);
2080 sog.ApplyNextOwnerPermissions(); 2080 sog.ApplyNextOwnerPermissions();
2081 } 2081 }
2082 } 2082 }
2083 2083
2084 foreach (uint localID in localIDs) 2084 foreach (uint localID in localIDs)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2f69476..7788e43 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 List<SceneObjectPart> partList = null; 165 List<SceneObjectPart> partList = null;
166 lock (sog.Children) 166 lock (sog.Children)
167 partList = new List<SceneObjectPart>(sog.Children.Values); 167 partList = new List<SceneObjectPart>(sog.Children.Values);
168 168
169 foreach (SceneObjectPart part in partList) 169 foreach (SceneObjectPart part in partList)
170 { 170 {
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index 4e80bf2..06890a0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -997,6 +997,6 @@ namespace OpenSim.Region.Framework.Scenes
997 } 997 }
998 } 998 }
999 return true; 999 return true;
1000 } 1000 }
1001 } 1001 }
1002} \ No newline at end of file 1002} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 46b84bb..f8877e4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1916,7 +1916,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 sceneObject.ScheduleGroupForFullUpdate(); 1916 sceneObject.ScheduleGroupForFullUpdate();
1917 1917
1918 return sceneObject; 1918 return sceneObject;
1919 } 1919 }
1920 1920
1921 /// <summary> 1921 /// <summary>
1922 /// Add an object into the scene that has come from storage 1922 /// Add an object into the scene that has come from storage
@@ -2009,7 +2009,7 @@ namespace OpenSim.Region.Framework.Scenes
2009 /// <returns></returns> 2009 /// <returns></returns>
2010 public bool AddNewSceneObject( 2010 public bool AddNewSceneObject(
2011 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) 2011 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2012 { 2012 {
2013 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel); 2013 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, pos, rot, vel);
2014 } 2014 }
2015 2015
@@ -2102,12 +2102,12 @@ namespace OpenSim.Region.Framework.Scenes
2102 // group has recently been delinked from another group but that this change has not been persisted 2102 // group has recently been delinked from another group but that this change has not been persisted
2103 // to the DB. 2103 // to the DB.
2104 ForceSceneObjectBackup(so); 2104 ForceSceneObjectBackup(so);
2105 so.DetachFromBackup(); 2105 so.DetachFromBackup();
2106 m_storageManager.DataStore.RemoveObject(so.UUID, m_regInfo.RegionID); 2106 m_storageManager.DataStore.RemoveObject(so.UUID, m_regInfo.RegionID);
2107 } 2107 }
2108 2108
2109 // We need to keep track of this state in case this group is still queued for further backup. 2109 // We need to keep track of this state in case this group is still queued for further backup.
2110 so.IsDeleted = true; 2110 so.IsDeleted = true;
2111 2111
2112 return true; 2112 return true;
2113 } 2113 }
@@ -2394,7 +2394,7 @@ namespace OpenSim.Region.Framework.Scenes
2394 ScenePresence sp = GetScenePresence(userID); 2394 ScenePresence sp = GetScenePresence(userID);
2395 if (sp != null && AttachmentsModule != null) 2395 if (sp != null && AttachmentsModule != null)
2396 { 2396 {
2397 uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID); 2397 uint attPt = (uint)sp.Appearance.GetAttachpoint(itemID);
2398 AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt); 2398 AttachmentsModule.RezSingleAttachmentFromInventory(sp.ControllingClient, itemID, attPt);
2399 } 2399 }
2400 2400
@@ -2437,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes
2437 sceneObject.RootPart.AddFlag(PrimFlags.Phantom); 2437 sceneObject.RootPart.AddFlag(PrimFlags.Phantom);
2438 2438
2439 // Don't sent a full update here because this will cause full updates to be sent twice for 2439 // Don't sent a full update here because this will cause full updates to be sent twice for
2440 // attachments on region crossings, resulting in viewer glitches. 2440 // attachments on region crossings, resulting in viewer glitches.
2441 AddRestoredSceneObject(sceneObject, false, false, false); 2441 AddRestoredSceneObject(sceneObject, false, false, false);
2442 2442
2443 // Handle attachment special case 2443 // Handle attachment special case
@@ -2681,7 +2681,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 } 2681 }
2682 2682
2683 public virtual void SubscribeToClientPrimEvents(IClientAPI client) 2683 public virtual void SubscribeToClientPrimEvents(IClientAPI client)
2684 { 2684 {
2685 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition; 2685 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimPosition;
2686 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2686 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2687 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation; 2687 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimRotation;
@@ -2717,7 +2717,7 @@ namespace OpenSim.Region.Framework.Scenes
2717 client.OnUndo += m_sceneGraph.HandleUndo; 2717 client.OnUndo += m_sceneGraph.HandleUndo;
2718 client.OnRedo += m_sceneGraph.HandleRedo; 2718 client.OnRedo += m_sceneGraph.HandleRedo;
2719 client.OnObjectDescription += m_sceneGraph.PrimDescription; 2719 client.OnObjectDescription += m_sceneGraph.PrimDescription;
2720 client.OnObjectDrop += m_sceneGraph.DropObject; 2720 client.OnObjectDrop += m_sceneGraph.DropObject;
2721 client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable; 2721 client.OnObjectIncludeInSearch += m_sceneGraph.MakeObjectSearchable;
2722 client.OnObjectOwner += ObjectOwner; 2722 client.OnObjectOwner += ObjectOwner;
2723 } 2723 }
@@ -3669,7 +3669,7 @@ namespace OpenSim.Region.Framework.Scenes
3669 public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) 3669 public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
3670 { 3670 {
3671 ScenePresence presence = GetScenePresence(agentID); 3671 ScenePresence presence = GetScenePresence(agentID);
3672 if(presence != null) 3672 if (presence != null)
3673 { 3673 {
3674 try 3674 try
3675 { 3675 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index f8591ba..c71aefa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -521,7 +521,7 @@ namespace OpenSim.Region.Framework.Scenes
521 /// <param name="shorthelp"></param> 521 /// <param name="shorthelp"></param>
522 /// <param name="longhelp"></param> 522 /// <param name="longhelp"></param>
523 /// <param name="descriptivehelp"></param> 523 /// <param name="descriptivehelp"></param>
524 /// <param name="callback"></param> 524 /// <param name="callback"></param>
525 public void AddCommand( 525 public void AddCommand(
526 object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback) 526 object mod, string command, string shorthelp, string longhelp, string descriptivehelp, CommandDelegate callback)
527 { 527 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f779a6d..5ac8ff5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -298,7 +298,7 @@ namespace OpenSim.Region.Framework.Scenes
298 /// <param name="pos">Position of the object</param> 298 /// <param name="pos">Position of the object</param>
299 /// <param name="rot">Rotation of the object</param> 299 /// <param name="rot">Rotation of the object</param>
300 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param> 300 /// <param name="vel">Velocity of the object. This parameter only has an effect if the object is physical</param>
301 /// <returns></returns> 301 /// <returns></returns>
302 public bool AddNewSceneObject( 302 public bool AddNewSceneObject(
303 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) 303 SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
304 { 304 {
@@ -322,7 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
322 } 322 }
323 323
324 return true; 324 return true;
325 } 325 }
326 326
327 /// <summary> 327 /// <summary>
328 /// Add an object to the scene. This will both update the scene, and send information about the 328 /// Add an object to the scene. This will both update the scene, and send information about the
@@ -1284,7 +1284,7 @@ namespace OpenSim.Region.Framework.Scenes
1284 SceneObjectGroup group = GetGroupByPrim(localID); 1284 SceneObjectGroup group = GetGroupByPrim(localID);
1285 1285
1286 if (group != null) 1286 if (group != null)
1287 { 1287 {
1288 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1288 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1289 { 1289 {
1290 if (m_parentScene.AttachmentsModule != null) 1290 if (m_parentScene.AttachmentsModule != null)
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4024328..4caa439 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -677,7 +677,7 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 677 minY = 256f;
678 minZ = 8192f; 678 minZ = 8192f;
679 679
680 lock(m_parts) 680 lock (m_parts)
681 { 681 {
682 foreach (SceneObjectPart part in m_parts.Values) 682 foreach (SceneObjectPart part in m_parts.Values)
683 { 683 {
@@ -1005,7 +1005,7 @@ namespace OpenSim.Region.Framework.Scenes
1005 AbsolutePosition = detachedpos; 1005 AbsolutePosition = detachedpos;
1006 m_rootPart.AttachedAvatar = UUID.Zero; 1006 m_rootPart.AttachedAvatar = UUID.Zero;
1007 1007
1008 //Anakin Lohner bug #3839 1008 //Anakin Lohner bug #3839
1009 lock (m_parts) 1009 lock (m_parts)
1010 { 1010 {
1011 foreach (SceneObjectPart p in m_parts.Values) 1011 foreach (SceneObjectPart p in m_parts.Values)
@@ -1226,7 +1226,7 @@ namespace OpenSim.Region.Framework.Scenes
1226 } 1226 }
1227 1227
1228 /// <summary> 1228 /// <summary>
1229 /// Delete this group from its scene. 1229 /// Delete this group from its scene.
1230 /// </summary> 1230 /// </summary>
1231 /// 1231 ///
1232 /// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood 1232 /// This only handles the in-world consequences of deletion (e.g. any avatars sitting on it are forcibly stood
@@ -1383,7 +1383,7 @@ namespace OpenSim.Region.Framework.Scenes
1383 if (!m_isBackedUp) 1383 if (!m_isBackedUp)
1384 { 1384 {
1385// m_log.DebugFormat( 1385// m_log.DebugFormat(
1386// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID); 1386// "[WATER WARS]: Ignoring backup of {0} {1} since object is not marked to be backed up", Name, UUID);
1387 return; 1387 return;
1388 } 1388 }
1389 1389
@@ -1395,7 +1395,7 @@ namespace OpenSim.Region.Framework.Scenes
1395 } 1395 }
1396 1396
1397 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1397 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1398 // any exception propogate upwards. 1398 // any exception propogate upwards.
1399 try 1399 try
1400 { 1400 {
1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart
@@ -1546,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1546 newPart.LinkNum = part.LinkNum; 1546 newPart.LinkNum = part.LinkNum;
1547 } 1547 }
1548 1548
1549 // Need to duplicate the physics actor as well 1549 // Need to duplicate the physics actor as well
1550 if (part.PhysActor != null && userExposed) 1550 if (part.PhysActor != null && userExposed)
1551 { 1551 {
1552 PrimitiveBaseShape pbs = part.Shape; 1552 PrimitiveBaseShape pbs = part.Shape;
@@ -1562,7 +1562,7 @@ namespace OpenSim.Region.Framework.Scenes
1562 1562
1563 part.PhysActor.LocalID = part.LocalId; 1563 part.PhysActor.LocalID = part.LocalId;
1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1565 } 1565 }
1566 } 1566 }
1567 1567
1568 if (userExposed) 1568 if (userExposed)
@@ -1838,7 +1838,7 @@ namespace OpenSim.Region.Framework.Scenes
1838 SceneObjectPart newPart = null; 1838 SceneObjectPart newPart = null;
1839 1839
1840 lock (m_parts) 1840 lock (m_parts)
1841 { 1841 {
1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1843 newPart.SetParent(this); 1843 newPart.SetParent(this);
1844 m_parts.Add(newPart.UUID, newPart); 1844 m_parts.Add(newPart.UUID, newPart);
@@ -2337,7 +2337,7 @@ namespace OpenSim.Region.Framework.Scenes
2337 if (p.LinkNum > linkPart.LinkNum) 2337 if (p.LinkNum > linkPart.LinkNum)
2338 p.LinkNum--; 2338 p.LinkNum--;
2339 } 2339 }
2340 } 2340 }
2341 } 2341 }
2342 2342
2343 linkPart.ParentID = 0; 2343 linkPart.ParentID = 0;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3753dcb..024bdc9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1010,12 +1010,12 @@ namespace OpenSim.Region.Framework.Scenes
1010 return m_mediaUrl; 1010 return m_mediaUrl;
1011 } 1011 }
1012 1012
1013 set 1013 set
1014 { 1014 {
1015 m_mediaUrl = value; 1015 m_mediaUrl = value;
1016 1016
1017 if (ParentGroup != null) 1017 if (ParentGroup != null)
1018 ParentGroup.HasGroupChanged = true; 1018 ParentGroup.HasGroupChanged = true;
1019 } 1019 }
1020 } 1020 }
1021 1021
@@ -1028,7 +1028,7 @@ namespace OpenSim.Region.Framework.Scenes
1028// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID); 1028// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
1029 m_createSelected = value; 1029 m_createSelected = value;
1030 } 1030 }
1031 } 1031 }
1032 1032
1033 #endregion 1033 #endregion
1034 1034
@@ -1189,7 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1189 1189
1190 /// <summary> 1190 /// <summary>
1191 /// Property flags. See OpenMetaverse.PrimFlags 1191 /// Property flags. See OpenMetaverse.PrimFlags
1192 /// </summary> 1192 /// </summary>
1193 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge 1193 /// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
1194 public PrimFlags Flags 1194 public PrimFlags Flags
1195 { 1195 {
@@ -1355,7 +1355,7 @@ namespace OpenSim.Region.Framework.Scenes
1355 1355
1356 /// <summary> 1356 /// <summary>
1357 /// Tell the scene presence that it should send updates for this part to its client 1357 /// Tell the scene presence that it should send updates for this part to its client
1358 /// </summary> 1358 /// </summary>
1359 public void AddFullUpdateToAvatar(ScenePresence presence) 1359 public void AddFullUpdateToAvatar(ScenePresence presence)
1360 { 1360 {
1361 presence.SceneViewer.QueuePartForUpdate(this); 1361 presence.SceneViewer.QueuePartForUpdate(this);
@@ -1414,7 +1414,7 @@ namespace OpenSim.Region.Framework.Scenes
1414 1414
1415 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 1415 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
1416 { 1416 {
1417 if(!sp.IsChildAgent) 1417 if (!sp.IsChildAgent)
1418 sp.ControllingClient.SendAttachedSoundGainChange(UUID, (float)volume); 1418 sp.ControllingClient.SendAttachedSoundGainChange(UUID, (float)volume);
1419 }); 1419 });
1420 } 1420 }
@@ -1659,7 +1659,7 @@ namespace OpenSim.Region.Framework.Scenes
1659 1659
1660// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1660// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
1661 1661
1662 return dupe; 1662 return dupe;
1663 } 1663 }
1664 1664
1665 protected void AssetReceived(string id, Object sender, AssetBase asset) 1665 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -1969,10 +1969,10 @@ namespace OpenSim.Region.Framework.Scenes
1969 } 1969 }
1970 1970
1971 public uint GetEffectiveObjectFlags() 1971 public uint GetEffectiveObjectFlags()
1972 { 1972 {
1973 // Commenting this section of code out since it doesn't actually do anything, as enums are handled by 1973 // Commenting this section of code out since it doesn't actually do anything, as enums are handled by
1974 // value rather than reference 1974 // value rather than reference
1975// PrimFlags f = _flags; 1975// PrimFlags f = _flags;
1976// if (m_parentGroup == null || m_parentGroup.RootPart == this) 1976// if (m_parentGroup == null || m_parentGroup.RootPart == this)
1977// f &= ~(PrimFlags.Touch | PrimFlags.Money); 1977// f &= ~(PrimFlags.Touch | PrimFlags.Money);
1978 1978
@@ -4733,7 +4733,7 @@ namespace OpenSim.Region.Framework.Scenes
4733 if (ParentGroup == null || ParentGroup.IsDeleted) 4733 if (ParentGroup == null || ParentGroup.IsDeleted)
4734 return; 4734 return;
4735 4735
4736 if (IsAttachment && ParentGroup.RootPart != this) 4736 if (IsAttachment && ParentGroup.RootPart != this)
4737 return; 4737 return;
4738 4738
4739 // Causes this thread to dig into the Client Thread Data. 4739 // Causes this thread to dig into the Client Thread Data.
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 1984d45..4affdef 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Framework.Scenes
1094 item.OwnerChanged = false; 1094 item.OwnerChanged = false;
1095 engine.ResumeScript(item.ItemID); 1095 engine.ResumeScript(item.ItemID);
1096 } 1096 }
1097 } 1097 }
1098 } 1098 }
1099 } 1099 }
1100 } 1100 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index cc9355e..177cf1e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1287,7 +1287,7 @@ namespace OpenSim.Region.Framework.Scenes
1287 // Setting parent ID would fix this, if we knew what value 1287 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1288 // to use. Or we could add a m_isSitting variable.
1289 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1289 //Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1290 SitGround = true; 1290 SitGround = true;
1291 } 1291 }
1292 1292
1293 // In the future, these values might need to go global. 1293 // In the future, these values might need to go global.
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 7aa5a93..b45291f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73 { 73 {
74 m_pendingObjects = new Queue<SceneObjectGroup>(); 74 m_pendingObjects = new Queue<SceneObjectGroup>();
75 75
76 lock(m_pendingObjects) 76 lock (m_pendingObjects)
77 { 77 {
78 EntityBase[] entities = m_presence.Scene.Entities.GetEntities(); 78 EntityBase[] entities = m_presence.Scene.Entities.GetEntities();
79 foreach (EntityBase e in entities) 79 foreach (EntityBase e in entities)
@@ -85,7 +85,7 @@ namespace OpenSim.Region.Framework.Scenes
85 } 85 }
86 } 86 }
87 87
88 lock(m_pendingObjects) 88 lock (m_pendingObjects)
89 { 89 {
90 while (m_pendingObjects != null && m_pendingObjects.Count > 0) 90 while (m_pendingObjects != null && m_pendingObjects.Count > 0)
91 { 91 {
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
index c9662ef..7d9a6a9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneGraphTests.cs
@@ -71,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
71 Assert.That(dupeSo.Children.Count, Is.EqualTo(2)); 71 Assert.That(dupeSo.Children.Count, Is.EqualTo(2));
72 72
73 SceneObjectPart dupePart1 = dupeSo.GetLinkNumPart(1); 73 SceneObjectPart dupePart1 = dupeSo.GetLinkNumPart(1);
74 SceneObjectPart dupePart2 = dupeSo.GetLinkNumPart(2); 74 SceneObjectPart dupePart2 = dupeSo.GetLinkNumPart(2);
75 Assert.That(dupePart1.LocalId, Is.Not.EqualTo(part1.LocalId)); 75 Assert.That(dupePart1.LocalId, Is.Not.EqualTo(part1.LocalId));
76 Assert.That(dupePart2.LocalId, Is.Not.EqualTo(part2.LocalId)); 76 Assert.That(dupePart2.LocalId, Is.Not.EqualTo(part2.LocalId));
77 77
@@ -84,6 +84,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
84 Assert.That(dupePart1.PhysActor, Is.Not.Null); 84 Assert.That(dupePart1.PhysActor, Is.Not.Null);
85 Assert.That(dupePart2.PhysActor, Is.Not.Null); 85 Assert.That(dupePart2.PhysActor, Is.Not.Null);
86 */ 86 */
87 } 87 }
88 } 88 }
89} \ No newline at end of file 89} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
index e3ef263..9f787c9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectLinkingTests.cs
@@ -270,7 +270,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
270 TestHelper.InMethod(); 270 TestHelper.InMethod();
271 //log4net.Config.XmlConfigurator.Configure(); 271 //log4net.Config.XmlConfigurator.Configure();
272 272
273 TestScene scene = SceneSetupHelpers.SetupScene(); 273 TestScene scene = SceneSetupHelpers.SetupScene();
274 274
275 string rootPartName = "rootpart"; 275 string rootPartName = "rootpart";
276 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 276 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
@@ -282,11 +282,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
282 { Name = rootPartName, UUID = rootPartUuid }; 282 { Name = rootPartName, UUID = rootPartUuid };
283 SceneObjectPart linkPart 283 SceneObjectPart linkPart
284 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 284 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
285 { Name = linkPartName, UUID = linkPartUuid }; 285 { Name = linkPartName, UUID = linkPartUuid };
286 286
287 SceneObjectGroup sog = new SceneObjectGroup(rootPart); 287 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
288 sog.AddPart(linkPart); 288 sog.AddPart(linkPart);
289 scene.AddNewSceneObject(sog, true); 289 scene.AddNewSceneObject(sog, true);
290 290
291 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked 291 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
292 // scene backup thread. 292 // scene backup thread.
@@ -309,7 +309,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
309 TestHelper.InMethod(); 309 TestHelper.InMethod();
310 //log4net.Config.XmlConfigurator.Configure(); 310 //log4net.Config.XmlConfigurator.Configure();
311 311
312 TestScene scene = SceneSetupHelpers.SetupScene(); 312 TestScene scene = SceneSetupHelpers.SetupScene();
313 313
314 string rootPartName = "rootpart"; 314 string rootPartName = "rootpart";
315 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001"); 315 UUID rootPartUuid = new UUID("00000000-0000-0000-0000-000000000001");
@@ -321,11 +321,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
321 { Name = rootPartName, UUID = rootPartUuid }; 321 { Name = rootPartName, UUID = rootPartUuid };
322 SceneObjectPart linkPart 322 SceneObjectPart linkPart
323 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 323 = new SceneObjectPart(UUID.Zero, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
324 { Name = linkPartName, UUID = linkPartUuid }; 324 { Name = linkPartName, UUID = linkPartUuid };
325 325
326 SceneObjectGroup sog = new SceneObjectGroup(rootPart); 326 SceneObjectGroup sog = new SceneObjectGroup(rootPart);
327 sog.AddPart(linkPart); 327 sog.AddPart(linkPart);
328 scene.AddNewSceneObject(sog, true); 328 scene.AddNewSceneObject(sog, true);
329 329
330 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked 330 // In a test, we have to crank the backup handle manually. Normally this would be done by the timer invoked
331 // scene backup thread. 331 // scene backup thread.
@@ -333,7 +333,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
333 333
334 // These changes should occur immediately without waiting for a backup pass 334 // These changes should occur immediately without waiting for a backup pass
335 SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false); 335 SceneObjectGroup groupToDelete = sog.DelinkFromGroup(linkPart, false);
336 scene.DeleteSceneObject(groupToDelete, false); 336 scene.DeleteSceneObject(groupToDelete, false);
337 337
338 List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID); 338 List<SceneObjectGroup> storedObjects = scene.StorageManager.DataStore.LoadObjects(scene.RegionInfo.RegionID);
339 339
diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
index 5e491c2..fe59d4f 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs
@@ -59,8 +59,8 @@ namespace OpenSim.Region.Framework.Tests
59 string userFirstName = "Jock"; 59 string userFirstName = "Jock";
60 string userLastName = "Stirrup"; 60 string userLastName = "Stirrup";
61 string userPassword = "troll"; 61 string userPassword = "troll";
62 UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020"); 62 UUID userId = UUID.Parse("00000000-0000-0000-0000-000000000020");
63 return UserProfileTestUtils.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword); 63 return UserProfileTestUtils.CreateUserWithInventory(scene, userFirstName, userLastName, userId, userPassword);
64 } 64 }
65 65
66 protected SceneObjectGroup CreateSO1(Scene scene, UUID ownerId) 66 protected SceneObjectGroup CreateSO1(Scene scene, UUID ownerId)
@@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Tests
70 SceneObjectPart part1 70 SceneObjectPart part1
71 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero) 71 = new SceneObjectPart(ownerId, PrimitiveBaseShape.Default, Vector3.Zero, Quaternion.Identity, Vector3.Zero)
72 { Name = part1Name, UUID = part1Id }; 72 { Name = part1Name, UUID = part1Id };
73 return new SceneObjectGroup(part1); 73 return new SceneObjectGroup(part1);
74 } 74 }
75 75
76 protected TaskInventoryItem CreateSOItem1(Scene scene, SceneObjectPart part) 76 protected TaskInventoryItem CreateSOItem1(Scene scene, SceneObjectPart part)
@@ -79,7 +79,7 @@ namespace OpenSim.Region.Framework.Tests
79 nc.BodyText = "Hello World!"; 79 nc.BodyText = "Hello World!";
80 nc.Encode(); 80 nc.Encode();
81 UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000"); 81 UUID ncAssetUuid = new UUID("00000000-0000-0000-1000-000000000000");
82 UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000"); 82 UUID ncItemUuid = new UUID("00000000-0000-0000-1100-000000000000");
83 AssetBase ncAsset 83 AssetBase ncAsset
84 = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero); 84 = AssetHelpers.CreateAsset(ncAssetUuid, AssetType.Notecard, nc.AssetData, UUID.Zero);
85 scene.AssetService.Store(ncAsset); 85 scene.AssetService.Store(ncAsset);
@@ -114,9 +114,9 @@ namespace OpenSim.Region.Framework.Tests
114 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID); 114 scene.MoveTaskInventoryItem(user1.PrincipalID, folder.ID, sop1, sopItem1.ItemID);
115 115
116 InventoryItemBase ncUserItem 116 InventoryItemBase ncUserItem
117 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Objects/ncItem"); 117 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Objects/ncItem");
118 Assert.That(ncUserItem, Is.Not.Null, "Objects/ncItem was not found"); 118 Assert.That(ncUserItem, Is.Not.Null, "Objects/ncItem was not found");
119 } 119 }
120 120
121 /// <summary> 121 /// <summary>
122 /// Test MoveTaskInventoryItem where the item has no parent folder assigned. 122 /// Test MoveTaskInventoryItem where the item has no parent folder assigned.
@@ -138,7 +138,7 @@ namespace OpenSim.Region.Framework.Tests
138 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID); 138 scene.MoveTaskInventoryItem(user1.PrincipalID, UUID.Zero, sop1, sopItem1.ItemID);
139 139
140 InventoryItemBase ncUserItem 140 InventoryItemBase ncUserItem
141 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Notecards/ncItem"); 141 = InventoryArchiveUtils.FindItemByPath(scene.InventoryService, user1.PrincipalID, "Notecards/ncItem");
142 Assert.That(ncUserItem, Is.Not.Null, "Notecards/ncItem was not found"); 142 Assert.That(ncUserItem, Is.Not.Null, "Notecards/ncItem was not found");
143 } 143 }
144 } 144 }