From 88d6557071f03f06c040cd4607a3eb7dfb105965 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Sun, 2 Nov 2008 01:29:56 +0000 Subject: Update svn properties, formatting cleanup. --- .../Modules/Avatar/Friends/FriendsModule.cs | 26 +++++++++++----------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Environment/Modules/Avatar/Friends') diff --git a/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs index e2cb2e0..605b6a2 100644 --- a/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/Environment/Modules/Avatar/Friends/FriendsModule.cs @@ -161,7 +161,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends // some of the friends might have teleported away. // Actually, even now, between this line and the sending below, some people could TP away. So, // we'll have to lock the m_rootAgents list for the duration to prevent/delay that. - lock(m_rootAgents) + lock (m_rootAgents) { List friendsHere = new List(); try @@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID)) { // try to find it and if it is there, prevent it to vanish before we sent the message - lock(m_rootAgents) + lock (m_rootAgents) { if (m_rootAgents.ContainsKey(agentID)) { @@ -431,7 +431,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends // should receive it. If we *are* local, *we* are the destination, so we have to receive it. // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. InstantMessageReceiver recv = InstantMessageReceiver.IMModule; - if(GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule; + if (GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule; // We don't really care which local scene we pipe it through. m_initialScene.TriggerGridInstantMessage(msg, recv); @@ -554,7 +554,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends return; // unknown transaction } // else found pending friend request with that transaction => remove if done with all - if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); + if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); outPending(); } @@ -604,7 +604,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends // should receive it. If we *are* local, *we* are the destination, so we have to receive it. // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. InstantMessageReceiver recv = InstantMessageReceiver.IMModule; - if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; + if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler // of the type 39 IM @@ -621,14 +621,14 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends Transaction transaction; lock (m_pendingFriendRequests) { - if(!m_pendingFriendRequests.TryGetValue(transactionID, out transaction)) + if (!m_pendingFriendRequests.TryGetValue(transactionID, out transaction)) { m_log.DebugFormat("[FRIEND]: Got friendship denial {0} from {1} ({2}) without matching transaction {3}", agentID, client.AgentId, client.Name, transactionID); return; } // else found pending friend request with that transaction. - if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); + if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID); outPending(); } UUID friendID = transaction.agentID; @@ -661,7 +661,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends // should receive it. If we *are* local, *we* are the destination, so we have to receive it. // As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here. InstantMessageReceiver recv = InstantMessageReceiver.IMModule; - if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; + if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule; // now we have to inform the agent about the friend. For the opposite direction, this happens in the handler // of the type 39 IM @@ -690,7 +690,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends else { // retry 3 times, in case the agent TPed from the last known region... - for(int retry = 0; retry < 3; ++retry) + for (int retry = 0; retry < 3; ++retry) { // wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID); @@ -859,7 +859,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends List friendIDsToLookup = new List(friendIDsToSendTo); foreach (UUID uuid in friendIDsToReceiveFromOffline) { - if(!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid); + if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid); } m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}", @@ -906,12 +906,12 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends { // any client is good enough, root or child... ScenePresence agent = GetAnyPresenceFromAgentID(uuid); - if(agent != null) + if (agent != null) { m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name); // friend is online and on this server... - if(iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr); + if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr); else agent.ControllingClient.SendAgentOffline(agentArr); // done, remove it @@ -962,7 +962,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends // now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them. // In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again... } - while(++retry < 3 && friendIDsToSendTo.Count > 0); + while (++retry < 3 && friendIDsToSendTo.Count > 0); } private void OnEconomyDataRequest(UUID agentID) -- cgit v1.1