From b16abc8166c29585cb76cc55c3bdd76e5833cb4f Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Thu, 5 Jan 2017 19:07:37 +0000 Subject: Massive tab and trailing space cleanup --- OpenSim/Region/Framework/Scenes/Scene.cs | 192 +++++++++++++++---------------- 1 file changed, 96 insertions(+), 96 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d7a4ca4..352bc05 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -61,7 +61,7 @@ namespace OpenSim.Region.Framework.Scenes { private const long DEFAULT_MIN_TIME_FOR_PERSISTENCE = 60L; private const long DEFAULT_MAX_TIME_FOR_PERSISTENCE = 600L; - + public delegate void SynchronizeSceneHandler(Scene scene); @@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Even if false, the scene will still be saved on clean shutdown. - /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. + /// FIXME: Currently, setting this to false will mean that objects are not periodically returned from parcels. /// This needs to be fixed. /// public bool PeriodicBackup { get; set; } @@ -103,9 +103,9 @@ namespace OpenSim.Region.Framework.Scenes /// If false then physical objects are disabled, though collisions will continue as normal. /// - public bool PhysicsEnabled - { - get + public bool PhysicsEnabled + { + get { return m_physicsEnabled; } @@ -237,7 +237,7 @@ namespace OpenSim.Region.Framework.Scenes /// to compensate for SL bug /// public bool LegacySitOffsets = true; - + /// /// Can avatars cross from and to this region? /// @@ -245,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes /// Max prims an Physical object will hold /// - /// + /// public int m_linksetPhysCapacity = 0; /// @@ -383,9 +383,9 @@ namespace OpenSim.Region.Framework.Scenes /// /// Frame time /// - public float FrameTime { get; private set; } - public int FrameTimeWarnPercent { get; private set; } - public int FrameTimeCritPercent { get; private set; } + public float FrameTime { get; private set; } + public int FrameTimeWarnPercent { get; private set; } + public int FrameTimeCritPercent { get; private set; } // Normalize the frame related stats to nominal 55fps for viewer and scripts option // see SimStatsReporter.cs @@ -397,7 +397,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Always derived from MinFrameTicks. /// - public float MinMaintenanceTime { get; private set; } + public float MinMaintenanceTime { get; private set; } private int m_update_physics = 1; private int m_update_entitymovement = 1; @@ -529,7 +529,7 @@ namespace OpenSim.Region.Framework.Scenes // private int m_lastUpdate; private bool m_firstHeartbeat = true; - + // private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; // private bool m_reprioritizationEnabled = true; // private double m_reprioritizationInterval = 5000.0; @@ -868,7 +868,7 @@ namespace OpenSim.Region.Framework.Scenes #region Constructors - public Scene(RegionInfo regInfo, AgentCircuitManager authen, + public Scene(RegionInfo regInfo, AgentCircuitManager authen, ISimulationDataService simDataService, IEstateDataService estateDataService, IConfigSource config, string simulatorVersion) : this(regInfo) @@ -951,7 +951,7 @@ namespace OpenSim.Region.Framework.Scenes RegisterDefaultSceneEvents(); - // XXX: Don't set the public property since we don't want to activate here. This needs to be handled + // XXX: Don't set the public property since we don't want to activate here. This needs to be handled // better in the future. m_scripts_enabled = !RegionInfo.RegionSettings.DisableScripts; @@ -1212,7 +1212,7 @@ namespace OpenSim.Region.Framework.Scenes StatsReporter.OnSendStatsResult += SendSimStatsPackets; StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; - + } public Scene(RegionInfo regInfo) @@ -1549,7 +1549,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// /// Start the scripts within the scene. - /// + /// public void Start(bool startScripts) { if (IsRunning) @@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes //int pid = System.Diagnostics.Process.GetCurrentProcess().Id; //System.Diagnostics.Process proc = new System.Diagnostics.Process(); -//proc.EnableRaisingEvents=false; +//proc.EnableRaisingEvents=false; //proc.StartInfo.FileName = "/bin/kill"; //proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); //proc.Start(); @@ -1637,7 +1637,7 @@ namespace OpenSim.Region.Framework.Scenes Update(-1); Watchdog.RemoveThread(); - } + } private void Maintenance() { @@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Framework.Scenes previousMaintenanceTick = m_lastMaintenanceTick; m_lastMaintenanceTick = Util.EnvironmentTickCount(); runtc = Util.EnvironmentTickCountSubtract(m_lastMaintenanceTick, runtc); - runtc = (int)(MinMaintenanceTime * 1000) - runtc; + runtc = (int)(MinMaintenanceTime * 1000) - runtc; if (runtc > 0) m_maintenanceWaitEvent.WaitOne(runtc); @@ -1783,7 +1783,7 @@ namespace OpenSim.Region.Framework.Scenes if (Frame % m_update_entitymovement == 0) m_sceneGraph.UpdateScenePresenceMovement(); - // Get the simulation frame time that the avatar force input + // Get the simulation frame time that the avatar force input // took tmpMS2 = Util.GetTimeStampMS(); agentMS = (float)(tmpMS2 - tmpMS); @@ -1799,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes if (SynchronizeScene != null) SynchronizeScene(this); } - + tmpMS2 = Util.GetTimeStampMS(); physicsMS = (float)(tmpMS2 - tmpMS); tmpMS = tmpMS2; @@ -1820,17 +1820,17 @@ namespace OpenSim.Region.Framework.Scenes tmpMS2 = Util.GetTimeStampMS(); agentMS += (float)(tmpMS2 - tmpMS); tmpMS = tmpMS2; - + // Delete temp-on-rez stuff if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) - { + { m_cleaningTemps = true; Util.FireAndForget(delegate { CleanTempObjects(); m_cleaningTemps = false; }); tmpMS2 = Util.GetTimeStampMS(); tempOnRezMS = (float)(tmpMS2 - tmpMS); // bad.. counts the FireAndForget, not CleanTempObjects tmpMS = tmpMS2; } - + if (Frame % m_update_events == 0) { UpdateEvents(); @@ -1916,7 +1916,7 @@ namespace OpenSim.Region.Framework.Scenes // reuse frameMS as temporary frameMS = (float)tmpMS2; - + // sleep if we can if (tmpMS2 > 0) { @@ -1939,9 +1939,9 @@ namespace OpenSim.Region.Framework.Scenes // script time is not scene frame time, but is displayed per frame float scriptTimeMS = GetAndResetScriptExecutionTime(); StatsReporter.AddFrameStats(TimeDilation, physicsFPS, agentMS, - physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS); - - + physicsMS + physicsMS2, otherMS , sleepMS, frameMS, scriptTimeMS); + + // if (Frame%m_update_avatars == 0) // UpdateInWorldTime(); @@ -2129,7 +2129,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Tell an agent that their object has been returned. + /// Tell an agent that their object has been returned. /// /// /// The actual return is handled by the caller. @@ -2221,7 +2221,7 @@ namespace OpenSim.Region.Framework.Scenes { if(Bakedmap != null) { - m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain."); + m_log.Warn("[TERRAIN]: terrain not found. Used stored baked terrain."); Heightmap = Bakedmap.MakeCopy(); SimulationDataService.StoreTerrain(Heightmap.GetTerrainData(), RegionInfo.RegionID); } @@ -2290,7 +2290,7 @@ namespace OpenSim.Region.Framework.Scenes GridRegion region = new GridRegion(RegionInfo); string error = GridService.RegisterRegion(RegionInfo.ScopeID, region); // m_log.DebugFormat("[SCENE]: RegisterRegionWithGrid. name={0},id={1},loc=<{2},{3}>,size=<{4},{5}>", - // m_regionName, + // m_regionName, // RegionInfo.RegionID, // RegionInfo.RegionLocX, RegionInfo.RegionLocY, // RegionInfo.RegionSizeX, RegionInfo.RegionSizeY); @@ -2369,7 +2369,7 @@ namespace OpenSim.Region.Framework.Scenes return PhysicsScene.SupportsRaycastWorldFiltered(); } - public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) + public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) { if (PhysicsScene == null) return null; @@ -2463,7 +2463,7 @@ namespace OpenSim.Region.Framework.Scenes if (wpos.Z > pos.Z) pos = wpos; return pos; } - } + } } // else the first we got pos = physresults[0].Normal * scale; @@ -2775,7 +2775,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - toReturn.Add((SceneObjectGroup)e); + toReturn.Add((SceneObjectGroup)e); } } } @@ -2847,7 +2847,7 @@ namespace OpenSim.Region.Framework.Scenes if (removeScripts) group.Clear(); partList = null; - // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); + // m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); } /// @@ -3023,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes sceneObject.RootPart.AddFlag(PrimFlags.TemporaryOnRez); // sceneObject.RootPart.AddFlag(PrimFlags.Phantom); - // Don't sent a full update here because this will cause full updates to be sent twice for + // Don't sent a full update here because this will cause full updates to be sent twice for // attachments on region crossings, resulting in viewer glitches. AddRestoredSceneObject(sceneObject, false, false, false); @@ -3044,7 +3044,7 @@ namespace OpenSim.Region.Framework.Scenes RootPrim.RemFlag(PrimFlags.TemporaryOnRez); - // We must currently not resume scripts at this stage since AttachmentsModule does not have the + // We must currently not resume scripts at this stage since AttachmentsModule does not have the // information that this is due to a teleport/border cross rather than an ordinary attachment. // We currently do this in Scene.MakeRootAgent() instead. if (AttachmentsModule != null) @@ -3141,7 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes vialogin = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; - + CheckHeartbeat(); sp = GetScenePresence(client.AgentId); @@ -3152,10 +3152,10 @@ namespace OpenSim.Region.Framework.Scenes "[SCENE]: Adding new child scene presence {0} {1} to scene {2} at pos {3}, tpflags: {4}", client.Name, client.AgentId, RegionInfo.RegionName, client.StartPos, ((TPFlags)aCircuit.teleportFlags).ToString()); - + m_clientManager.Add(client); SubscribeToClientEvents(client); - + sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; @@ -3167,9 +3167,9 @@ namespace OpenSim.Region.Framework.Scenes // We must set this here so that TriggerOnNewClient and TriggerOnClientLogin can determine whether the // client is for a root or child agent. // XXX: This may be better set for a new client before that client is added to the client manager. - // But need to know what happens in the case where a ScenePresence is already present (and if this + // But need to know what happens in the case where a ScenePresence is already present (and if this // actually occurs). - + m_log.WarnFormat( "[SCENE]: Already found {0} scene presence for {1} in {2} when asked to add new scene presence", @@ -3177,9 +3177,9 @@ namespace OpenSim.Region.Framework.Scenes reallyNew = false; } - client.SceneAgent = sp; + client.SceneAgent = sp; - // This is currently also being done earlier in NewUserConnection for real users to see if this + // This is currently also being done earlier in NewUserConnection for real users to see if this // resolves problems where HG agents are occasionally seen by others as "Unknown user" in chat and other // places. However, we still need to do it here for NPCs. CacheUserName(sp, aCircuit); @@ -3610,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Duplicates object specified by localID at position raycasted against RayTargetObject using + /// Duplicates object specified by localID at position raycasted against RayTargetObject using /// RayEnd and RayStart to determine what the angle of the ray is /// /// ID of object to duplicate @@ -3637,7 +3637,7 @@ namespace OpenSim.Region.Framework.Scenes if (target != null && target2 != null) { Vector3 direction = Vector3.Normalize(RayEnd - RayStart); - + pos = target2.AbsolutePosition; //m_log.Info("[OBJECT_REZ]: TargetPos: " + pos.ToString() + ", RayStart: " + RayStart.ToString() + ", RayEnd: " + RayEnd.ToString() + ", Volume: " + Util.GetDistanceTo(RayStart,RayEnd).ToString() + ", mag1: " + Util.GetMagnitude(RayStart).ToString() + ", mag2: " + Util.GetMagnitude(RayEnd).ToString()); @@ -3715,7 +3715,7 @@ namespace OpenSim.Region.Framework.Scenes } /// - /// Remove the given client from the scene. + /// Remove the given client from the scene. /// /// /// Only clientstack code should call this directly. All other code should call IncomingCloseAgent() instead @@ -3726,7 +3726,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Close the neighbour child agents associated with this client. /// - /// + /// private object m_removeClientPrivLock = new Object(); @@ -3734,7 +3734,7 @@ namespace OpenSim.Region.Framework.Scenes { AgentCircuitData acd = m_authenticateHandler.GetAgentCircuitData(agentID); - // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which + // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not // However, will keep for now just in case. if (acd == null) @@ -3747,12 +3747,12 @@ namespace OpenSim.Region.Framework.Scenes // TODO: Can we now remove this lock? lock (m_removeClientPrivLock) - { + { bool isChildAgent = false; ScenePresence avatar = GetScenePresence(agentID); - // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which + // Shouldn't be necessary since RemoveClient() is currently only called by IClientAPI.Close() which // in turn is only called by Scene.IncomingCloseAgent() which checks whether the presence exists or not // However, will keep for now just in case. if (avatar == null) @@ -3792,7 +3792,7 @@ namespace OpenSim.Region.Framework.Scenes // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI if (closeChildAgents && CapsModule != null) CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode); - + if (closeChildAgents && !isChildAgent) { List regions = avatar.KnownRegionHandles; @@ -3806,7 +3806,7 @@ namespace OpenSim.Region.Framework.Scenes // m_log.Debug("[Scene]TriggerClientClosed done"); m_eventManager.TriggerOnRemovePresence(agentID); // m_log.Debug("[Scene]TriggerOnRemovePresence done"); - + if (!isChildAgent) { if (AttachmentsModule != null) @@ -3865,7 +3865,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Removes region from an avatar's known region list. This coincides with child agents. For each child agent, there will be a known region entry. - /// + /// /// /// /// @@ -3914,7 +3914,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Source region (may be null) /// Outputs the reason for the false response on this string - /// True if the region accepts this agent. False if it does not. False will + /// True if the region accepts this agent. False if it does not. False will /// also return a reason. public bool NewUserConnection(AgentCircuitData agent, uint teleportFlags, GridRegion source, out string reason) { @@ -3942,9 +3942,9 @@ namespace OpenSim.Region.Framework.Scenes /// Outputs the reason for the false response on this string /// True for normal presence. False for NPC /// or other applications where a full grid/Hypergrid presence may not be required. - /// True if the region accepts this agent. False if it does not. False will + /// True if the region accepts this agent. False if it does not. False will /// also return a reason. - /// + /// private object m_newUserConnLock = new object(); public bool NewUserConnection(AgentCircuitData acd, uint teleportFlags, GridRegion source, out string reason, bool requirePresenceLookup) @@ -4037,7 +4037,7 @@ namespace OpenSim.Region.Framework.Scenes { sp = GetScenePresence(acd.AgentID); - // We need to ensure that we are not already removing the scene presence before we ask it not to be + // We need to ensure that we are not already removing the scene presence before we ask it not to be // closed. if (sp != null && sp.IsChildAgent && (sp.LifecycleState == ScenePresenceState.Running @@ -4051,16 +4051,16 @@ namespace OpenSim.Region.Framework.Scenes // teleport from A -> D, but then -> C before A has asked B to close its old child agent. When C // renews the lease on the child agent at B, we must make sure that the close from A does not succeed. // - // XXX: In the end, this should not be necessary if child agents are closed without delay on + // XXX: In the end, this should not be necessary if child agents are closed without delay on // teleport, since realistically, the close request should always be processed before any other - // region tried to re-establish a child agent. This is much simpler since the logic below is + // region tried to re-establish a child agent. This is much simpler since the logic below is // vulnerable to an issue when a viewer quits a region without sending a proper logout but then // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport // flag when no teleport had taken place (and hence no close was going to come). // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) // { // m_log.DebugFormat( -// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", +// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", // sp.Name, Name); // // sp.DoNotCloseAfterTeleport = true; @@ -4074,7 +4074,7 @@ namespace OpenSim.Region.Framework.Scenes sp.DoNotCloseAfterTeleport = true; m_log.DebugFormat( - "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", + "[SCENE]: Set DoNotCloseAfterTeleport for child scene presence {0} in {1} because this region will attempt end-of-teleport close from a previous close.", sp.Name, Name); } } @@ -4094,7 +4094,7 @@ namespace OpenSim.Region.Framework.Scenes if (sp.LifecycleState == ScenePresenceState.Removing) { m_log.WarnFormat( - "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", + "[SCENE]: Agent {0} in {1} was still being removed after {2}s. Aborting NewUserConnection.", sp.Name, Name, polls * pollInterval / 1000); return false; @@ -4115,7 +4115,7 @@ namespace OpenSim.Region.Framework.Scenes // We have a root agent. Is it in transit? if (!EntityTransferModule.IsInTransit(sp.UUID)) { - // We have a zombie from a crashed session. + // We have a zombie from a crashed session. // Or the same user is trying to be root twice here, won't work. // Kill it. m_log.WarnFormat( @@ -4210,7 +4210,7 @@ namespace OpenSim.Region.Framework.Scenes { m_log.DebugFormat( "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", - acd.AgentID, RegionInfo.RegionName); + acd.AgentID, RegionInfo.RegionName); if (CapsModule != null) { @@ -4253,7 +4253,7 @@ namespace OpenSim.Region.Framework.Scenes // only check access, actual relocations will happen later on ScenePresence MakeRoot // allow child agents creation if(!godlike && teleportFlags != (uint) TPFlags.Default) - { + { bool checkTeleHub; // don't check hubs if via home or via lure @@ -4264,7 +4264,7 @@ namespace OpenSim.Region.Framework.Scenes checkTeleHub = vialogin || (TelehubAllowLandmarks == true ? false : ((teleportFlags & (uint)TPFlags.ViaLandmark) != 0 )) || (teleportFlags & (uint) TPFlags.ViaLocation) != 0; - + if(!CheckLandPositionAccess(acd.AgentID, true, checkTeleHub, acd.startpos, out reason)) { m_authenticateHandler.RemoveCircuit(acd.circuitcode); @@ -4351,7 +4351,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Circuit Data of the Agent we're verifying /// Outputs the reason for the false response on this string - /// True if the user has a session on the grid. False if it does not. False will + /// True if the user has a session on the grid. False if it does not. False will /// also return a reason. public virtual bool VerifyUserPresence(AgentCircuitData agent, out string reason) { @@ -4380,7 +4380,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// The circuit data for the agent /// outputs the reason to this string - /// True if the region accepts this agent. False if it does not. False will + /// True if the region accepts this agent. False if it does not. False will /// also return a reason. protected virtual bool AuthorizeUser(AgentCircuitData agent, bool bypassAccessControl, out string reason) { @@ -4434,7 +4434,7 @@ namespace OpenSim.Region.Framework.Scenes // in access list / owner / manager if (RegionInfo.EstateSettings.HasAccess(agent.AgentID)) return true; - + // finally test groups bool groupAccess = false; @@ -4576,7 +4576,7 @@ Label_GroupsDone: // } /// - /// We've got an update about an agent that sees into this region, + /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's the full data. /// /// Agent that contains all of the relevant things about an agent. @@ -4604,7 +4604,7 @@ Label_GroupsDone: } // TODO: This check should probably be in QueryAccess(). - ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, + ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, (float)RegionInfo.RegionSizeX * 0.5f, (float)RegionInfo.RegionSizeY * 0.5f); if (nearestParcel == null) { @@ -4616,12 +4616,12 @@ Label_GroupsDone: } // We have to wait until the viewer contacts this region - // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) + // after receiving the EnableSimulator HTTP Event Queue message (for the v1 teleport protocol) // or TeleportFinish (for the v2 teleport protocol). This triggers the viewer to send // a UseCircuitCode packet which in turn calls AddNewAgent which finally creates the ScenePresence. ScenePresence sp = WaitGetScenePresence(cAgentData.AgentID); - if (sp != null) + if (sp != null) { if (!sp.IsChildAgent) { @@ -4632,10 +4632,10 @@ Label_GroupsDone: if (cAgentData.SessionID != sp.ControllingClient.SessionId) { m_log.WarnFormat( - "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", + "[SCENE]: Attempt to update agent {0} with invalid session id {1} (possibly from simulator in older version; tell them to update).", sp.UUID, cAgentData.SessionID); - Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", + Console.WriteLine(String.Format("[SCENE]: Attempt to update agent {0} ({1}) with invalid session id {2}", sp.UUID, sp.ControllingClient.SessionId, cAgentData.SessionID)); } @@ -4667,7 +4667,7 @@ Label_GroupsDone: } /// - /// We've got an update about an agent that sees into this region, + /// We've got an update about an agent that sees into this region, /// send it to ScenePresence for processing It's only positional data /// /// AgentPosition that contains agent positional data so we can know what to send @@ -4675,7 +4675,7 @@ Label_GroupsDone: public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) { // m_log.DebugFormat( -// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", +// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", // cAgentData.AgentID, Name, cAgentData.Position); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); @@ -4683,7 +4683,7 @@ Label_GroupsDone: { // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) // // Only warn for now -// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", +// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", // childAgentUpdate.UUID, cAgentData.SessionID); // I can't imagine *yet* why we would get an update if the agent is a root agent.. @@ -4743,7 +4743,7 @@ Label_GroupsDone: if (acd == null) { m_log.DebugFormat( - "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", + "[SCENE]: Request to close agent {0} but no such agent in scene {1}. May have been closed previously.", agentID, Name); return false; @@ -4756,7 +4756,7 @@ Label_GroupsDone: else { m_log.WarnFormat( - "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", + "[SCENE]: Request to close agent {0} with invalid authorization token {1} in {2}", agentID, auth_token, Name); } @@ -4850,7 +4850,7 @@ Label_GroupsDone: return true; } m_log.DebugFormat( - "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", + "[SCENE]: Called CloseClient() with agent ID {0} but no such presence is in {1}", agentID, Name); return false; @@ -5361,7 +5361,7 @@ Label_GroupsDone: /// Get a scene object group that contains the prim with the given local id /// /// - /// null if no scene object group containing that prim is found + /// null if no scene object group containing that prim is found public SceneObjectGroup GetGroupByPrim(uint localID) { return m_sceneGraph.GetGroupByPrim(localID); @@ -5371,7 +5371,7 @@ Label_GroupsDone: /// Get a scene object group that contains the prim with the given uuid /// /// - /// null if no scene object group containing that prim is found + /// null if no scene object group containing that prim is found public SceneObjectGroup GetGroupByPrim(UUID fullID) { return m_sceneGraph.GetGroupByPrim(fullID); @@ -5484,7 +5484,7 @@ Label_GroupsDone: // 1 = sim is up and accepting http requests. The heartbeat has // stopped and the sim is probably locked up, but a remote // admin restart may succeed - // + // // 2 = Sim is up and the heartbeat is running. The sim is likely // usable for people within // @@ -5533,7 +5533,7 @@ Label_GroupsDone: { int pid = System.Diagnostics.Process.GetCurrentProcess().Id; System.Diagnostics.Process proc = new System.Diagnostics.Process(); -proc.EnableRaisingEvents=false; +proc.EnableRaisingEvents=false; proc.StartInfo.FileName = "/bin/kill"; proc.StartInfo.Arguments = "-QUIT " + pid.ToString(); proc.Start(); @@ -5979,7 +5979,7 @@ Environment.Exit(1); g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); // m_log.DebugFormat( -// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", +// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); ominX += vec.X; @@ -6175,11 +6175,11 @@ Environment.Exit(1); reason = "Error authorizing agent: " + e.Message; return false; } - + // last check aditional land access restrictions and relocations // if crossing (viaTeleport false) check only the specified parcel return CheckLandPositionAccess(agentID, viaTeleport, true, position, out reason); - } + } // check access to land. public bool CheckLandPositionAccess(UUID agentID, bool NotCrossing, bool checkTeleHub, Vector3 position, out string reason) @@ -6192,7 +6192,7 @@ Environment.Exit(1); bool isAdmin = Permissions.IsAdministrator(agentID); if(isAdmin) return true; - + // also honor estate managers access rights bool isManager = Permissions.IsEstateManager(agentID); if(isManager) @@ -6204,14 +6204,14 @@ Environment.Exit(1); { SceneObjectGroup telehub; if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = GetSceneObjectGroup (RegionInfo.RegionSettings.TelehubObject)) != null && checkTeleHub) - { + { bool banned = true; bool validTelehub = false; List spawnPoints = RegionInfo.RegionSettings.SpawnPoints(); Vector3 spawnPoint; ILandObject land = null; Vector3 telehubPosition = telehub.AbsolutePosition; - + if(spawnPoints.Count == 0) { // will this ever happen? @@ -6225,7 +6225,7 @@ Environment.Exit(1); } } else - { + { Quaternion telehubRotation = telehub.GroupRotation; foreach (SpawnPoint spawn in spawnPoints) { @@ -6293,7 +6293,7 @@ Environment.Exit(1); return true; } - public void StartTimerWatchdog() + public void StartTimerWatchdog() { m_timerWatchdog.Interval = 1000; m_timerWatchdog.Elapsed += TimerWatchdog; @@ -6304,7 +6304,7 @@ Environment.Exit(1); public void TimerWatchdog(object sender, ElapsedEventArgs e) { CheckHeartbeat(); - } + } /// This method deals with movement when an avatar is automatically moving (but this is distinct from the /// autopilot that moves an avatar to a sit target!. @@ -6391,7 +6391,7 @@ Environment.Exit(1); } /// - /// Wrappers to get physics modules retrieve assets. + /// Wrappers to get physics modules retrieve assets. /// /// /// Has to be done this way -- cgit v1.1