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