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/SceneGraph.cs | 58 +++++++++++++-------------- 1 file changed, 29 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 579874a..2f65ce2 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -87,21 +87,21 @@ namespace OpenSim.Region.Framework.Scenes protected int m_scriptLPS = 0; protected internal PhysicsScene _PhyScene; - + /// /// Index the SceneObjectGroup for each part by the root part's UUID. /// protected internal Dictionary SceneObjectGroupsByFullID = new Dictionary(); - + /// /// Index the SceneObjectGroup for each part by that part's UUID. /// protected internal Dictionary SceneObjectGroupsByFullPartID = new Dictionary(); - + /// /// Index the SceneObjectGroup for each part by that part's local ID. /// - protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); + protected internal Dictionary SceneObjectGroupsByLocalPartID = new Dictionary(); /// /// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently. @@ -121,11 +121,11 @@ namespace OpenSim.Region.Framework.Scenes public PhysicsScene PhysicsScene { - get + get { if (_PhyScene == null) _PhyScene = m_parentScene.RequestModuleInterface(); - return _PhyScene; + return _PhyScene; } set { @@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes // the joint in the Scene does not exist in the PhysicsScene. // // To solve this, we have an event in the PhysicsScene that is fired when a joint - // has changed position (because one of its associated PhysicsActors has changed + // has changed position (because one of its associated PhysicsActors has changed // position). // // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). @@ -244,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes // coarse locations are sent as BYTE, so limited to the 255m max of normal regions // try to work around that scale down X and Y acording to region size, so reducing the resolution - // + // // viewers need to scale up float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize; if (scaleX == 0) @@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i) { ScenePresence sp = presences[i]; - + // If this presence is a child agent, we don't want its coarse locations if (sp.IsChildAgent) continue; @@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes return ret; } - + /// /// Add a newly created object to the scene. This will both update the scene, and send information about the /// new object to all clients interested in the scene. @@ -372,11 +372,11 @@ namespace OpenSim.Region.Framework.Scenes return ret; } - + /// /// Add a newly created object to the scene. /// - /// + /// /// This method does not send updates to the client - callers need to handle this themselves. /// Caller should also trigger EventManager.TriggerObjectAddedToScene /// @@ -630,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes { List updates; - // Some updates add more updates to the updateList. + // Some updates add more updates to the updateList. // Get the current list of updates and clear the list before iterating lock (m_updateList) { @@ -762,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes { Dictionary newmap = new Dictionary(m_scenePresenceMap); List newlist = new List(m_scenePresenceArray); - + // Remove the presence reference from the dictionary if (newmap.ContainsKey(agentID)) { @@ -874,7 +874,7 @@ namespace OpenSim.Region.Framework.Scenes #endregion #region Get Methods - + /// /// Get the controlling client for the given avatar, if there is one. /// @@ -1190,7 +1190,7 @@ namespace OpenSim.Region.Framework.Scenes return null; return group.GetPart(localID); } - + /// /// Get a prim by name from the scene (will return the first /// found, if there are more than one prim with the same name) @@ -1209,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts) { // m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name); - + if (p.Name == name) { sop = p; @@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Framework.Scenes /// /// Performs action on all scene presences. This can ultimately run the actions in parallel but /// any delegates passed in will need to implement their own locking on data they reference and - /// modify outside of the scope of the delegate. + /// modify outside of the scope of the delegate. /// /// public void ForEachScenePresence(Action action) @@ -1343,7 +1343,7 @@ namespace OpenSim.Region.Framework.Scenes } } } - + #endregion #region Client Event handlers @@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId) { SceneObjectGroup group = GetGroupByPrim(localId); - + if (group != null) { if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) @@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes } else { - if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId) + if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId) && m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos)) { group.UpdateGroupPosition(pos); @@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) { SceneObjectGroup group = GetGroupByPrim(localID); - + if (group != null) { if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId)) @@ -1730,8 +1730,8 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); if (part != null) { - part.ClickAction = Convert.ToByte(clickAction); - group.HasGroupChanged = true; + part.ClickAction = Convert.ToByte(clickAction); + group.HasGroupChanged = true; } } } @@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes // However, editing linked parts and unlinking may be different // SceneObjectGroup group = root.ParentGroup; - + List newSet = new List(group.Parts); newSet.Remove(root); @@ -1978,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes group.DelinkFromGroup(p, false); SceneObjectPart newRoot = newSet[0]; - + // If there is more than one prim remaining, we // need to re-link // @@ -1996,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes { newRoot.TriggerScriptChangedEvent(Changed.LINK); newRoot.ParentGroup.HasGroupChanged = true; - newRoot.ParentGroup.ScheduleGroupForFullUpdate(); + newRoot.ParentGroup.ScheduleGroupForFullUpdate(); } } @@ -2089,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) { // m_log.DebugFormat( -// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", +// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", // originalPrimID, offset, AgentID); SceneObjectGroup original = GetGroupByPrim(originalPrimID); @@ -2194,6 +2194,6 @@ namespace OpenSim.Region.Framework.Scenes #endregion - + } } -- cgit v1.1