From ae9c4a4d118e126b4f849bbfed112d0971459339 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Mon, 8 Nov 2010 07:48:35 -0500 Subject: Formatting cleanup. --- .../Region/ClientStack/LindenUDP/LLUDPServer.cs | 4 +- .../Avatar/Attachments/AttachmentsModule.cs | 2 +- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 63 +++++++++++----------- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +- 4 files changed, 35 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 821f679..b5d8ec8 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -615,7 +615,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) - { + { object[] array = new object[] { buffer, packet }; if (m_asyncPacketHandling) @@ -843,7 +843,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_log.DebugFormat( "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms", - buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); + buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); } private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber) diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs index 9c1154b..348b8b9 100644 --- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs @@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments UUID itemID = UUID.Zero; if (sp != null) { - foreach(SceneObjectGroup grp in sp.Attachments) + foreach (SceneObjectGroup grp in sp.Attachments) { if (grp.GetAttachmentPoint() == (byte)AttachmentPt) { diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 7f482cb..2dd444d 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += NewClient; - + if (config != null) { IConfig sconfig = config.Configs["Startup"]; @@ -138,7 +138,6 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return cached; } - /// /// Set appearance data (textureentry and slider settings) received from the client @@ -155,9 +154,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory m_log.WarnFormat("[AVATAR FACTORY MODULE]: SetAppearance unable to find presence for {0}",client.AgentId); return; } - + bool changed = false; - + // Process the texture entry if (textureEntry != null) { @@ -174,7 +173,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory }); } } - + // Process the visual params, this may change height as well if (visualParams != null) { @@ -185,14 +184,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory sp.SetHeight(sp.Appearance.AvatarHeight); } } - + // If something changed in the appearance then queue an appearance save if (changed) QueueAppearanceSave(client.AgentId); // And always queue up an appearance update to send out QueueAppearanceSend(client.AgentId); - + // Send the appearance back to the avatar // AvatarAppearance avp = sp.Appearance; // sp.ControllingClient.SendAvatarDataImmediate(sp); @@ -216,35 +215,35 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory } return true; } - + #region UpdateAppearanceTimer public void QueueAppearanceSend(UUID agentid) { -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}",agentid); +// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance send for {0}", agentid); // 100 nanoseconds (ticks) we should wait - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 10000000); lock (m_sendqueue) { m_sendqueue[agentid] = timestamp; m_updateTimer.Start(); } } - + public void QueueAppearanceSave(UUID agentid) { -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}",agentid); +// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Queue appearance save for {0}", agentid); // 100 nanoseconds (ticks) we should wait - long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); + long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 10000000); lock (m_savequeue) { m_savequeue[agentid] = timestamp; m_updateTimer.Start(); } } - + private void HandleAppearanceSend(UUID agentid) { ScenePresence sp = m_scene.GetScenePresence(agentid); @@ -254,7 +253,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return; } -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid); +// m_log.WarnFormat("[AVATAR FACTORY MODULE]: Handle appearance send for {0}", agentid); // Send the appearance to everyone in the scene sp.SendAppearanceToAllOtherAgents(); @@ -262,7 +261,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Send the appearance back to the avatar // AvatarAppearance avp = sp.Appearance; - // sp.ControllingClient.SendAppearance(avp.Owner,avp.VisualParams,avp.Texture.GetBytes()); + // sp.ControllingClient.SendAppearance(avp.Owner, avp.VisualParams, avp.Texture.GetBytes()); /* // this needs to be fixed, the flag should be on scene presence not the region module @@ -290,11 +289,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory private void HandleAppearanceUpdateTimer(object sender, EventArgs ea) { long now = DateTime.Now.Ticks; - + lock (m_sendqueue) { - Dictionary sends = new Dictionary(m_sendqueue); - foreach (KeyValuePair kvp in sends) + Dictionary sends = new Dictionary(m_sendqueue); + foreach (KeyValuePair kvp in sends) { if (kvp.Value < now) { @@ -306,8 +305,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory lock (m_savequeue) { - Dictionary saves = new Dictionary(m_savequeue); - foreach (KeyValuePair kvp in saves) + Dictionary saves = new Dictionary(m_savequeue); + foreach (KeyValuePair kvp in saves) { if (kvp.Value < now) { @@ -320,7 +319,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (m_savequeue.Count == 0 && m_sendqueue.Count == 0) m_updateTimer.Stop(); } - + #endregion /// @@ -336,8 +335,8 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory } // m_log.WarnFormat("[AVATAR FACTORY MODULE]: Received request for wearables of {0}", client.AgentId); - - client.SendWearables(sp.Appearance.Wearables,sp.Appearance.Serial++); + + client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); } /// @@ -353,17 +352,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing unable to find presence for {0}", client.AgentId); return; } - -// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}",client.AgentId); + +// m_log.WarnFormat("[AVATAR FACTORY MODULE]: AvatarIsWearing called for {0}", client.AgentId); AvatarAppearance avatAppearance = new AvatarAppearance(sp.Appearance, false); foreach (AvatarWearingArgs.Wearable wear in e.NowWearing) { if (wear.Type < AvatarWearable.MAX_WEARABLES) - avatAppearance.Wearables[wear.Type].Add(wear.ItemID,UUID.Zero); + avatAppearance.Wearables[wear.Type].Add(wear.ItemID, UUID.Zero); } - + avatAppearance.GetAssetsFrom(sp.Appearance); // This could take awhile since it needs to pull inventory @@ -381,11 +380,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory { for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) { - for (int j = 0 ; j < appearance.Wearables[j].Count ; j ++ ) + for (int j = 0; j < appearance.Wearables[j].Count; j++) { if (appearance.Wearables[i][j].ItemID == UUID.Zero) continue; - + // Ignore ruth's assets if (appearance.Wearables[i][j].ItemID == AvatarWearable.DefaultWearables[i][0].ItemID) continue; @@ -399,9 +398,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory else { m_log.ErrorFormat( - "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default", + "[AVATAR FACTORY MODULE]: Can't find inventory item {0} for {1}, setting to default", appearance.Wearables[i][j].ItemID, (WearableType)i); - + appearance.Wearables[i].RemoveItem(appearance.Wearables[i][j].ItemID); } } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 964f8cb..34d1c39 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1133,7 +1133,7 @@ namespace OpenSim.Region.Framework.Scenes m_log.DebugFormat( "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", - client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); + client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); } /// -- cgit v1.1 From 22144eb8f74207fedb1042cbcf9f7ade3e2eca59 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 9 Nov 2010 20:18:36 +0100 Subject: Fix parcel bans to work only on the avatars they're supposed to work on instead of pushing all avatars, even the ones that are allowed. --- .../CoreModules/World/Land/LandManagementModule.cs | 29 +++++++++++----------- OpenSim/Region/Framework/Scenes/Scene.cs | 1 - 2 files changed, 15 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 634685a..695202f 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -88,7 +88,8 @@ namespace OpenSim.Region.CoreModules.World.Land // caches ExtendedLandData private Cache parcelInfoCache; - private Vector3? forcedPosition = null; + private Dictionary forcedPosition = + new Dictionary(); #region INonSharedRegionModule Members @@ -177,7 +178,7 @@ namespace OpenSim.Region.CoreModules.World.Land void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) { //If we are forcing a position for them to go - if (forcedPosition != null) + if (forcedPosition.ContainsKey(remoteClient.AgentId)) { ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId); @@ -187,23 +188,23 @@ namespace OpenSim.Region.CoreModules.World.Land //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines - if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) < .2) + if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2) { - Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); - forcedPosition = null; + Debug.WriteLine(string.Format("Stopping force position because {0} is close enough to position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition)); + forcedPosition.Remove(remoteClient.AgentId); } //if we are far away, teleport - else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition.Value) > 3) + else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3) { - Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition.Value, clientAvatar.AbsolutePosition)); - clientAvatar.Teleport(forcedPosition.Value); - forcedPosition = null; + Debug.WriteLine(string.Format("Teleporting out because {0} is too far from avatar position {1}", forcedPosition[remoteClient.AgentId], clientAvatar.AbsolutePosition)); + clientAvatar.Teleport(forcedPosition[remoteClient.AgentId]); + forcedPosition.Remove(remoteClient.AgentId); } else { //Forces them toward the forced position we want if they aren't there yet agentData.UseClientAgentPosition = true; - agentData.ClientAgentPosition = forcedPosition.Value; + agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId]; } } } @@ -326,7 +327,7 @@ namespace OpenSim.Region.CoreModules.World.Land if (m_scene.Permissions.IsGod(avatar.UUID)) return; if (position.HasValue) { - forcedPosition = position; + forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; } } @@ -457,7 +458,7 @@ namespace OpenSim.Region.CoreModules.World.Land parcel.IsBannedFromLand(clientAvatar.UUID)) { //once we've sent the message once, keep going toward the target until we are done - if (forcedPosition == null) + if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId)) { SendYouAreBannedNotice(clientAvatar); ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); @@ -466,7 +467,7 @@ namespace OpenSim.Region.CoreModules.World.Land else if (parcel.IsRestrictedFromLand(clientAvatar.UUID)) { //once we've sent the message once, keep going toward the target until we are done - if (forcedPosition == null) + if (forcedPosition.ContainsKey(clientAvatar.ControllingClient.AgentId)) { SendYouAreRestrictedNotice(clientAvatar); ForceAvatarToPosition(clientAvatar, m_scene.GetNearestAllowedPosition(clientAvatar)); @@ -475,7 +476,7 @@ namespace OpenSim.Region.CoreModules.World.Land else { //when we are finally in a safe place, lets release the forced position lock - forcedPosition = null; + forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); } } } diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 94a773d..c5396d5 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4740,7 +4740,6 @@ namespace OpenSim.Region.Framework.Scenes Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); return nearestRegionEdgePoint; - return null; } private Vector3 GetParcelCenterAtGround(ILandObject parcel) -- cgit v1.1