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-rw-r--r--OpenSim/Data/SQLite/SQLiteRegionData.cs2
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs2
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs25
-rw-r--r--OpenSim/Region/Physics/Meshing/PrimMesher.cs4
-rw-r--r--OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs230
5 files changed, 135 insertions, 128 deletions
diff --git a/OpenSim/Data/SQLite/SQLiteRegionData.cs b/OpenSim/Data/SQLite/SQLiteRegionData.cs
index ccd712a..a8ec417 100644
--- a/OpenSim/Data/SQLite/SQLiteRegionData.cs
+++ b/OpenSim/Data/SQLite/SQLiteRegionData.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Data.SQLite
205 205
206 public void StoreRegionSettings(RegionSettings rs) 206 public void StoreRegionSettings(RegionSettings rs)
207 { 207 {
208 lock(ds) 208 lock (ds)
209 { 209 {
210 DataTable regionsettings = ds.Tables["regionsettings"]; 210 DataTable regionsettings = ds.Tables["regionsettings"];
211 211
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index ee18a94..aa859db 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -4793,7 +4793,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4793 ObjectClickActionPacket ocpacket = (ObjectClickActionPacket)Pack; 4793 ObjectClickActionPacket ocpacket = (ObjectClickActionPacket)Pack;
4794 4794
4795 handlerObjectClickAction = OnObjectClickAction; 4795 handlerObjectClickAction = OnObjectClickAction;
4796 if(handlerObjectClickAction != null) 4796 if (handlerObjectClickAction != null)
4797 { 4797 {
4798 foreach (ObjectClickActionPacket.ObjectDataBlock odata in ocpacket.ObjectData) 4798 foreach (ObjectClickActionPacket.ObjectDataBlock odata in ocpacket.ObjectData)
4799 { 4799 {
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index b4b9f00..510f2fa 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -500,16 +500,17 @@ namespace OpenSim.Region.Environment.Scenes
500 } 500 }
501 501
502 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too 502 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
503 if(m_sitTargetAvatar != UUID.Zero) { 503 if (m_sitTargetAvatar != UUID.Zero)
504 {
504 if (m_parentGroup != null) // TODO can there be a SOP without a SOG? 505 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
505 { 506 {
506 ScenePresence avatar; 507 ScenePresence avatar;
507 if(m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar)) { 508 if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
509 {
508 avatar.ParentPosition = GetWorldPosition(); 510 avatar.ParentPosition = GetWorldPosition();
509 } 511 }
510 } 512 }
511 } 513 }
512
513 } 514 }
514 } 515 }
515 516
@@ -3304,27 +3305,33 @@ namespace OpenSim.Region.Environment.Scenes
3304 } 3305 }
3305 } 3306 }
3306 3307
3307 public void SetCameraAtOffset(Vector3 v) { 3308 public void SetCameraAtOffset(Vector3 v)
3309 {
3308 m_cameraAtOffset = v; 3310 m_cameraAtOffset = v;
3309 } 3311 }
3310 3312
3311 public void SetCameraEyeOffset(Vector3 v) { 3313 public void SetCameraEyeOffset(Vector3 v)
3314 {
3312 m_cameraEyeOffset = v; 3315 m_cameraEyeOffset = v;
3313 } 3316 }
3314 3317
3315 public void SetForceMouselook(bool force) { 3318 public void SetForceMouselook(bool force)
3319 {
3316 m_forceMouselook = force; 3320 m_forceMouselook = force;
3317 } 3321 }
3318 3322
3319 public Vector3 GetCameraAtOffset() { 3323 public Vector3 GetCameraAtOffset()
3324 {
3320 return m_cameraAtOffset; 3325 return m_cameraAtOffset;
3321 } 3326 }
3322 3327
3323 public Vector3 GetCameraEyeOffset() { 3328 public Vector3 GetCameraEyeOffset()
3329 {
3324 return m_cameraEyeOffset; 3330 return m_cameraEyeOffset;
3325 } 3331 }
3326 3332
3327 public bool GetForceMouselook() { 3333 public bool GetForceMouselook()
3334 {
3328 return m_forceMouselook; 3335 return m_forceMouselook;
3329 } 3336 }
3330 3337
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
index 0e6cbad..390f3b4 100644
--- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs
+++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs
@@ -976,8 +976,8 @@ angles24 = [
976 while (!done) // loop through the length of the path and add the layers 976 while (!done) // loop through the length of the path and add the layers
977 { 977 {
978 bool isEndLayer = false; 978 bool isEndLayer = false;
979 if (angle == startAngle || angle >= endAngle) 979 if (angle == startAngle || angle >= endAngle)
980 isEndLayer = true; 980 isEndLayer = true;
981 981
982 Profile newLayer = profile.Clone(isEndLayer && needEndFaces); 982 Profile newLayer = profile.Clone(isEndLayer && needEndFaces);
983 983
diff --git a/OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs
index efe40a3..c6ded79 100644
--- a/OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/OSSL_BuilIn_Commands.cs
@@ -603,64 +603,64 @@ namespace OpenSim.Region.ScriptEngine.Common
603 { 603 {
604 604
605 // Console.WriteLine(""+JSON[i]); 605 // Console.WriteLine(""+JSON[i]);
606 switch(JSON[i]) 606 switch (JSON[i])
607 { 607 {
608 case '{': 608 case '{':
609 // create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON 609 // create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON
610 610
611 Hashtable currentObject = new Hashtable(); 611 Hashtable currentObject = new Hashtable();
612 if(objectStack.Count==0) // the stack should only be empty for the first outer object 612 if (objectStack.Count==0) // the stack should only be empty for the first outer object
613 { 613 {
614 614
615 objectStack.Push(jsondata); 615 objectStack.Push(jsondata);
616 } 616 }
617 else if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 617 else if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
618 { 618 {
619 // add it to the parent array 619 // add it to the parent array
620 ((ArrayList)objectStack.Peek()).Add(currentObject); 620 ((ArrayList)objectStack.Peek()).Add(currentObject);
621 objectStack.Push(currentObject); 621 objectStack.Push(currentObject);
622 } 622 }
623 else 623 else
624 { 624 {
625 // add it to the parent hashtable 625 // add it to the parent hashtable
626 ((Hashtable)objectStack.Peek()).Add(currentKey,currentObject); 626 ((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
627 objectStack.Push(currentObject); 627 objectStack.Push(currentObject);
628 } 628 }
629 629
630 // clear the key 630 // clear the key
631 currentKey=null; 631 currentKey=null;
632 break; 632 break;
633 case '}': 633 case '}':
634 // pop the hashtable off the stack 634 // pop the hashtable off the stack
635 objectStack.Pop(); 635 objectStack.Pop();
636 break; 636 break;
637 case '"':// string boundary 637 case '"':// string boundary
638 638
639 string tokenValue=""; 639 string tokenValue="";
640 i++; // move to next char 640 i++; // move to next char
641 641
642 // just loop through until the next quote mark storing the string 642 // just loop through until the next quote mark storing the string
643 while(JSON[i]!='"') 643 while (JSON[i]!='"')
644 { 644 {
645 tokenValue+=JSON[i++]; 645 tokenValue+=JSON[i++];
646 } 646 }
647 647
648 // ok we've got a string, if we've got an array on the top of the stack then we store it 648 // ok we've got a string, if we've got an array on the top of the stack then we store it
649 if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 649 if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
650 { 650 {
651 ((ArrayList)objectStack.Peek()).Add(tokenValue); 651 ((ArrayList)objectStack.Peek()).Add(tokenValue);
652 } 652 }
653 else if(currentKey==null) // no key stored and its not an array this must be a key so store it 653 else if (currentKey==null) // no key stored and its not an array this must be a key so store it
654 { 654 {
655 currentKey = tokenValue; 655 currentKey = tokenValue;
656 } 656 }
657 else 657 else
658 { 658 {
659 // we have a key so lets store this value 659 // we have a key so lets store this value
660 ((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue); 660 ((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
661 // now lets clear the key, we're done with it and moving on 661 // now lets clear the key, we're done with it and moving on
662 currentKey=null; 662 currentKey=null;
663 } 663 }
664 664
665 break; 665 break;
666 case ':':// key : value separator 666 case ':':// key : value separator
@@ -670,83 +670,83 @@ namespace OpenSim.Region.ScriptEngine.Common
670 // just ignore 670 // just ignore
671 break; 671 break;
672 case '[': // array start 672 case '[': // array start
673 ArrayList currentArray = new ArrayList(); 673 ArrayList currentArray = new ArrayList();
674 674
675 if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 675 if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
676 { 676 {
677 ((ArrayList)objectStack.Peek()).Add(currentArray); 677 ((ArrayList)objectStack.Peek()).Add(currentArray);
678 } 678 }
679 else 679 else
680 { 680 {
681 ((Hashtable)objectStack.Peek()).Add(currentKey,currentArray); 681 ((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
682 // clear the key 682 // clear the key
683 currentKey=null; 683 currentKey=null;
684 } 684 }
685 objectStack.Push(currentArray); 685 objectStack.Push(currentArray);
686 686
687 break; 687 break;
688 case ',':// seperator 688 case ',':// seperator
689 // just ignore 689 // just ignore
690 break; 690 break;
691 case ']'://Array end 691 case ']'://Array end
692 // pop the array off the stack 692 // pop the array off the stack
693 objectStack.Pop(); 693 objectStack.Pop();
694 break; 694 break;
695 case 't': // we've found a character start not in quotes, it must be a boolean true 695 case 't': // we've found a character start not in quotes, it must be a boolean true
696 696
697 if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 697 if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
698 { 698 {
699 ((ArrayList)objectStack.Peek()).Add(true); 699 ((ArrayList)objectStack.Peek()).Add(true);
700 } 700 }
701 else 701 else
702 { 702 {
703 ((Hashtable)objectStack.Peek()).Add(currentKey,true); 703 ((Hashtable)objectStack.Peek()).Add(currentKey,true);
704 } 704 }
705 705
706 //advance the counter to the letter 'e' 706 //advance the counter to the letter 'e'
707 i = i+3; 707 i = i+3;
708 break; 708 break;
709 case 'f': // we've found a character start not in quotes, it must be a boolean false 709 case 'f': // we've found a character start not in quotes, it must be a boolean false
710 710
711 if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 711 if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
712 { 712 {
713 ((ArrayList)objectStack.Peek()).Add(false); 713 ((ArrayList)objectStack.Peek()).Add(false);
714 } 714 }
715 else 715 else
716 { 716 {
717 ((Hashtable)objectStack.Peek()).Add(currentKey,false); 717 ((Hashtable)objectStack.Peek()).Add(currentKey,false);
718 } 718 }
719 //advance the counter to the letter 'e' 719 //advance the counter to the letter 'e'
720 i = i+4; 720 i = i+4;
721 break; 721 break;
722 722
723 default: 723 default:
724 // ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately 724 // ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
725 // but for now we'll just do them as strings 725 // but for now we'll just do them as strings
726 726
727 string numberValue=""; 727 string numberValue="";
728 728
729 // just loop through until the next known marker quote mark storing the string 729 // just loop through until the next known marker quote mark storing the string
730 while(JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ') 730 while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
731 { 731 {
732 numberValue+=""+JSON[i++]; 732 numberValue+=""+JSON[i++];
733 } 733 }
734 734
735 i--; // we want to process this caracter that marked the end of this string in the main loop 735 i--; // we want to process this caracter that marked the end of this string in the main loop
736 736
737 // ok we've got a string, if we've got an array on the top of the stack then we store it 737 // ok we've got a string, if we've got an array on the top of the stack then we store it
738 if(objectStack.Peek().ToString()=="System.Collections.ArrayList") 738 if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
739 { 739 {
740 ((ArrayList)objectStack.Peek()).Add(numberValue); 740 ((ArrayList)objectStack.Peek()).Add(numberValue);
741 } 741 }
742 else 742 else
743 { 743 {
744 // we have a key so lets store this value 744 // we have a key so lets store this value
745 ((Hashtable)objectStack.Peek()).Add(currentKey,numberValue); 745 ((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
746 // now lets clear the key, we're done with it and moving on 746 // now lets clear the key, we're done with it and moving on
747 currentKey=null; 747 currentKey=null;
748 } 748 }
749 749
750 break; 750 break;
751 } 751 }
752 } 752 }