From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- OpenSim/Region/Environment/Scenes/InnerScene.cs | 82 ++++++++++++------------- 1 file changed, 41 insertions(+), 41 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs') diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index aa22740..352fdf9 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs @@ -93,7 +93,7 @@ namespace OpenSim.Region.Environment.Scenes set { // If we're not doing the initial set - // Then we've got to remove the previous + // Then we've got to remove the previous // event handler try { @@ -104,7 +104,7 @@ namespace OpenSim.Region.Environment.Scenes // This occurs when storing to _PhyScene the first time. // Is there a better way to check the event handler before // getting here - // This can be safely ignored. We're setting the first inital + // This can be safely ignored. We're setting the first inital // there are no event handler's registered. } @@ -120,7 +120,7 @@ namespace OpenSim.Region.Environment.Scenes { ScenePresences.Clear(); } - + //SceneObjects.Clear(); Entities.Clear(); } @@ -235,7 +235,7 @@ namespace OpenSim.Region.Environment.Scenes for (int i = 0; i < m_updateList.Count; i++) { EntityBase entity = m_updateList[i]; - + // Don't abort the whole update if one entity happens to give us an exception. try { @@ -327,7 +327,7 @@ namespace OpenSim.Region.Environment.Scenes part.Undo(); } - + } @@ -341,7 +341,7 @@ namespace OpenSim.Region.Environment.Scenes public void AttachObject(IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, LLQuaternion rot) { // Calls attach with a Zero position - + AttachObject(remoteClient, objectLocalID, AttachmentPt, rot, LLVector3.Zero); } public void RezSingleAttachment(IClientAPI remoteClient, LLUUID itemID, uint AttachmentPt,uint ItemFlags, uint NextOwnerMask) @@ -364,8 +364,8 @@ namespace OpenSim.Region.Environment.Scenes // To LocalId or LLUUID, *THAT* is the question. How now Brown LLUUID?? public void DetachSingleAttachmentToInv(LLUUID itemID, IClientAPI remoteClient) { - - if (itemID == LLUUID.Zero) // If this happened, someone made a mistake.... + + if (itemID == LLUUID.Zero) // If this happened, someone made a mistake.... return; List EntityList = GetEntities(); @@ -443,14 +443,14 @@ namespace OpenSim.Region.Environment.Scenes { remoteClient.SendAgentAlertMessage("You don't have sufficient permissions to attach this object", false); } - + } } } } - + public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance) { ScenePresence newAvatar = null; @@ -627,13 +627,13 @@ namespace OpenSim.Region.Environment.Scenes return result; } - + /// /// Get the controlling client for the given avatar, if there is one. - /// - /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't + /// + /// FIXME: The only user of the method right now is Caps.cs, in order to resolve a client API since it can't /// use the ScenePresence. This could be better solved in a number of ways - we could establish an - /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more + /// OpenSim.Framework.IScenePresence, or move the caps code into a region package (which might be the more /// suitable solution). /// /// @@ -641,12 +641,12 @@ namespace OpenSim.Region.Environment.Scenes public IClientAPI GetControllingClient(LLUUID agentId) { ScenePresence presence = GetScenePresence(agentId); - + if (presence != null) { return presence.ControllingClient; } - + return null; } @@ -657,7 +657,7 @@ namespace OpenSim.Region.Environment.Scenes public List GetScenePresences(FilterAvatarList filter) { // No locking of scene presences here since we're passing back a list... - + List result = new List(); List ScenePresencesList = GetScenePresences(); @@ -681,7 +681,7 @@ namespace OpenSim.Region.Environment.Scenes { ScenePresence sp; ScenePresences.TryGetValue(agentID, out sp); - + return sp; } @@ -764,13 +764,13 @@ namespace OpenSim.Region.Environment.Scenes { if (!presence.IsChildAgent) { - avatar = presence; + avatar = presence; return true; } else { m_log.WarnFormat( - "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", + "[INNER SCENE]: Requested avatar {0} could not be found in scene {1} since it is only registered as a child agent!", avatarId, m_parentScene.RegionInfo.RegionName); } } @@ -846,8 +846,8 @@ namespace OpenSim.Region.Environment.Scenes { // Only send child agents stuff in their draw distance. // This will need to be done for every agent once we figure out - // what we're going to use to store prim that agents already got - // the initial update for and what we'll use to limit the + // what we're going to use to store prim that agents already got + // the initial update for and what we'll use to limit the // space we check for new objects on movement. if (presence.IsChildAgent && m_parentScene.m_seeIntoRegionFromNeighbor) @@ -889,7 +889,7 @@ namespace OpenSim.Region.Environment.Scenes #region Client Event handlers /// - /// + /// /// /// /// @@ -918,7 +918,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// This handles the nifty little tool tip that you get when you drag your mouse over an object + /// This handles the nifty little tool tip that you get when you drag your mouse over an object /// Send to the Object Group to process. We don't know enough to service the request /// /// @@ -936,7 +936,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -954,7 +954,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -972,7 +972,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1009,7 +1009,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1019,13 +1019,13 @@ namespace OpenSim.Region.Environment.Scenes SceneObjectGroup group = GetGroupByPrim(localID); if (group != null) { - + LLVector3 oldPos = group.AbsolutePosition; if (group.RootPart.m_IsAttachment) { group.UpdateGroupPosition(pos); } - else + else { if (!m_parentScene.ExternalChecks.ExternalChecksCanObjectEntry(group.UUID,pos) && !group.RootPart.m_IsAttachment) { @@ -1041,7 +1041,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1059,7 +1059,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1111,7 +1111,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1141,7 +1141,7 @@ namespace OpenSim.Region.Environment.Scenes } /// - /// + /// /// /// /// @@ -1223,7 +1223,7 @@ namespace OpenSim.Region.Environment.Scenes { parenPrim.LinkToGroup(sceneObj); } - + // We need to explicitly resend the newly link prim's object properties since no other actions // occur on link to invoke this elsewhere (such as object selection) parenPrim.GetProperties(client); @@ -1232,7 +1232,7 @@ namespace OpenSim.Region.Environment.Scenes /// /// Delink a linkset /// - /// + /// public void DelinkObjects(List primIds) { SceneObjectGroup parenPrim = null; @@ -1278,7 +1278,7 @@ namespace OpenSim.Region.Environment.Scenes else { // If the first scan failed, we need to do a /deep/ scan of the linkages. This is /really/ slow - // We know that this is not the root prim now essentially, so we don't have to worry about remapping + // We know that this is not the root prim now essentially, so we don't have to worry about remapping // which one is the root prim bool delinkedSomething = false; for (int i = 0; i < primIds.Count; i++) @@ -1324,7 +1324,7 @@ namespace OpenSim.Region.Environment.Scenes } } } - + //Protip: In my day, we didn't call them searchable objects, we called them limited point-to-point joints //aka ObjectFlags.JointWheel = IncludeInSearch @@ -1356,7 +1356,7 @@ namespace OpenSim.Region.Environment.Scenes public void DuplicateObject(uint originalPrim, LLVector3 offset, uint flags, LLUUID AgentID, LLUUID GroupID) { m_log.DebugFormat("[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", originalPrim, offset, AgentID); - + List EntityList = GetEntities(); SceneObjectGroup originPrim = null; @@ -1405,7 +1405,7 @@ namespace OpenSim.Region.Environment.Scenes /// public float Vector3Distance(Vector3 v1, Vector3 v2) { - // We don't really need the double floating point precision... + // We don't really need the double floating point precision... // so casting it to a single return -- cgit v1.1