From a813e7ffdd811979a0b326fd73f2199b528e95a6 Mon Sep 17 00:00:00 2001 From: Kevin Cozens Date: Tue, 28 Feb 2012 15:45:07 -0500 Subject: Fixed two typos. White space cleanups. Signed-off-by: nebadon --- .../CoreModules/World/WorldMap/WorldMapModule.cs | 32 +++++++++++----------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 74b047b..fd122da 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap { } - public Type ReplaceableInterface + public Type ReplaceableInterface { get { return null; } } @@ -220,7 +220,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // There is a major hack going on in this method. The viewer doesn't request // map blocks (RequestMapBlocks) above 2048. That means that if we don't hack, // grids above that cell don't have a map at all. So, here's the hack: we wait - // for this CAP request to come, and we inject the map blocks at this point. + // for this CAP request to come, and we inject the map blocks at this point. // In a normal scenario, this request simply sends back the MapLayer (the blue color). // In the hacked scenario, it also sends the map blocks via UDP. // @@ -751,7 +751,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap { uint x = 0, y = 0; Utils.LongToUInts(regionhandle, out x, out y); - GridRegion mreg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); + GridRegion mreg = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, (int)x, (int)y); if (mreg != null) { @@ -857,7 +857,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap finally { if (os != null) - os.Close(); + os.Close(); } string response_mapItems_reply = null; @@ -960,16 +960,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // on an unloaded square. // But make sure: Look whether the one we requested is in there List regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, - minX * (int)Constants.RegionSize, - maxX * (int)Constants.RegionSize, - minY * (int)Constants.RegionSize, + minX * (int)Constants.RegionSize, + maxX * (int)Constants.RegionSize, + minY * (int)Constants.RegionSize, maxY * (int)Constants.RegionSize); if (regions != null) { foreach (GridRegion r in regions) { - if ((r.RegionLocX == minX * (int)Constants.RegionSize) && + if ((r.RegionLocX == minX * (int)Constants.RegionSize) && (r.RegionLocY == minY * (int)Constants.RegionSize)) { // found it => add it to response @@ -1004,7 +1004,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap { List mapBlocks = new List(); List regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID, - (minX - 4) * (int)Constants.RegionSize, + (minX - 4) * (int)Constants.RegionSize, (maxX + 4) * (int)Constants.RegionSize, (minY - 4) * (int)Constants.RegionSize, (maxY + 4) * (int)Constants.RegionSize); @@ -1336,7 +1336,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // Cannot create a map for a nonexistant heightmap if (m_scene.Heightmap == null) return; - + //create a texture asset of the terrain IMapImageGenerator terrain = m_scene.RequestModuleInterface(); if (terrain == null) @@ -1345,7 +1345,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap byte[] data = terrain.WriteJpeg2000Image(); if (data == null) return; - + byte[] overlay = GenerateOverlay(); m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); @@ -1366,7 +1366,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap // Store the new one m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); m_scene.AssetService.Store(asset); - + if (overlay != null) { parcelImageID = UUID.Random(); @@ -1390,7 +1390,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap m_scene.RegionInfo.RegionSettings.TerrainImageID = terrainImageID; m_scene.RegionInfo.RegionSettings.ParcelImageID = parcelImageID; m_scene.RegionInfo.RegionSettings.Save(); - + // Delete the old one // m_log.DebugFormat("[WORLDMAP]: Deleting old map tile {0}", lastTerrainImageID); m_scene.AssetService.Delete(lastTerrainImageID.ToString()); @@ -1469,18 +1469,18 @@ namespace OpenSim.Region.CoreModules.World.WorldMap if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) { landForSale = true; - + saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); } } if (!landForSale) { - m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not geenrating overlay", m_scene.RegionInfo.RegionName); + m_log.DebugFormat("[WORLD MAP]: Region {0} has no parcels for sale, not generating overlay", m_scene.RegionInfo.RegionName); return null; } - m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, genrating overlay", m_scene.RegionInfo.RegionName); + m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); for (int x = 0 ; x < 64 ; x++) { -- cgit v1.1