Formatting cleanup.

prioritization
Jeff Ames 2009-10-19 08:58:03 +09:00
parent 66923983a7
commit 0d29614ca1
13 changed files with 36 additions and 36 deletions

View File

@ -135,7 +135,7 @@ namespace OpenSim.Data.MSSQL
insertBuilder.AppendFormat("insert into {0} (UUID, ", m_Realm); insertBuilder.AppendFormat("insert into {0} (UUID, ", m_Realm);
insertBuilder.Append(String.Join(", ", fields)); insertBuilder.Append(String.Join(", ", fields));
insertBuilder.Append(") values ( @principalID, @"); insertBuilder.Append(") values (@principalID, @");
insertBuilder.Append(String.Join(", @", fields)); insertBuilder.Append(String.Join(", @", fields));
insertBuilder.Append(")"); insertBuilder.Append(")");

View File

@ -251,7 +251,7 @@ namespace OpenSim.Data.MSSQL
{ {
string insert = "insert into [" + m_Realm + "] ([uuid], [ScopeID], [locX], [locY], [sizeX], [sizeY], [regionName], [" + string insert = "insert into [" + m_Realm + "] ([uuid], [ScopeID], [locX], [locY], [sizeX], [sizeY], [regionName], [" +
String.Join("], [", fields) + String.Join("], [", fields) +
"]) values ( @regionID, @scopeID, @posX, @posY, @sizeX, @sizeY, @regionName, @" + String.Join(", @", fields) + ")"; "]) values (@regionID, @scopeID, @posX, @posY, @sizeX, @sizeY, @regionName, @" + String.Join(", @", fields) + ")";
cmd.CommandText = insert; cmd.CommandText = insert;

View File

@ -153,7 +153,7 @@ namespace OpenSim.Data.MSSQL
StringBuilder insertBuilder = new StringBuilder(); StringBuilder insertBuilder = new StringBuilder();
insertBuilder.AppendFormat("insert into {0} (UUID, ScopeID, ", m_Realm); insertBuilder.AppendFormat("insert into {0} (UUID, ScopeID, ", m_Realm);
insertBuilder.Append(String.Join(", ", fields)); insertBuilder.Append(String.Join(", ", fields));
insertBuilder.Append(") values ( @principalID, @scopeID, @"); insertBuilder.Append(") values (@principalID, @scopeID, @");
insertBuilder.Append(String.Join(", @", fields)); insertBuilder.Append(String.Join(", @", fields));
insertBuilder.Append(")"); insertBuilder.Append(")");

View File

@ -246,7 +246,7 @@ namespace OpenSim.Framework.Servers
foreach (ProcessThread t in threads) foreach (ProcessThread t in threads)
{ {
sb.Append("ID: " + t.Id + ", TotalProcessorTime: " + t.TotalProcessorTime + ", TimeRunning: " + sb.Append("ID: " + t.Id + ", TotalProcessorTime: " + t.TotalProcessorTime + ", TimeRunning: " +
(DateTime.Now - t.StartTime) + ", Pri: " + t.CurrentPriority + ", State: " + t.ThreadState ); (DateTime.Now - t.StartTime) + ", Pri: " + t.CurrentPriority + ", State: " + t.ThreadState);
if (t.ThreadState == System.Diagnostics.ThreadState.Wait) if (t.ThreadState == System.Diagnostics.ThreadState.Wait)
sb.Append(", Reason: " + t.WaitReason + Environment.NewLine); sb.Append(", Reason: " + t.WaitReason + Environment.NewLine);
else else

View File

@ -730,7 +730,7 @@ namespace Flotsam.RegionModules.AssetCache
int fileCount = GetFileCacheCount(m_CacheDirectory); int fileCount = GetFileCacheCount(m_CacheDirectory);
m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount); m_log.InfoFormat("[FLOTSAM ASSET CACHE] File Cache : {0} assets", fileCount);
foreach ( string s in Directory.GetFiles(m_CacheDirectory, "*.fac" ) ) foreach (string s in Directory.GetFiles(m_CacheDirectory, "*.fac"))
{ {
m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:"); m_log.Info("[FLOTSAM ASSET CACHE] Deep Scans were performed on the following regions:");

View File

@ -1116,13 +1116,13 @@ namespace OpenSim.Region.Framework.Scenes
public void AddGroupTarget(SceneObjectGroup grp) public void AddGroupTarget(SceneObjectGroup grp)
{ {
lock(m_groupsWithTargets) lock (m_groupsWithTargets)
m_groupsWithTargets[grp.UUID] = grp; m_groupsWithTargets[grp.UUID] = grp;
} }
public void RemoveGroupTarget(SceneObjectGroup grp) public void RemoveGroupTarget(SceneObjectGroup grp)
{ {
lock(m_groupsWithTargets) lock (m_groupsWithTargets)
m_groupsWithTargets.Remove(grp.UUID); m_groupsWithTargets.Remove(grp.UUID);
} }

View File

@ -48,7 +48,7 @@ namespace OpenSim.Region.Physics.Manager
int[] getIndexListAsIntLocked(); int[] getIndexListAsIntLocked();
float[] getVertexListAsFloatLocked(); float[] getVertexListAsFloatLocked();
void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
void getVertexListAsPtrToFloatArray( out IntPtr vertexList, out int vertexStride, out int vertexCount ); void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
void releaseSourceMeshData(); void releaseSourceMeshData();
void releasePinned(); void releasePinned();
void Append(IMesh newMesh); void Append(IMesh newMesh);

View File

@ -70,7 +70,7 @@ namespace OpenSim.Region.Physics.Meshing
throw new NotSupportedException("Attempt to Add to a pinned Mesh"); throw new NotSupportedException("Attempt to Add to a pinned Mesh");
// If a vertex of the triangle is not yet in the vertices list, // If a vertex of the triangle is not yet in the vertices list,
// add it and set its index to the current index count // add it and set its index to the current index count
if( !m_vertices.ContainsKey(triangle.v1) ) if (!m_vertices.ContainsKey(triangle.v1))
m_vertices[triangle.v1] = m_vertices.Count; m_vertices[triangle.v1] = m_vertices.Count;
if (!m_vertices.ContainsKey(triangle.v2)) if (!m_vertices.ContainsKey(triangle.v2))
m_vertices[triangle.v2] = m_vertices.Count; m_vertices[triangle.v2] = m_vertices.Count;
@ -153,7 +153,7 @@ namespace OpenSim.Region.Physics.Meshing
private float[] getVertexListAsFloat() private float[] getVertexListAsFloat()
{ {
if(m_vertices == null) if (m_vertices == null)
throw new NotSupportedException(); throw new NotSupportedException();
float[] result = new float[m_vertices.Count * 3]; float[] result = new float[m_vertices.Count * 3];
foreach (KeyValuePair<Vertex, int> kvp in m_vertices) foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
@ -169,7 +169,7 @@ namespace OpenSim.Region.Physics.Meshing
public float[] getVertexListAsFloatLocked() public float[] getVertexListAsFloatLocked()
{ {
if( m_pinnedVertexes.IsAllocated ) if (m_pinnedVertexes.IsAllocated)
return (float[])(m_pinnedVertexes.Target); return (float[])(m_pinnedVertexes.Target);
float[] result = getVertexListAsFloat(); float[] result = getVertexListAsFloat();

View File

@ -816,8 +816,8 @@ namespace OpenSim.Region.Physics.OdePlugin
IntPtr vertices, indices; IntPtr vertices, indices;
int vertexCount, indexCount; int vertexCount, indexCount;
int vertexStride, triStride; int vertexStride, triStride;
mesh.getVertexListAsPtrToFloatArray( out vertices, out vertexStride, out vertexCount ); // Note, that vertices are fixed in unmanaged heap mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
mesh.getIndexListAsPtrToIntArray( out indices, out triStride, out indexCount ); // Also fixed, needs release after usage mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
mesh.releaseSourceMeshData(); // free up the original mesh data to save memory mesh.releaseSourceMeshData(); // free up the original mesh data to save memory