- convert comments into documentation

- minor formatting adjustments
- remove some trailing whitespace
0.6.0-stable
Mike Mazur 2008-10-14 09:40:05 +00:00
parent 4da1901ed9
commit 3e124a3dba
1 changed files with 40 additions and 38 deletions

View File

@ -60,11 +60,9 @@ namespace OpenSim.Region.Environment.Scenes
public delegate void SynchronizeSceneHandler(Scene scene);
public SynchronizeSceneHandler SynchronizeScene = null;
public int splitID = 0;
#region Fields
protected Timer m_restartWaitTimer = new Timer();
protected SimStatsReporter m_statsReporter;
@ -84,8 +82,6 @@ namespace OpenSim.Region.Environment.Scenes
private int m_timePhase = 24;
/// <summary>
/// Are we applying physics to any of the prims in this scene?
/// </summary>
@ -262,7 +258,7 @@ namespace OpenSim.Region.Environment.Scenes
bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
{
m_config = config;
m_moduleLoader = moduleLoader;
m_authenticateHandler = authen;
CommsManager = commsMan;
@ -280,7 +276,7 @@ namespace OpenSim.Region.Environment.Scenes
m_eventManager = new EventManager();
m_externalChecks = new SceneExternalChecks(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
// Load region settings
m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
@ -349,18 +345,21 @@ namespace OpenSim.Region.Environment.Scenes
return m_simulatorVersion;
}
/// <summary>
/// Another region is up. Gets called from Grid Comms:
/// (OGS1 -> LocalBackEnd -> RegionListened -> SceneCommunicationService)
/// We have to tell all our ScenePresences about it, and add it to the
/// neighbor list.
///
/// We only add it to the neighbor list if it's within 1 region from here.
/// Agents may have draw distance values that cross two regions though, so
/// we add it to the notify list regardless of distance. We'll check
/// the agent's draw distance before notifying them though.
/// </summary>
/// <param name="otherRegion">RegionInfo handle for the new region.</param>
/// <returns>True after all operations complete, throws exceptions otherwise.</returns>
public override bool OtherRegionUp(RegionInfo otherRegion)
{
// Another region is up.
// Gets called from Grid Comms (SceneCommunicationService<---RegionListener<----LocalBackEnd<----OGS1)
// We have to tell all our ScenePresences about it..
// and add it to the neighbor list.
// We only add it to the neighbor list if it's within 1 region from here.
// Agents may have draw distance values that cross two regions though, so
// we add it to the notify list regardless of distance.
// We'll check the agent's draw distance before notifying them though.
if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
{
for (int i = 0; i < m_neighbours.Count; i++)
@ -391,8 +390,8 @@ namespace OpenSim.Region.Environment.Scenes
//m_log.Info("[UP]: " + otherRegion.RegionHandle.ToString());
}
}
// If these are cast to INT because long + negative values + abs returns invalid data
// If these are cast to INT because long + negative values + abs returns invalid data
int resultX = Math.Abs((int)otherRegion.RegionLocX - (int)RegionInfo.RegionLocX);
int resultY = Math.Abs((int)otherRegion.RegionLocY - (int)RegionInfo.RegionLocY);
if (resultX <= 1 && resultY <= 1)
@ -428,7 +427,6 @@ namespace OpenSim.Region.Environment.Scenes
return true;
}
// Given float seconds, this will restart the region.
public void AddNeighborRegion(RegionInfo region)
{
lock (m_neighbours)
@ -457,6 +455,10 @@ namespace OpenSim.Region.Environment.Scenes
return found;
}
/// <summary>
/// Given float seconds, this will restart the region.
/// </summary>
/// <param name="seconds">float indicating duration before restart.</param>
public virtual void Restart(float seconds)
{
// notifications are done in 15 second increments
@ -853,7 +855,7 @@ namespace OpenSim.Region.Environment.Scenes
}
maintc = System.Environment.TickCount - maintc;
maintc = (int)(m_timespan * 1000) - maintc;
if ((maintc < (m_timespan * 1000)) && maintc > 0)
Thread.Sleep(maintc);
}
@ -1916,9 +1918,9 @@ namespace OpenSim.Region.Environment.Scenes
}
/// <summary>
/// Move the given scene object into a new region depending on which region its absolute position has moved
/// into.
///
/// Move the given scene object into a new region depending on which region its absolute position has moved
/// into.
///
/// This method locates the new region handle and offsets the prim position for the new region
/// </summary>
/// <param name="attemptedPosition">the attempted out of region position of the scene object</param>
@ -1943,7 +1945,7 @@ namespace OpenSim.Region.Environment.Scenes
}
return;
}
int thisx = (int)RegionInfo.RegionLocX;
int thisy = (int)RegionInfo.RegionLocY;
@ -1953,14 +1955,14 @@ namespace OpenSim.Region.Environment.Scenes
if (attemptedPosition.X > Constants.RegionSize + 0.1f)
{
pos.X = ((pos.X - Constants.RegionSize));
newRegionHandle
newRegionHandle
= Util.UIntsToLong((uint)((thisx + 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x + 1
}
else if (attemptedPosition.X < -0.1f)
{
pos.X = ((pos.X + Constants.RegionSize));
newRegionHandle
newRegionHandle
= Util.UIntsToLong((uint)((thisx - 1) * Constants.RegionSize), (uint)(thisy * Constants.RegionSize));
// x - 1
}
@ -1968,14 +1970,14 @@ namespace OpenSim.Region.Environment.Scenes
if (attemptedPosition.Y > Constants.RegionSize + 0.1f)
{
pos.Y = ((pos.Y - Constants.RegionSize));
newRegionHandle
newRegionHandle
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy + 1) * Constants.RegionSize));
// y + 1
}
else if (attemptedPosition.Y < -0.1f)
{
pos.Y = ((pos.Y + Constants.RegionSize));
newRegionHandle
newRegionHandle
= Util.UIntsToLong((uint)(thisx * Constants.RegionSize), (uint)((thisy - 1) * Constants.RegionSize));
// y - 1
}
@ -1986,8 +1988,8 @@ namespace OpenSim.Region.Environment.Scenes
// If we fail to cross the border, then reset the position of the scene object on that border.
if (!CrossPrimGroupIntoNewRegion(newRegionHandle, grp))
{
grp.OffsetForNewRegion(oldGroupPosition);
{
grp.OffsetForNewRegion(oldGroupPosition);
}
}
@ -1995,16 +1997,16 @@ namespace OpenSim.Region.Environment.Scenes
/// Move the given scene object into a new region
/// </summary>
/// <param name="newRegionHandle"></param>
/// <param name="grp">Scene Object Group that we're crossing</param>
/// <param name="grp">Scene Object Group that we're crossing</param>
/// <returns>
/// true if the crossing itself was successful, false on failure
/// FIMXE: we still return true if the crossing object was not successfully deleted from the originating region
/// </returns>
public bool CrossPrimGroupIntoNewRegion(ulong newRegionHandle, SceneObjectGroup grp)
{
bool successYN = false;
bool successYN = false;
int primcrossingXMLmethod = 0;
if (newRegionHandle != 0)
{
successYN
@ -2021,7 +2023,7 @@ namespace OpenSim.Region.Environment.Scenes
catch (Exception e)
{
m_log.ErrorFormat(
"[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
"[INTERREGION]: Exception deleting the old object left behind on a border crossing for {0}, {1}",
grp, e);
}
}
@ -2034,7 +2036,7 @@ namespace OpenSim.Region.Environment.Scenes
grp.RootPart.PhysActor.CrossingFailure();
}
}
m_log.ErrorFormat("[INTERREGION]: Prim crossing failed for {0}", grp);
}
}
@ -2042,7 +2044,7 @@ namespace OpenSim.Region.Environment.Scenes
{
m_log.Error("[INTERREGION]: region handle was unexpectedly 0 in Scene.CrossPrimGroupIntoNewRegion()");
}
return successYN;
}
@ -2300,7 +2302,7 @@ namespace OpenSim.Region.Environment.Scenes
m_log.DebugFormat("gesture : {0} ", gestureId.ToString());
}
/// <summary>
/// Teleport an avatar to their home region
/// </summary>
@ -2325,7 +2327,7 @@ namespace OpenSim.Region.Environment.Scenes
return;
}
RequestTeleportLocation(
client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
client, regionInfo.RegionHandle, UserProfile.HomeLocation, UserProfile.HomeLookAt,
(uint)(TPFlags.SetLastToTarget | TPFlags.ViaHome));
}
}
@ -3929,7 +3931,7 @@ namespace OpenSim.Region.Environment.Scenes
// }
/// <summary>
/// Get a named prim contained in this scene (will return the first
/// Get a named prim contained in this scene (will return the first
/// found, if there are more than one prim with the same name)
/// </summary>
/// <param name="name"></param>