From 4997a9e87a860e3c39c164bf8a4079ef4ff63089 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Tue, 12 Aug 2014 18:42:18 +0100 Subject: [PATCH] fix VS creative indentation --- .../Region/Framework/Scenes/ScenePresence.cs | 262 +++++++++--------- 1 file changed, 131 insertions(+), 131 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 5387910191..762dbd4978 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1113,9 +1113,9 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); - // m_log.InfoFormat( - // "[SCENE]: Upgrading child to root agent for {0} in {1}", - // Name, m_scene.RegionInfo.RegionName); + // m_log.InfoFormat( + // "[SCENE]: Upgrading child to root agent for {0} in {1}", + // Name, m_scene.RegionInfo.RegionName); if (ParentUUID != UUID.Zero) { @@ -1148,17 +1148,17 @@ namespace OpenSim.Region.Framework.Scenes // Must reset this here so that a teleport to a region next to an existing region does not keep the flag // set and prevent the close of the connection on a subsequent re-teleport. // Should not be needed if we are not trying to tell this region to close -// DoNotCloseAfterTeleport = false; + // DoNotCloseAfterTeleport = false; IGroupsModule gm = m_scene.RequestModuleInterface(); if (gm != null) Grouptitle = gm.GetGroupTitle(m_uuid); - + RegionHandle = m_scene.RegionInfo.RegionHandle; m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); -/* this is now done by groups module on TriggerOnMakeRootAgent(this) below +/* this should be done by groups module on TriggerOnMakeRootAgent(this) below at least XmlIRpcGroups UUID groupUUID = UUID.Zero; string GroupName = string.Empty; @@ -1191,149 +1191,149 @@ namespace OpenSim.Region.Framework.Scenes } // ------------------------------------ */ - if (ParentID == 0) - { - // Moved this from SendInitialData to ensure that Appearance is initialized - // before the inventory is processed in MakeRootAgent. This fixes a race condition - // related to the handling of attachments + if (ParentID == 0) + { + // Moved this from SendInitialData to ensure that Appearance is initialized + // before the inventory is processed in MakeRootAgent. This fixes a race condition + // related to the handling of attachments - if (m_scene.TestBorderCross(pos, Cardinals.E)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); - pos.X = crossedBorder.BorderLine.Z - 1; - } + if (m_scene.TestBorderCross(pos, Cardinals.E)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); + pos.X = crossedBorder.BorderLine.Z - 1; + } - if (m_scene.TestBorderCross(pos, Cardinals.N)) - { - Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); - pos.Y = crossedBorder.BorderLine.Z - 1; - } + if (m_scene.TestBorderCross(pos, Cardinals.N)) + { + Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); + pos.Y = crossedBorder.BorderLine.Z - 1; + } - CheckAndAdjustLandingPoint(ref pos); + CheckAndAdjustLandingPoint(ref pos); - if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) - { - m_log.WarnFormat( - "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", - pos, Name, UUID); + if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) + { + m_log.WarnFormat( + "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", + pos, Name, UUID); - if (pos.X < 0f) pos.X = 0f; - if (pos.Y < 0f) pos.Y = 0f; - if (pos.Z < 0f) pos.Z = 0f; - } + if (pos.X < 0f) pos.X = 0f; + if (pos.Y < 0f) pos.Y = 0f; + if (pos.Z < 0f) pos.Z = 0f; + } - float localAVHeight = 1.56f; - if (Appearance.AvatarHeight > 0) - localAVHeight = Appearance.AvatarHeight; + float localAVHeight = 1.56f; + if (Appearance.AvatarHeight > 0) + localAVHeight = Appearance.AvatarHeight; - float posZLimit = 0; + float posZLimit = 0; - if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) - posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; - - float newPosZ = posZLimit + localAVHeight / 2; - if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) - { - pos.Z = newPosZ; - } - AbsolutePosition = pos; + if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) + posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; - if (m_teleportFlags == TeleportFlags.Default) - { - Vector3 vel = Velocity; - AddToPhysicalScene(isFlying); - if (PhysicsActor != null) - PhysicsActor.SetMomentum(vel); - } - else - AddToPhysicalScene(isFlying); + float newPosZ = posZLimit + localAVHeight / 2; + if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) + { + pos.Z = newPosZ; + } + AbsolutePosition = pos; - // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a - // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it - // since it requires a physics actor to be present. If it is left any later, then physics appears to reset - // the value to a negative position which does not trigger the border cross. - // This may not be the best location for this. - CheckForBorderCrossing(); + if (m_teleportFlags == TeleportFlags.Default) + { + Vector3 vel = Velocity; + AddToPhysicalScene(isFlying); + if (PhysicsActor != null) + PhysicsActor.SetMomentum(vel); + } + else + AddToPhysicalScene(isFlying); - if (ForceFly) - { - Flying = true; - } - else if (FlyDisabled) - { - Flying = false; - } - } - // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying - // avatar to return to the standing position in mid-air. On login it looks like this is being sent - // elsewhere anyway - // Animator.SendAnimPack(); + // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a + // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it + // since it requires a physics actor to be present. If it is left any later, then physics appears to reset + // the value to a negative position which does not trigger the border cross. + // This may not be the best location for this. + CheckForBorderCrossing(); - m_scene.SwapRootAgentCount(false); + if (ForceFly) + { + Flying = true; + } + else if (FlyDisabled) + { + Flying = false; + } + } + // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying + // avatar to return to the standing position in mid-air. On login it looks like this is being sent + // elsewhere anyway + // Animator.SendAnimPack(); - // The initial login scene presence is already root when it gets here - // and it has already rezzed the attachments and started their scripts. - // We do the following only for non-login agents, because their scripts - // haven't started yet. - /* moved down - if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) - { - // Viewers which have a current outfit folder will actually rez their own attachments. However, - // viewers without (e.g. v1 viewers) will not, so we still need to make this call. - if (Scene.AttachmentsModule != null) - Util.FireAndForget( - o => - { - // if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) - // System.Threading.Thread.Sleep(7000); + m_scene.SwapRootAgentCount(false); - Scene.AttachmentsModule.RezAttachments(this); - }); - } - else + // The initial login scene presence is already root when it gets here + // and it has already rezzed the attachments and started their scripts. + // We do the following only for non-login agents, because their scripts + // haven't started yet. +/* moved down + if (PresenceType == PresenceType.Npc || (TeleportFlags & TeleportFlags.ViaLogin) != 0) + { + // Viewers which have a current outfit folder will actually rez their own attachments. However, + // viewers without (e.g. v1 viewers) will not, so we still need to make this call. + if (Scene.AttachmentsModule != null) + Util.FireAndForget( + o => + { +// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) +// System.Threading.Thread.Sleep(7000); - { - // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT - // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently - // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are - // not transporting the required data. - // - // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT - // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently - // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are - // not transporting the required data. - // - // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of - // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here - // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. - // - // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). - // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing - // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the - // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. - // - // One cannot simply iterate over attachments in a fire and forget thread because this would no longer - // be locked, allowing race conditions if other code changes the attachments list. + Scene.AttachmentsModule.RezAttachments(this); + }); + } + else - List attachments = GetAttachments(); + { + // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT + // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently + // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are + // not transporting the required data. + // + // We need to restart scripts here so that they receive the correct changed events (CHANGED_TELEPORT + // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently + // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are + // not transporting the required data. + // + // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of + // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here + // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status. + // + // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts(). + // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing + // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the + // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine. + // + // One cannot simply iterate over attachments in a fire and forget thread because this would no longer + // be locked, allowing race conditions if other code changes the attachments list. - if (attachments.Count > 0) - { - m_log.DebugFormat( - "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + List attachments = GetAttachments(); - // Resume scripts this possible should also be moved down after sending the avatar to viewer ? - foreach (SceneObjectGroup sog in attachments) - { - // sending attachments before the avatar ? - // moved to completemovement where it already was - // sog.ScheduleGroupForFullUpdate(); - sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); - sog.ResumeScripts(); - } - } - } - */ + if (attachments.Count > 0) + { + m_log.DebugFormat( + "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); + + // Resume scripts this possible should also be moved down after sending the avatar to viewer ? + foreach (SceneObjectGroup sog in attachments) + { +// sending attachments before the avatar ? +// moved to completemovement where it already was +// sog.ScheduleGroupForFullUpdate(); + sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); + sog.ResumeScripts(); + } + } + } +*/ /* SendAvatarDataToAllAgents();