Update svn properties, formatting cleanup.
parent
44852158f2
commit
88d6557071
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@ -1818,7 +1818,7 @@ namespace OpenSim.Region.Communications.OGS1
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for (int i = 0; i < count; ++i)
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{
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UUID uuid;
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if(UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
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if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
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}
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}
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catch(Exception e)
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@ -161,7 +161,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// some of the friends might have teleported away.
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// Actually, even now, between this line and the sending below, some people could TP away. So,
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// we'll have to lock the m_rootAgents list for the duration to prevent/delay that.
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lock(m_rootAgents)
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lock (m_rootAgents)
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{
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List<ScenePresence> friendsHere = new List<ScenePresence>();
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try
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@ -230,7 +230,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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requestData.ContainsKey("friendID") && UUID.TryParse((string)requestData["friendID"], out friendID))
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{
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// try to find it and if it is there, prevent it to vanish before we sent the message
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lock(m_rootAgents)
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lock (m_rootAgents)
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{
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if (m_rootAgents.ContainsKey(agentID))
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{
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@ -431,7 +431,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// should receive it. If we *are* local, *we* are the destination, so we have to receive it.
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// As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
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InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
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if(GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule;
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if (GetAnyPresenceFromAgentID(toAgentID) != null) recv |= InstantMessageReceiver.FriendsModule;
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// We don't really care which local scene we pipe it through.
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m_initialScene.TriggerGridInstantMessage(msg, recv);
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@ -554,7 +554,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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return; // unknown transaction
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}
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// else found pending friend request with that transaction => remove if done with all
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if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
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if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
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outPending();
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}
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@ -604,7 +604,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// should receive it. If we *are* local, *we* are the destination, so we have to receive it.
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// As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
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InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
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if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
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if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
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// now we have to inform the agent about the friend. For the opposite direction, this happens in the handler
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// of the type 39 IM
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@ -621,14 +621,14 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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Transaction transaction;
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lock (m_pendingFriendRequests)
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{
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if(!m_pendingFriendRequests.TryGetValue(transactionID, out transaction))
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if (!m_pendingFriendRequests.TryGetValue(transactionID, out transaction))
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{
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m_log.DebugFormat("[FRIEND]: Got friendship denial {0} from {1} ({2}) without matching transaction {3}",
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agentID, client.AgentId, client.Name, transactionID);
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return;
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}
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// else found pending friend request with that transaction.
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if(--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
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if (--m_pendingFriendRequests[transactionID].count <= 0) m_pendingFriendRequests.Remove(transactionID);
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outPending();
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}
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UUID friendID = transaction.agentID;
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@ -661,7 +661,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// should receive it. If we *are* local, *we* are the destination, so we have to receive it.
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// As grid-IMs are routed to all modules (in contrast to local IMs), we have to decide here.
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InstantMessageReceiver recv = InstantMessageReceiver.IMModule;
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if(GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
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if (GetAnyPresenceFromAgentID(friendID) != null) recv |= InstantMessageReceiver.FriendsModule;
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// now we have to inform the agent about the friend. For the opposite direction, this happens in the handler
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// of the type 39 IM
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@ -690,7 +690,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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else
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{
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// retry 3 times, in case the agent TPed from the last known region...
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for(int retry = 0; retry < 3; ++retry)
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for (int retry = 0; retry < 3; ++retry)
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{
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// wasn't sent, so ex-friend wasn't around on this region-server. Fetch info and try to send
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UserAgentData data = m_initialScene.CommsManager.UserService.GetAgentByUUID(exfriendID);
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@ -859,7 +859,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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List<UUID> friendIDsToLookup = new List<UUID>(friendIDsToSendTo);
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foreach (UUID uuid in friendIDsToReceiveFromOffline)
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{
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if(!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
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if (!friendIDsToLookup.Contains(uuid)) friendIDsToLookup.Add(uuid);
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}
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m_log.DebugFormat("[FRIEND]: {0} to lookup, {1} to send to, {2} to receive from for agent {3}",
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@ -906,12 +906,12 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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{
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// any client is good enough, root or child...
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ScenePresence agent = GetAnyPresenceFromAgentID(uuid);
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if(agent != null)
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if (agent != null)
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{
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m_log.DebugFormat("[FRIEND]: Found local agent {0}", agent.Name);
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// friend is online and on this server...
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if(iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr);
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if (iAmOnline) agent.ControllingClient.SendAgentOnline(agentArr);
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else agent.ControllingClient.SendAgentOffline(agentArr);
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// done, remove it
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@ -962,7 +962,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
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// now we have in friendIDsToSendTo only the agents left that TPed away while we tried to contact them.
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// In most cases, it will be empty, and it won't loop here. But sometimes, we have to work harder and try again...
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}
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while(++retry < 3 && friendIDsToSendTo.Count > 0);
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while (++retry < 3 && friendIDsToSendTo.Count > 0);
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}
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private void OnEconomyDataRequest(UUID agentID)
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