Update svn properties, formatting cleanup.

0.6.0-stable
Jeff Ames 2008-11-02 01:29:56 +00:00
parent 44852158f2
commit 88d6557071
2 changed files with 14 additions and 14 deletions

View File

@ -1818,7 +1818,7 @@ namespace OpenSim.Region.Communications.OGS1
for (int i = 0; i < count; ++i) for (int i = 0; i < count; ++i)
{ {
UUID uuid; UUID uuid;
if(UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid); if (UUID.TryParse((string)respData["friendID_" + i], out uuid)) tpdAway.Add(uuid);
} }
} }
catch(Exception e) catch(Exception e)

View File

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