couple of small fixes.
parent
da7fd71fa2
commit
8a2a6ad761
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@ -221,7 +221,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_datastore = m_regInfo.DataStore;
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m_physicalPrim = physicalPrim;
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m_sendTasksToChild = SendTasksToChild;
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@ -233,7 +233,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_permissionManager.Initialise(this);
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m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager);
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// If the Inner scene has an Unrecoverable error, restart this sim.
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// Currently the only thing that causes it to happen is two kinds of specific
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// Physics based crashes.
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@ -285,7 +285,7 @@ namespace OpenSim.Region.Environment.Scenes
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// Agents may have draw distance values that cross two regions though, so
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// we add it to the notify list regardless of distance.
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// We'll check the agent's draw distance before notifying them though.
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if (RegionInfo.RegionHandle != otherRegion.RegionHandle)
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{
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@ -346,9 +346,9 @@ namespace OpenSim.Region.Environment.Scenes
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MainLog.Instance.Verbose("INTERGRID", "Got notice about Region at X:" + otherRegion.RegionLocX.ToString() + " Y:" + otherRegion.RegionLocY.ToString() + " but it was too far away to send to the client");
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}
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}
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return true;
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}
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@ -371,7 +371,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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// Now we figure out what to set the timer to that does the notifications and calls, RestartNow()
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m_restartTimer.Interval = 15000;
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m_incrementsof15seconds = (int) seconds/15;
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m_incrementsof15seconds = (int)seconds / 15;
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m_RestartTimerCounter = 0;
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m_restartTimer.AutoReset = true;
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m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
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@ -416,7 +416,7 @@ namespace OpenSim.Region.Environment.Scenes
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// If we tell an agent about a sim that's not listening yet, the agent will not be able to connect to it.
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// subsequently the agent will never see the region come back online.
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public void RestartNotifyWaitElapsed(object sender, ElapsedEventArgs e)
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{
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{
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m_restartWaitTimer.Stop();
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lock (m_regionRestartNotifyList)
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{
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@ -463,7 +463,7 @@ namespace OpenSim.Region.Environment.Scenes
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avatar.ControllingClient.Kick("The simulator is going down.");
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avatar.ControllingClient.OutPacket(new libsecondlife.Packets.DisableSimulatorPacket(), ThrottleOutPacketType.Task);
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});
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});
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// Wait here, or the kick messages won't actually get to the agents before the scene terminates.
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Thread.Sleep(500);
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@ -738,8 +738,8 @@ namespace OpenSim.Region.Environment.Scenes
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foreach (AssetBase asset in textures)
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{
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System.Drawing.Image image= OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data);
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bitImages.Add(image);
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System.Drawing.Image image = OpenJPEGNet.OpenJPEG.DecodeToImage(asset.Data);
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bitImages.Add(image);
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}
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System.Drawing.Bitmap mapTexture = new System.Drawing.Bitmap(2560, 2560);
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@ -749,9 +749,9 @@ namespace OpenSim.Region.Environment.Scenes
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for (int i = 0; i < mapBlocks.Count; i++)
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{
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ushort x = (ushort) ((mapBlocks[i].X - this.RegionInfo.RegionLocX) + 10);
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ushort y = (ushort) ((mapBlocks[i].Y - this.RegionInfo.RegionLocY) + 10);
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g.DrawImage(bitImages[i], (x*128), (y*128), 128, 128);
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ushort x = (ushort)((mapBlocks[i].X - this.RegionInfo.RegionLocX) + 10);
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ushort y = (ushort)((mapBlocks[i].Y - this.RegionInfo.RegionLocY) + 10);
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g.DrawImage(bitImages[i], (x * 128), (y * 128), 128, 128);
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}
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mapTexture.Save(fileName, System.Drawing.Imaging.ImageFormat.Jpeg);
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}
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@ -829,7 +829,7 @@ namespace OpenSim.Region.Environment.Scenes
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asset.Temporary = temporary;
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AssetCache.AddAsset(asset);
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}
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#endregion
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#region Primitives Methods
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@ -896,25 +896,25 @@ namespace OpenSim.Region.Environment.Scenes
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{
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EntityIntersection rayTracing = null;
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ScenePresence presence = ((ScenePresence)GetScenePresence(ownerID));
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if (presence != null)
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{
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Vector3 CameraPosition = presence.CameraPosition;
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Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z);
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ScenePresence presence = ((ScenePresence)GetScenePresence(ownerID));
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if (presence != null)
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{
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Vector3 CameraPosition = presence.CameraPosition;
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Vector3 rayEnd = new Vector3(pos.X, pos.Y, pos.Z);
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float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd);
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float raydistance = m_innerScene.Vector3Distance(CameraPosition, rayEnd);
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Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance);
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Vector3 rayDirection = new Vector3(rayEnd.x / raydistance, rayEnd.y / raydistance, rayEnd.z / raydistance);
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Ray rezRay = new Ray(CameraPosition, rayDirection);
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Ray rezRay = new Ray(CameraPosition, rayDirection);
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Vector3 RezDirectionFromCamera = rezRay.Direction;
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Vector3 RezDirectionFromCamera = rezRay.Direction;
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rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay);
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rayTracing = m_innerScene.GetClosestIntersectingPrim(rezRay);
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}
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}
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if ((rayTracing != null) && ( rayTracing.HitTF))
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if ((rayTracing != null) && (rayTracing.HitTF))
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{
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// We raytraced and found a prim in the way of the ground.. so
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// We will rez the object somewhere close to the prim. Better math needed. This is a Stub
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@ -940,7 +940,7 @@ namespace OpenSim.Region.Environment.Scenes
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// rez ON the ground, not IN the ground
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pos.Z += 0.25F;
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}
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddEntity(sceneOb);
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@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Environment.Scenes
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client.OnGrabObject += ProcessObjectGrab;
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client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
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EventManager.TriggerOnNewClient(client);
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}
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@ -1143,7 +1143,7 @@ namespace OpenSim.Region.Environment.Scenes
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return avatar;
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}
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protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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protected void GetAvatarAppearance(IClientAPI client, out AvatarAppearance appearance)
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{
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if (m_AvatarFactory == null ||
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!m_AvatarFactory.TryGetAvatarAppearance(client.AgentId, out appearance))
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@ -1176,15 +1176,15 @@ namespace OpenSim.Region.Environment.Scenes
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}
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Broadcast(delegate(IClientAPI client)
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{
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{
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try
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{
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client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
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client.SendKillObject(avatar.RegionHandle, avatar.LocalId);
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}
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catch (System.NullReferenceException)
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{
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//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
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}
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}
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});
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ForEachScenePresence(
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@ -1207,7 +1207,7 @@ namespace OpenSim.Region.Environment.Scenes
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catch (System.NullReferenceException)
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{
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//We can safely ignore null reference exceptions. It means the avatar are dead and cleaned up anyway.
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("Scene.cs:RemoveClient exception: " + e.ToString());
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@ -1261,7 +1261,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_sceneGridService.OnRegionUp += OtherRegionUp;
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m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
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m_sceneGridService.KillObject = SendKillObject;
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m_sceneGridService.KillObject = SendKillObject;
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}
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/// <summary>
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@ -1723,7 +1723,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// <param name="agentID"></param>
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/// <param name="sessionID"></param>
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/// <param name="permChanges"></param>
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public void HandleObjectPermissionsUpdate (IClientAPI controller, LLUUID agentID, LLUUID sessionID, List<libsecondlife.Packets.ObjectPermissionsPacket.ObjectDataBlock> permChanges)
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public void HandleObjectPermissionsUpdate(IClientAPI controller, LLUUID agentID, LLUUID sessionID, List<libsecondlife.Packets.ObjectPermissionsPacket.ObjectDataBlock> permChanges)
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{
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// Check for spoofing.. since this is permissions we're talking about here!
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if ((controller.SessionId == sessionID) && (controller.AgentId == agentID))
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@ -238,14 +238,14 @@ namespace OpenSim.Region.Environment.Scenes
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public SceneObjectGroup(Scene scene, ulong regionHandle, SceneObjectPart part)
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{
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m_scene = scene;
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m_regionHandle = regionHandle;
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part.SetParent(this);
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part.ParentID = 0;
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m_parts.Add(part.UUID, part);
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SetPartAsRoot(part);
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RegionHandle = regionHandle;
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AttachToBackup();
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ApplyPhysics();
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