Formatting cleanup.
parent
54e1988d85
commit
b4141f9e56
|
@ -205,7 +205,7 @@ namespace OpenSim.Data.SQLite
|
||||||
|
|
||||||
public void StoreRegionSettings(RegionSettings rs)
|
public void StoreRegionSettings(RegionSettings rs)
|
||||||
{
|
{
|
||||||
lock(ds)
|
lock (ds)
|
||||||
{
|
{
|
||||||
DataTable regionsettings = ds.Tables["regionsettings"];
|
DataTable regionsettings = ds.Tables["regionsettings"];
|
||||||
|
|
||||||
|
|
|
@ -4793,7 +4793,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
ObjectClickActionPacket ocpacket = (ObjectClickActionPacket)Pack;
|
ObjectClickActionPacket ocpacket = (ObjectClickActionPacket)Pack;
|
||||||
|
|
||||||
handlerObjectClickAction = OnObjectClickAction;
|
handlerObjectClickAction = OnObjectClickAction;
|
||||||
if(handlerObjectClickAction != null)
|
if (handlerObjectClickAction != null)
|
||||||
{
|
{
|
||||||
foreach (ObjectClickActionPacket.ObjectDataBlock odata in ocpacket.ObjectData)
|
foreach (ObjectClickActionPacket.ObjectDataBlock odata in ocpacket.ObjectData)
|
||||||
{
|
{
|
||||||
|
|
|
@ -500,16 +500,17 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
|
// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
|
||||||
if(m_sitTargetAvatar != UUID.Zero) {
|
if (m_sitTargetAvatar != UUID.Zero)
|
||||||
|
{
|
||||||
if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
|
if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
|
||||||
{
|
{
|
||||||
ScenePresence avatar;
|
ScenePresence avatar;
|
||||||
if(m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar)) {
|
if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
|
||||||
|
{
|
||||||
avatar.ParentPosition = GetWorldPosition();
|
avatar.ParentPosition = GetWorldPosition();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3304,27 +3305,33 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetCameraAtOffset(Vector3 v) {
|
public void SetCameraAtOffset(Vector3 v)
|
||||||
|
{
|
||||||
m_cameraAtOffset = v;
|
m_cameraAtOffset = v;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetCameraEyeOffset(Vector3 v) {
|
public void SetCameraEyeOffset(Vector3 v)
|
||||||
|
{
|
||||||
m_cameraEyeOffset = v;
|
m_cameraEyeOffset = v;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetForceMouselook(bool force) {
|
public void SetForceMouselook(bool force)
|
||||||
|
{
|
||||||
m_forceMouselook = force;
|
m_forceMouselook = force;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector3 GetCameraAtOffset() {
|
public Vector3 GetCameraAtOffset()
|
||||||
|
{
|
||||||
return m_cameraAtOffset;
|
return m_cameraAtOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector3 GetCameraEyeOffset() {
|
public Vector3 GetCameraEyeOffset()
|
||||||
|
{
|
||||||
return m_cameraEyeOffset;
|
return m_cameraEyeOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool GetForceMouselook() {
|
public bool GetForceMouselook()
|
||||||
|
{
|
||||||
return m_forceMouselook;
|
return m_forceMouselook;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -976,8 +976,8 @@ angles24 = [
|
||||||
while (!done) // loop through the length of the path and add the layers
|
while (!done) // loop through the length of the path and add the layers
|
||||||
{
|
{
|
||||||
bool isEndLayer = false;
|
bool isEndLayer = false;
|
||||||
if (angle == startAngle || angle >= endAngle)
|
if (angle == startAngle || angle >= endAngle)
|
||||||
isEndLayer = true;
|
isEndLayer = true;
|
||||||
|
|
||||||
Profile newLayer = profile.Clone(isEndLayer && needEndFaces);
|
Profile newLayer = profile.Clone(isEndLayer && needEndFaces);
|
||||||
|
|
||||||
|
|
|
@ -603,64 +603,64 @@ namespace OpenSim.Region.ScriptEngine.Common
|
||||||
{
|
{
|
||||||
|
|
||||||
// Console.WriteLine(""+JSON[i]);
|
// Console.WriteLine(""+JSON[i]);
|
||||||
switch(JSON[i])
|
switch (JSON[i])
|
||||||
{
|
{
|
||||||
case '{':
|
case '{':
|
||||||
// create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON
|
// create hashtable and add it to the stack or array if we are populating one, we can have a lot of nested objects in JSON
|
||||||
|
|
||||||
Hashtable currentObject = new Hashtable();
|
Hashtable currentObject = new Hashtable();
|
||||||
if(objectStack.Count==0) // the stack should only be empty for the first outer object
|
if (objectStack.Count==0) // the stack should only be empty for the first outer object
|
||||||
{
|
{
|
||||||
|
|
||||||
objectStack.Push(jsondata);
|
objectStack.Push(jsondata);
|
||||||
}
|
}
|
||||||
else if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
else if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
// add it to the parent array
|
// add it to the parent array
|
||||||
((ArrayList)objectStack.Peek()).Add(currentObject);
|
((ArrayList)objectStack.Peek()).Add(currentObject);
|
||||||
objectStack.Push(currentObject);
|
objectStack.Push(currentObject);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// add it to the parent hashtable
|
// add it to the parent hashtable
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
|
((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
|
||||||
objectStack.Push(currentObject);
|
objectStack.Push(currentObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
// clear the key
|
// clear the key
|
||||||
currentKey=null;
|
currentKey=null;
|
||||||
break;
|
break;
|
||||||
case '}':
|
case '}':
|
||||||
// pop the hashtable off the stack
|
// pop the hashtable off the stack
|
||||||
objectStack.Pop();
|
objectStack.Pop();
|
||||||
break;
|
break;
|
||||||
case '"':// string boundary
|
case '"':// string boundary
|
||||||
|
|
||||||
string tokenValue="";
|
string tokenValue="";
|
||||||
i++; // move to next char
|
i++; // move to next char
|
||||||
|
|
||||||
// just loop through until the next quote mark storing the string
|
// just loop through until the next quote mark storing the string
|
||||||
while(JSON[i]!='"')
|
while (JSON[i]!='"')
|
||||||
{
|
{
|
||||||
tokenValue+=JSON[i++];
|
tokenValue+=JSON[i++];
|
||||||
}
|
}
|
||||||
|
|
||||||
// ok we've got a string, if we've got an array on the top of the stack then we store it
|
// ok we've got a string, if we've got an array on the top of the stack then we store it
|
||||||
if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
((ArrayList)objectStack.Peek()).Add(tokenValue);
|
((ArrayList)objectStack.Peek()).Add(tokenValue);
|
||||||
}
|
}
|
||||||
else if(currentKey==null) // no key stored and its not an array this must be a key so store it
|
else if (currentKey==null) // no key stored and its not an array this must be a key so store it
|
||||||
{
|
{
|
||||||
currentKey = tokenValue;
|
currentKey = tokenValue;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// we have a key so lets store this value
|
// we have a key so lets store this value
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
|
((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
|
||||||
// now lets clear the key, we're done with it and moving on
|
// now lets clear the key, we're done with it and moving on
|
||||||
currentKey=null;
|
currentKey=null;
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case ':':// key : value separator
|
case ':':// key : value separator
|
||||||
|
@ -670,83 +670,83 @@ namespace OpenSim.Region.ScriptEngine.Common
|
||||||
// just ignore
|
// just ignore
|
||||||
break;
|
break;
|
||||||
case '[': // array start
|
case '[': // array start
|
||||||
ArrayList currentArray = new ArrayList();
|
ArrayList currentArray = new ArrayList();
|
||||||
|
|
||||||
if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
((ArrayList)objectStack.Peek()).Add(currentArray);
|
((ArrayList)objectStack.Peek()).Add(currentArray);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
|
((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
|
||||||
// clear the key
|
// clear the key
|
||||||
currentKey=null;
|
currentKey=null;
|
||||||
}
|
}
|
||||||
objectStack.Push(currentArray);
|
objectStack.Push(currentArray);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case ',':// seperator
|
case ',':// seperator
|
||||||
// just ignore
|
// just ignore
|
||||||
break;
|
break;
|
||||||
case ']'://Array end
|
case ']'://Array end
|
||||||
// pop the array off the stack
|
// pop the array off the stack
|
||||||
objectStack.Pop();
|
objectStack.Pop();
|
||||||
break;
|
break;
|
||||||
case 't': // we've found a character start not in quotes, it must be a boolean true
|
case 't': // we've found a character start not in quotes, it must be a boolean true
|
||||||
|
|
||||||
if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
((ArrayList)objectStack.Peek()).Add(true);
|
((ArrayList)objectStack.Peek()).Add(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,true);
|
((Hashtable)objectStack.Peek()).Add(currentKey,true);
|
||||||
}
|
}
|
||||||
|
|
||||||
//advance the counter to the letter 'e'
|
//advance the counter to the letter 'e'
|
||||||
i = i+3;
|
i = i+3;
|
||||||
break;
|
break;
|
||||||
case 'f': // we've found a character start not in quotes, it must be a boolean false
|
case 'f': // we've found a character start not in quotes, it must be a boolean false
|
||||||
|
|
||||||
if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
((ArrayList)objectStack.Peek()).Add(false);
|
((ArrayList)objectStack.Peek()).Add(false);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,false);
|
((Hashtable)objectStack.Peek()).Add(currentKey,false);
|
||||||
}
|
}
|
||||||
//advance the counter to the letter 'e'
|
//advance the counter to the letter 'e'
|
||||||
i = i+4;
|
i = i+4;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
default:
|
default:
|
||||||
// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
|
// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
|
||||||
// but for now we'll just do them as strings
|
// but for now we'll just do them as strings
|
||||||
|
|
||||||
string numberValue="";
|
string numberValue="";
|
||||||
|
|
||||||
// just loop through until the next known marker quote mark storing the string
|
// just loop through until the next known marker quote mark storing the string
|
||||||
while(JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
|
while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
|
||||||
{
|
{
|
||||||
numberValue+=""+JSON[i++];
|
numberValue+=""+JSON[i++];
|
||||||
}
|
}
|
||||||
|
|
||||||
i--; // we want to process this caracter that marked the end of this string in the main loop
|
i--; // we want to process this caracter that marked the end of this string in the main loop
|
||||||
|
|
||||||
// ok we've got a string, if we've got an array on the top of the stack then we store it
|
// ok we've got a string, if we've got an array on the top of the stack then we store it
|
||||||
if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
|
||||||
{
|
{
|
||||||
((ArrayList)objectStack.Peek()).Add(numberValue);
|
((ArrayList)objectStack.Peek()).Add(numberValue);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// we have a key so lets store this value
|
// we have a key so lets store this value
|
||||||
((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
|
((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
|
||||||
// now lets clear the key, we're done with it and moving on
|
// now lets clear the key, we're done with it and moving on
|
||||||
currentKey=null;
|
currentKey=null;
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue