Formatting cleanup.
parent
54e1988d85
commit
b4141f9e56
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@ -205,7 +205,7 @@ namespace OpenSim.Data.SQLite
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public void StoreRegionSettings(RegionSettings rs)
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{
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lock(ds)
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lock (ds)
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{
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DataTable regionsettings = ds.Tables["regionsettings"];
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@ -4793,7 +4793,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ObjectClickActionPacket ocpacket = (ObjectClickActionPacket)Pack;
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handlerObjectClickAction = OnObjectClickAction;
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if(handlerObjectClickAction != null)
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if (handlerObjectClickAction != null)
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{
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foreach (ObjectClickActionPacket.ObjectDataBlock odata in ocpacket.ObjectData)
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{
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@ -500,16 +500,17 @@ namespace OpenSim.Region.Environment.Scenes
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}
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// TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
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if(m_sitTargetAvatar != UUID.Zero) {
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if (m_sitTargetAvatar != UUID.Zero)
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{
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if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
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{
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ScenePresence avatar;
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if(m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar)) {
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if (m_parentGroup.Scene.TryGetAvatar(m_sitTargetAvatar, out avatar))
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{
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avatar.ParentPosition = GetWorldPosition();
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}
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}
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}
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}
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}
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@ -3304,27 +3305,33 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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public void SetCameraAtOffset(Vector3 v) {
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public void SetCameraAtOffset(Vector3 v)
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{
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m_cameraAtOffset = v;
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}
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public void SetCameraEyeOffset(Vector3 v) {
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public void SetCameraEyeOffset(Vector3 v)
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{
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m_cameraEyeOffset = v;
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}
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public void SetForceMouselook(bool force) {
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public void SetForceMouselook(bool force)
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{
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m_forceMouselook = force;
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}
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public Vector3 GetCameraAtOffset() {
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public Vector3 GetCameraAtOffset()
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{
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return m_cameraAtOffset;
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}
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public Vector3 GetCameraEyeOffset() {
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public Vector3 GetCameraEyeOffset()
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{
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return m_cameraEyeOffset;
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}
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public bool GetForceMouselook() {
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public bool GetForceMouselook()
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{
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return m_forceMouselook;
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}
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@ -976,8 +976,8 @@ angles24 = [
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while (!done) // loop through the length of the path and add the layers
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{
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bool isEndLayer = false;
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if (angle == startAngle || angle >= endAngle)
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isEndLayer = true;
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if (angle == startAngle || angle >= endAngle)
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isEndLayer = true;
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Profile newLayer = profile.Clone(isEndLayer && needEndFaces);
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@ -603,64 +603,64 @@ namespace OpenSim.Region.ScriptEngine.Common
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{
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// Console.WriteLine(""+JSON[i]);
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switch(JSON[i])
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switch (JSON[i])
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{
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case '{':
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// 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
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// 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
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Hashtable currentObject = new Hashtable();
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if(objectStack.Count==0) // the stack should only be empty for the first outer object
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{
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Hashtable currentObject = new Hashtable();
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if (objectStack.Count==0) // the stack should only be empty for the first outer object
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{
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objectStack.Push(jsondata);
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}
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else if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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// add it to the parent array
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((ArrayList)objectStack.Peek()).Add(currentObject);
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objectStack.Push(currentObject);
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}
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else
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{
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// add it to the parent hashtable
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((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
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objectStack.Push(currentObject);
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}
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objectStack.Push(jsondata);
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}
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else if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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// add it to the parent array
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((ArrayList)objectStack.Peek()).Add(currentObject);
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objectStack.Push(currentObject);
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}
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else
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{
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// add it to the parent hashtable
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((Hashtable)objectStack.Peek()).Add(currentKey,currentObject);
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objectStack.Push(currentObject);
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}
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// clear the key
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currentKey=null;
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// clear the key
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currentKey=null;
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break;
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case '}':
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// pop the hashtable off the stack
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objectStack.Pop();
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// pop the hashtable off the stack
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objectStack.Pop();
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break;
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case '"':// string boundary
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string tokenValue="";
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i++; // move to next char
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string tokenValue="";
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i++; // move to next char
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// just loop through until the next quote mark storing the string
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while(JSON[i]!='"')
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{
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tokenValue+=JSON[i++];
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}
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// just loop through until the next quote mark storing the string
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while (JSON[i]!='"')
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{
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tokenValue+=JSON[i++];
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}
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// ok we've got a string, if we've got an array on the top of the stack then we store it
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if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(tokenValue);
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}
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else if(currentKey==null) // no key stored and its not an array this must be a key so store it
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{
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currentKey = tokenValue;
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}
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else
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{
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// we have a key so lets store this value
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((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
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// now lets clear the key, we're done with it and moving on
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currentKey=null;
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}
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// ok we've got a string, if we've got an array on the top of the stack then we store it
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if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(tokenValue);
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}
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else if (currentKey==null) // no key stored and its not an array this must be a key so store it
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{
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currentKey = tokenValue;
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}
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else
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{
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// we have a key so lets store this value
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((Hashtable)objectStack.Peek()).Add(currentKey,tokenValue);
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// now lets clear the key, we're done with it and moving on
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currentKey=null;
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}
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break;
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case ':':// key : value separator
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@ -670,82 +670,82 @@ namespace OpenSim.Region.ScriptEngine.Common
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// just ignore
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break;
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case '[': // array start
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ArrayList currentArray = new ArrayList();
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ArrayList currentArray = new ArrayList();
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if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(currentArray);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
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// clear the key
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currentKey=null;
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}
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objectStack.Push(currentArray);
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if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(currentArray);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,currentArray);
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// clear the key
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currentKey=null;
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}
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objectStack.Push(currentArray);
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break;
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case ',':// seperator
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// just ignore
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break;
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case ']'://Array end
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// pop the array off the stack
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objectStack.Pop();
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// pop the array off the stack
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objectStack.Pop();
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break;
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case 't': // we've found a character start not in quotes, it must be a boolean true
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if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(true);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,true);
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}
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if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(true);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,true);
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}
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//advance the counter to the letter 'e'
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i = i+3;
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//advance the counter to the letter 'e'
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i = i+3;
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break;
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case 'f': // we've found a character start not in quotes, it must be a boolean false
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if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(false);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,false);
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}
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//advance the counter to the letter 'e'
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i = i+4;
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if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(false);
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}
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else
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{
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((Hashtable)objectStack.Peek()).Add(currentKey,false);
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}
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//advance the counter to the letter 'e'
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i = i+4;
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break;
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default:
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// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
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// but for now we'll just do them as strings
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// ok here we're catching all numeric types int,double,long we might want to spit these up mr accurately
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// but for now we'll just do them as strings
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string numberValue="";
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string numberValue="";
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// just loop through until the next known marker quote mark storing the string
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while(JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
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{
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numberValue+=""+JSON[i++];
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}
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// just loop through until the next known marker quote mark storing the string
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while (JSON[i] != '"' && JSON[i] != ',' && JSON[i] != ']' && JSON[i] != '}' && JSON[i] != ' ')
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{
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numberValue+=""+JSON[i++];
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}
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i--; // we want to process this caracter that marked the end of this string in the main loop
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i--; // we want to process this caracter that marked the end of this string in the main loop
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// ok we've got a string, if we've got an array on the top of the stack then we store it
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if(objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(numberValue);
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}
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else
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{
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// we have a key so lets store this value
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((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
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// now lets clear the key, we're done with it and moving on
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currentKey=null;
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}
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// ok we've got a string, if we've got an array on the top of the stack then we store it
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if (objectStack.Peek().ToString()=="System.Collections.ArrayList")
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{
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((ArrayList)objectStack.Peek()).Add(numberValue);
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}
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else
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{
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// we have a key so lets store this value
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((Hashtable)objectStack.Peek()).Add(currentKey,numberValue);
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// now lets clear the key, we're done with it and moving on
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currentKey=null;
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}
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break;
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}
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