Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

0.6.8-post-fixes
John Hurliman 2009-09-30 17:51:34 -07:00
commit cb26878f96
36 changed files with 48 additions and 48 deletions

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@ -54,7 +54,7 @@ namespace OpenSim.Data
/// <summary> /// <summary>
/// Get a user from a given uri. /// Get a user from a given uri.
/// </summary> /// </summary>
/// <param name="uri"></param> /// <param name="uri"></param>
/// <returns>The user data profile. Null if no user is found.</returns> /// <returns>The user data profile. Null if no user is found.</returns>
UserProfileData GetUserByUri(Uri uri); UserProfileData GetUserByUri(Uri uri);

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@ -497,7 +497,7 @@ namespace OpenSim.Data.Tests
Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next()); Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next()); Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
sop.GroupPosition = groupos; sop.GroupPosition = groupos;
sop.RotationOffset = rotoff; sop.RotationOffset = rotoff;

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@ -219,7 +219,7 @@ namespace OpenSim.Framework.Communications.Cache
/// <summary> /// <summary>
/// Fetch inventory for this user. /// Fetch inventory for this user.
/// </summary> /// </summary>
/// This has to be executed as a separate step once user information is retreived. /// This has to be executed as a separate step once user information is retreived.
/// This will occur synchronously if the inventory service is in the same process as this class, and /// This will occur synchronously if the inventory service is in the same process as this class, and
/// asynchronously otherwise. /// asynchronously otherwise.
public void FetchInventory() public void FetchInventory()

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@ -123,7 +123,7 @@ namespace OpenSim.Framework.Communications.Cache
/// <summary> /// <summary>
/// Get details of the given user. /// Get details of the given user.
/// </summary> /// </summary>
/// If the user isn't in cache then the user is requested from the profile service. /// If the user isn't in cache then the user is requested from the profile service.
/// <param name="userID"></param> /// <param name="userID"></param>
/// <returns>null if no user details are found</returns> /// <returns>null if no user details are found</returns>
public CachedUserInfo GetUserDetails(string fname, string lname) public CachedUserInfo GetUserDetails(string fname, string lname)
@ -151,7 +151,7 @@ namespace OpenSim.Framework.Communications.Cache
/// <summary> /// <summary>
/// Get details of the given user. /// Get details of the given user.
/// </summary> /// </summary>
/// If the user isn't in cache then the user is requested from the profile service. /// If the user isn't in cache then the user is requested from the profile service.
/// <param name="userID"></param> /// <param name="userID"></param>
/// <returns>null if no user details are found</returns> /// <returns>null if no user details are found</returns>
public CachedUserInfo GetUserDetails(UUID userID) public CachedUserInfo GetUserDetails(UUID userID)

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@ -128,7 +128,7 @@ namespace OpenSim.Framework.Communications
/// ///
/// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param> /// <param name="friendlistowner">The agent for whom we're retreiving the friends Data.</param>
/// <returns> /// <returns>
/// A List of FriendListItems that contains info about the user's friends. /// A List of FriendListItems that contains info about the user's friends.
/// Always returns a list even if the user has no friends /// Always returns a list even if the user has no friends
/// </returns> /// </returns>
List<FriendListItem> GetUserFriendList(UUID friendlistowner); List<FriendListItem> GetUserFriendList(UUID friendlistowner);

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@ -35,7 +35,7 @@ using OpenSim.Data;
namespace OpenSim.Framework.Communications namespace OpenSim.Framework.Communications
{ {
/// <summary> /// <summary>
/// Plugin for managing temporary user profiles. /// Plugin for managing temporary user profiles.
/// </summary> /// </summary>
public class TemporaryUserProfilePlugin : IUserDataPlugin public class TemporaryUserProfilePlugin : IUserDataPlugin
{ {

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@ -314,7 +314,7 @@ namespace OpenSim.Framework
/// FIXME: Delimitors which occur in names themselves are not currently escapable. /// FIXME: Delimitors which occur in names themselves are not currently escapable.
/// ///
/// <param name="path"> /// <param name="path">
/// The path to the required folder. /// The path to the required folder.
/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned. /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
/// </param> /// </param>
/// <returns>null if the folder is not found</returns> /// <returns>null if the folder is not found</returns>

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@ -155,7 +155,7 @@ namespace OpenSim.Framework.Serialization.External
xtw.WriteElementString("OwnerID", landData.OwnerID.ToString()); xtw.WriteElementString("OwnerID", landData.OwnerID.ToString());
xtw.WriteStartElement("ParcelAccessList"); xtw.WriteStartElement("ParcelAccessList");
foreach(ParcelManager.ParcelAccessEntry pal in landData.ParcelAccessList) foreach (ParcelManager.ParcelAccessEntry pal in landData.ParcelAccessList)
{ {
xtw.WriteStartElement("ParcelAccessEntry"); xtw.WriteStartElement("ParcelAccessEntry");
xtw.WriteElementString("AgentID", pal.AgentID.ToString()); xtw.WriteElementString("AgentID", pal.AgentID.ToString());

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@ -56,7 +56,7 @@ namespace OpenSim
public const int VERSIONINFO_VERSION_LENGTH = 27; public const int VERSIONINFO_VERSION_LENGTH = 27;
/// <value> /// <value>
/// This is the external interface version. It is separate from the OpenSimulator project version. /// This is the external interface version. It is separate from the OpenSimulator project version.
/// ///
/// This version number should be /// This version number should be
/// increased by 1 every time a code change makes the previous OpenSimulator revision incompatible /// increased by 1 every time a code change makes the previous OpenSimulator revision incompatible

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@ -114,7 +114,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode); sessionInfo = circuitManager.AuthenticateSession(sessionId, agentId, circuitCode);
if (!sessionInfo.Authorised) if (!sessionInfo.Authorised)
return false; return false;
return true; return true;
} }

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@ -49,7 +49,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int Min public int Min
{ {
get { return m_minAllowableThrottle; } get { return m_minAllowableThrottle; }
} }
public int Current public int Current
{ {

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@ -233,7 +233,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
TestLLPacketServer testLLPacketServer; TestLLPacketServer testLLPacketServer;
AgentCircuitManager acm; AgentCircuitManager acm;
SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm); SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
AddClient(myCircuitCode, testEp, testLLUDPServer, acm); AddClient(myCircuitCode, testEp, testLLUDPServer, acm);
byte[] data = new byte[] { 0x01, 0x02, 0x03, 0x04 }; byte[] data = new byte[] { 0x01, 0x02, 0x03, 0x04 };
@ -252,7 +252,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "helloooo"), testEp); testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "helloooo"), testEp);
testLLUDPServer.ReceiveData(null); testLLUDPServer.ReceiveData(null);
Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1)); Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1));
Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(1)); Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(1));
} }
@ -292,7 +292,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
Assert.IsFalse(testLLUDPServer.HasCircuit(circuitCodeA)); Assert.IsFalse(testLLUDPServer.HasCircuit(circuitCodeA));
Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3)); Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3));
Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(3)); Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(3));
} }
} }

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@ -80,7 +80,7 @@ namespace OpenSim.Region.ClientStack
/// </summary> /// </summary>
/// ///
/// <param name="osSceneIdentifier"> /// <param name="osSceneIdentifier">
/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages. /// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
/// </param> /// </param>
/// <returns></returns> /// <returns></returns>
protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier); protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier);
@ -121,7 +121,7 @@ namespace OpenSim.Region.ClientStack
/// <param name="meshEngine">The name of the mesh engine to use</param> /// <param name="meshEngine">The name of the mesh engine to use</param>
/// <param name="config">The configuration data to pass to the physics and mesh engines</param> /// <param name="config">The configuration data to pass to the physics and mesh engines</param>
/// <param name="osSceneIdentifier"> /// <param name="osSceneIdentifier">
/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages. /// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
/// </param> /// </param>
/// <returns></returns> /// <returns></returns>
protected PhysicsScene GetPhysicsScene( protected PhysicsScene GetPhysicsScene(

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@ -40,7 +40,7 @@ namespace OpenSim.Region.ClientStack
/// <summary> /// <summary>
/// Maximum bytes per second that the throttle can be set to. /// Maximum bytes per second that the throttle can be set to.
/// </summary> /// </summary>
public int Max; public int Max;
/// <summary> /// <summary>
/// Current bytes per second that the throttle should be set to. /// Current bytes per second that the throttle should be set to.

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@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
m_log.InfoFormat( m_log.InfoFormat(
"[DIALOG]: Sending alert in region {0} to {1} {2} with message {3}", "[DIALOG]: Sending alert in region {0} to {1} {2} with message {3}",
m_scene.RegionInfo.RegionName, firstName, lastName, message); m_scene.RegionInfo.RegionName, firstName, lastName, message);
SendAlertToUser(firstName, lastName, message, false); SendAlertToUser(firstName, lastName, message, false);
} }
} }

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@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// User id to search /// User id to search
/// </param> /// </param>
/// <param name="path"> /// <param name="path">
/// The path to the required folder. /// The path to the required folder.
/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned. /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
/// </param> /// </param>
/// <returns>null if the folder is not found</returns> /// <returns>null if the folder is not found</returns>
@ -91,7 +91,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
/// The folder from which the path starts /// The folder from which the path starts
/// </param> /// </param>
/// <param name="path"> /// <param name="path">
/// The path to the required folder. /// The path to the required folder.
/// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned. /// It this is empty or consists only of the PATH_DELIMTER then this folder itself is returned.
/// </param> /// </param>
/// <returns>null if the folder is not found</returns> /// <returns>null if the folder is not found</returns>

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@ -169,7 +169,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
byte[] copyIDBytes = copyID.GetBytes(); byte[] copyIDBytes = copyID.GetBytes();
im.binaryBucket = new byte[1 + copyIDBytes.Length]; im.binaryBucket = new byte[1 + copyIDBytes.Length];
im.binaryBucket[0] = (byte)AssetType.Folder; im.binaryBucket[0] = (byte)AssetType.Folder;
Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length); Array.Copy(copyIDBytes, 0, im.binaryBucket, 1, copyIDBytes.Length);
if (user != null && !user.IsChildAgent) if (user != null && !user.IsChildAgent)
{ {

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@ -508,7 +508,7 @@ namespace OpenSim.Region.CoreModules.World.Land
scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY; scene.WestBorders[0].TriggerRegionY = conn.RegionScene.RegionInfo.RegionLocY;
} }
/* /*
else else
{ {
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;

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@ -103,7 +103,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
//private uint PERM_MODIFY = (uint)16384; //private uint PERM_MODIFY = (uint)16384;
private uint PERM_MOVE = (uint)524288; private uint PERM_MOVE = (uint)524288;
private uint PERM_TRANS = (uint)8192; private uint PERM_TRANS = (uint)8192;
private uint PERM_LOCKED = (uint)540672; private uint PERM_LOCKED = (uint)540672;
/// <value> /// <value>
/// Different user set names that come in from the configuration file. /// Different user set names that come in from the configuration file.

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@ -90,6 +90,6 @@ namespace OpenSim.Region.CoreModules.World.Sound
p.ControllingClient.SendTriggeredSound( p.ControllingClient.SendTriggeredSound(
soundId, ownerID, objectID, parentID, handle, position, (float)gain); soundId, ownerID, objectID, parentID, handle, position, (float)gain);
} }
} }
} }
} }

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@ -46,7 +46,7 @@ namespace OpenSim.Region.CoreModules.World.Wind.Plugins
private float m_avgStrength = 5.0f; // Average magnitude of the wind vector private float m_avgStrength = 5.0f; // Average magnitude of the wind vector
private float m_avgDirection = 0.0f; // Average direction of the wind in degrees private float m_avgDirection = 0.0f; // Average direction of the wind in degrees
private float m_varStrength = 5.0f; // Max Strength Variance private float m_varStrength = 5.0f; // Max Strength Variance
private float m_varDirection = 30.0f;// Max Direction Variance private float m_varDirection = 30.0f;// Max Direction Variance
private float m_rateChange = 1.0f; // private float m_rateChange = 1.0f; //

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@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
void SendAlertToUser(string firstName, string lastName, string message, bool modal); void SendAlertToUser(string firstName, string lastName, string message, bool modal);
/// <summary> /// <summary>
/// Send an alert message to all users in the scene. /// Send an alert message to all users in the scene.
/// </summary> /// </summary>
/// <param name="message"></param> /// <param name="message"></param>
void SendGeneralAlert(string message); void SendGeneralAlert(string message);
@ -129,7 +129,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// ///
/// <param name="fromAvatarID">The user sending the message</param> /// <param name="fromAvatarID">The user sending the message</param>
/// <param name="fromAvatarName">The name of the user doing the sending</param> /// <param name="fromAvatarName">The name of the user doing the sending</param>
/// <param name="message">The message being sent to the user</param> /// <param name="message">The message being sent to the user</param>
void SendNotificationToUsersInEstate(UUID fromAvatarID, string fromAvatarName, string message); void SendNotificationToUsersInEstate(UUID fromAvatarID, string fromAvatarName, string message);
} }
} }

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@ -52,7 +52,7 @@ namespace OpenSim.Region.Framework.Interfaces
/// This method occurs asynchronously. If you want notification of when it has completed then subscribe to /// This method occurs asynchronously. If you want notification of when it has completed then subscribe to
/// the EventManager.OnOarFileSaved event. /// the EventManager.OnOarFileSaved event.
/// ///
/// <param name="savePath"></param> /// <param name="savePath"></param>
/// <param name="requestId">If supplied, this request Id is later returned in the saved event</param> /// <param name="requestId">If supplied, this request Id is later returned in the saved event</param>
void ArchiveRegion(string savePath, Guid requestId); void ArchiveRegion(string savePath, Guid requestId);

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@ -55,11 +55,11 @@ namespace OpenSim.Region.Framework.Scenes
/// Creates a Border. The line is perpendicular to the direction cardinal. /// Creates a Border. The line is perpendicular to the direction cardinal.
/// IE: if the direction cardinal is South, the line is West->East /// IE: if the direction cardinal is South, the line is West->East
/// </summary> /// </summary>
/// <param name="lineStart">The starting point for the line of the border. /// <param name="lineStart">The starting point for the line of the border.
/// The position of an object must be greater then this for this border to trigger. /// The position of an object must be greater then this for this border to trigger.
/// Perpendicular to the direction cardinal</param> /// Perpendicular to the direction cardinal</param>
/// <param name="lineEnd">The ending point for the line of the border. /// <param name="lineEnd">The ending point for the line of the border.
/// The position of an object must be less then this for this border to trigger. /// The position of an object must be less then this for this border to trigger.
/// Perpendicular to the direction cardinal</param> /// Perpendicular to the direction cardinal</param>
/// <param name="triggerCoordinate">The position that triggers border the border /// <param name="triggerCoordinate">The position that triggers border the border
/// cross parallel to the direction cardinal. On the North cardinal, this /// cross parallel to the direction cardinal. On the North cardinal, this

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@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
public abstract void UpdateMovement(); public abstract void UpdateMovement();
/// <summary> /// <summary>
/// Performs any updates that need to be done at each frame, as opposed to immediately. /// Performs any updates that need to be done at each frame, as opposed to immediately.
/// These included scheduled updates and updates that occur due to physics processing. /// These included scheduled updates and updates that occur due to physics processing.
/// </summary> /// </summary>
public abstract void Update(); public abstract void Update();

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@ -544,7 +544,7 @@ namespace OpenSim.Region.Framework.Scenes
/// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE /// FIXME: We call add new inventory folder because in the data layer, we happen to use an SQL REPLACE
/// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing, /// so this will work to rename an existing folder. Needless to say, to rely on this is very confusing,
/// and needs to be changed. /// and needs to be changed.
/// ///
/// <param name="remoteClient"></param> /// <param name="remoteClient"></param>
/// <param name="folderID"></param> /// <param name="folderID"></param>
/// <param name="type"></param> /// <param name="type"></param>

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@ -3419,7 +3419,7 @@ namespace OpenSim.Region.Framework.Scenes
/// We've got an update about an agent that sees into this region, /// We've got an update about an agent that sees into this region,
/// send it to ScenePresence for processing It's the full data. /// send it to ScenePresence for processing It's the full data.
/// </summary> /// </summary>
/// <param name="cAgentData">Agent that contains all of the relevant things about an agent. /// <param name="cAgentData">Agent that contains all of the relevant things about an agent.
/// Appearance, animations, position, etc.</param> /// Appearance, animations, position, etc.</param>
/// <returns>true if we handled it.</returns> /// <returns>true if we handled it.</returns>
public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData) public virtual bool IncomingChildAgentDataUpdate(AgentData cAgentData)

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@ -133,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes
/// Is this scene object acting as an attachment? /// Is this scene object acting as an attachment?
/// ///
/// We return false if the group has already been deleted. /// We return false if the group has already been deleted.
/// ///
/// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I /// TODO: At the moment set must be done on the part itself. There may be a case for doing it here since I
/// presume either all or no parts in a linkset can be part of an attachment (in which /// presume either all or no parts in a linkset can be part of an attachment (in which
/// case the value would get proprogated down into all the descendent parts). /// case the value would get proprogated down into all the descendent parts).

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@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
public UUID FromItemID = UUID.Zero; public UUID FromItemID = UUID.Zero;
/// <value> /// <value>
/// The UUID of the user inventory item from which this object was rezzed if this is a root part. /// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item. /// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
/// </value> /// </value>
private UUID m_fromUserInventoryItemID = UUID.Zero; private UUID m_fromUserInventoryItemID = UUID.Zero;
@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// A relic from when we we thought that prims contained folder objects. In /// A relic from when we we thought that prims contained folder objects. In
/// reality, prim == folder /// reality, prim == folder
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see /// Exposing this is not particularly good, but it's one of the least evils at the moment to see
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim. /// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
/// </summary> /// </summary>
@ -3386,7 +3386,7 @@ if (m_shape != null) {
} }
else else
{ {
IsPhantom = false; IsPhantom = false;
// If volumedetect is active we don't want phantom to be applied. // If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom" // If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics // this will also cause the prim to be visible to physics

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@ -2313,7 +2313,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
m_log.Debug("DEBUG: AddNewMovement: child agent, Making root agent!"); m_log.Debug("DEBUG: AddNewMovement: child agent, Making root agent!");
// we have to reset the user's child agent connections. // we have to reset the user's child agent connections.
// Likely, here they've lost the eventqueue for other regions so border // Likely, here they've lost the eventqueue for other regions so border
// crossings will fail at this point unless we reset them. // crossings will fail at this point unless we reset them.

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@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
// Assert.That( // Assert.That(
// scene.CommsManager.UserAdminService.AddUser( // scene.CommsManager.UserAdminService.AddUser(
// "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId), // "Bob", "Hoskins", "test", "test@test.com", 1000, 1000, agentId),
// Is.EqualTo(agentId)); // Is.EqualTo(agentId));
// IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId); // IClientAPI client = SceneSetupHelpers.AddRootAgent(scene, agentId);

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@ -93,7 +93,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
{ {
response = HandleRegister(Context, Realm, request); response = HandleRegister(Context, Realm, request);
} }
else if (sipAuthMethod == "INVITE") else if (sipAuthMethod == "INVITE")
{ {
response = HandleInvite(Context, Realm, request); response = HandleInvite(Context, Realm, request);
} }

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@ -1261,7 +1261,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
{ {
if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name); if (m_debugEnabled) m_log.InfoFormat("[GROUPS]: {0} called", System.Reflection.MethodBase.GetCurrentMethod().Name);
// TODO: Probably isn't nessesary to update every client in every scene. // TODO: Probably isn't nessesary to update every client in every scene.
// Need to examine client updates and do only what's nessesary. // Need to examine client updates and do only what's nessesary.
lock (m_sceneList) lock (m_sceneList)
{ {

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@ -92,7 +92,7 @@ namespace OpenSim.Region.OptionalModules.World.TreePopulator
this.m_maximum_scale = cp.m_maximum_scale; this.m_maximum_scale = cp.m_maximum_scale;
this.m_initial_scale = cp.m_initial_scale; this.m_initial_scale = cp.m_initial_scale;
this.m_rate = cp.m_rate; this.m_rate = cp.m_rate;
this.m_planted = planted; this.m_planted = planted;
this.m_trees = new List<UUID>(); this.m_trees = new List<UUID>();
} }

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@ -178,12 +178,12 @@ namespace OpenSim.Region.Physics.Manager
} }
/// <summary> /// <summary>
/// Queue a raycast against the physics scene. /// Queue a raycast against the physics scene.
/// The provided callback method will be called when the raycast is complete /// The provided callback method will be called when the raycast is complete
/// ///
/// Many physics engines don't support collision testing at the same time as /// Many physics engines don't support collision testing at the same time as
/// manipulating the physics scene, so we queue the request up and callback /// manipulating the physics scene, so we queue the request up and callback
/// a custom method when the raycast is complete. /// a custom method when the raycast is complete.
/// This allows physics engines that give an immediate result to callback immediately /// This allows physics engines that give an immediate result to callback immediately
/// and ones that don't, to callback when it gets a result back. /// and ones that don't, to callback when it gets a result back.
/// ///

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@ -30,7 +30,7 @@ namespace OpenSim.Server.Base
public class ProtocolVersions public class ProtocolVersions
{ {
/// <value> /// <value>
/// This is the external protocol versions. It is separate from the OpenSimulator project version. /// This is the external protocol versions. It is separate from the OpenSimulator project version.
/// ///
/// These version numbers should be increased by 1 every time a code /// These version numbers should be increased by 1 every time a code
/// change in the Service.Connectors and Server.Handlers, espectively, /// change in the Service.Connectors and Server.Handlers, espectively,