Remove mono compiler warnings
parent
d99c60164d
commit
df702417dc
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@ -31,7 +31,7 @@ namespace OpenSim.Region.Framework.Scenes
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public class Prioritizer
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public class Prioritizer
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// <summary>
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/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
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/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
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@ -75,7 +75,6 @@ namespace OpenSim.Region.Framework.Scenes
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break;
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break;
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default:
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default:
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
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break;
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}
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}
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// Adjust priority so that root prims are sent to the viewer first. This is especially important for
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// Adjust priority so that root prims are sent to the viewer first. This is especially important for
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@ -3608,18 +3608,6 @@ namespace OpenSim.Region.Framework.Scenes
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return true;
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return true;
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}
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}
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private ILandObject GetParcelAtPoint(float x, float y)
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{
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foreach (var parcel in AllParcels())
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{
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if (parcel.ContainsPoint((int)x,(int)y))
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{
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return parcel;
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}
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}
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return null;
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}
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/// <summary>
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/// <summary>
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/// Update an AgentCircuitData object with new information
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/// Update an AgentCircuitData object with new information
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/// </summary>
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/// </summary>
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@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// A user will arrive shortly, set up appropriate credentials so it can connect
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/// A user will arrive shortly, set up appropriate credentials so it can connect
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/// </summary>
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/// </summary>
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public event ExpectUserDelegate OnExpectUser;
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// public event ExpectUserDelegate OnExpectUser;
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/// <summary>
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/// <summary>
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/// A Prim will arrive shortly
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/// A Prim will arrive shortly
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@ -80,7 +80,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// A new prim has arrived
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/// A new prim has arrived
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/// </summary>
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/// </summary>
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public event PrimCrossing OnPrimCrossingIntoRegion;
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// public event PrimCrossing OnPrimCrossingIntoRegion;
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///// <summary>
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///// <summary>
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///// A New Region is up and available
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///// A New Region is up and available
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@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// We have a child agent for this avatar and we're getting a status update about it
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/// We have a child agent for this avatar and we're getting a status update about it
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/// </summary>
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/// </summary>
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public event ChildAgentUpdate OnChildAgentUpdate;
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// public event ChildAgentUpdate OnChildAgentUpdate;
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//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
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//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
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/// <summary>
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/// <summary>
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@ -1700,8 +1700,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart newRoot = newSet[0];
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SceneObjectPart newRoot = newSet[0];
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newSet.RemoveAt(0);
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newSet.RemoveAt(0);
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List<uint> linkIDs = new List<uint>();
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foreach (SceneObjectPart newChild in newSet)
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foreach (SceneObjectPart newChild in newSet)
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newChild.UpdateFlag = 0;
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newChild.UpdateFlag = 0;
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@ -4727,20 +4727,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup == null || ParentGroup.IsDeleted)
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if (ParentGroup == null || ParentGroup.IsDeleted)
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return;
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return;
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Vector3 lPos = OffsetPosition;
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if (IsAttachment && ParentGroup.RootPart != this)
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return;
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if (IsAttachment)
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{
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if (ParentGroup.RootPart != this)
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return;
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lPos = ParentGroup.RootPart.AttachedPos;
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}
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else
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{
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if (ParentGroup.RootPart == this)
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lPos = AbsolutePosition;
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}
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// Causes this thread to dig into the Client Thread Data.
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// Causes this thread to dig into the Client Thread Data.
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// Remember your locking here!
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// Remember your locking here!
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@ -577,7 +577,6 @@ namespace OpenSim.Region.Framework.Scenes
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public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
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public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
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{
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{
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UUID ownerID = item.OwnerID;
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AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
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AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
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if (null == rezAsset)
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if (null == rezAsset)
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@ -2327,7 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_perfMonMS = Util.EnvironmentTickCount();
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m_perfMonMS = Util.EnvironmentTickCount();
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PhysicsActor actor = m_physicsActor;
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PhysicsActor actor = m_physicsActor;
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Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
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Vector3 pos = m_pos;
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Vector3 pos = m_pos;
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pos.Z += m_appearance.HipOffset;
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pos.Z += m_appearance.HipOffset;
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