cosmetics
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				|  | @ -639,6 +639,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             // Get the current list of updates and clear the list before iterating | ||||
|             lock (m_updateLock) | ||||
|             { | ||||
|                 if(m_updateList.Count == 0) | ||||
|                     return; | ||||
| 
 | ||||
|                 updates = m_updateList; | ||||
|                 m_updateList = new Dictionary<UUID, SceneObjectGroup>(); | ||||
|             } | ||||
|  | @ -728,19 +731,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                 ScenePresence oldref; | ||||
|                 if (m_scenePresenceMap.TryGetValue(id, out oldref)) | ||||
|                 { | ||||
|                     // Remember the old presence reference from the dictionary | ||||
|                     uint oldLocalID = oldref.LocalId; | ||||
|                     // Replace the presence reference in the dictionary with the new value | ||||
|                     m_scenePresenceMap[id] = presence; | ||||
|                     if (localid != oldLocalID) | ||||
|                         m_scenePresenceLocalIDMap.Remove(oldLocalID); | ||||
|                     m_scenePresenceLocalIDMap[localid] = presence; | ||||
|                 } | ||||
|                 else | ||||
|                 { | ||||
|                     m_scenePresenceMap[id] = presence; | ||||
|                     m_scenePresenceLocalIDMap[localid] = presence; | ||||
|                 } | ||||
|                 m_scenePresenceMap[id] = presence; | ||||
|                 m_scenePresenceLocalIDMap[localid] = presence; | ||||
|                 m_scenePresenceList = null; | ||||
|             } | ||||
|             finally | ||||
|  | @ -748,7 +744,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                 if(entered) | ||||
|                     m_scenePresencesLock.ExitWriteLock(); | ||||
|             } | ||||
| 
 | ||||
|             return presence; | ||||
|         } | ||||
| 
 | ||||
|  | @ -1163,8 +1158,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         { | ||||
|             EntityBase[] entities = Entities.GetEntities(); | ||||
|             List<SceneObjectGroup> ret = new List<SceneObjectGroup>(256); | ||||
|             int len = entities.Length; | ||||
|             for (int i = 0; i < len; ++i) | ||||
| 
 | ||||
|             for (int i = 0; i < entities.Length; ++i) | ||||
|             { | ||||
|                 if(entities[i] is SceneObjectGroup) | ||||
|                     ret.Add((SceneObjectGroup)entities[i]); | ||||
|  | @ -1207,8 +1202,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         { | ||||
|             EntityBase entity = null; | ||||
|             EntityBase[] entities = Entities.GetEntities(); | ||||
|             int len = entities.Length; | ||||
|             for (int i = 0; i < len; ++i) | ||||
|             for (int i = 0; i < entities.Length; ++i) | ||||
|             { | ||||
|                 entity = entities[i]; | ||||
|                 if (entity is SceneObjectGroup && entity.Name == name) | ||||
|  | @ -1289,9 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         protected internal SceneObjectPart GetSceneObjectPart(string name) | ||||
|         { | ||||
|             SceneObjectPart[] parts = GetPartsArray(); | ||||
|             int len = parts.Length; | ||||
|             SceneObjectPart sop; | ||||
|             for (int i = 0; i < len; ++i) | ||||
|             for (int i = 0; i < parts.Length; ++i) | ||||
|             { | ||||
|                 sop = parts[i]; | ||||
|                 if (sop.ParentGroup == null || sop.ParentGroup.IsDeleted) | ||||
|  | @ -1356,9 +1349,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         protected internal void ForEachSOG(Action<SceneObjectGroup> action) | ||||
|         { | ||||
|             EntityBase[] entities = Entities.GetEntities(); | ||||
|             int len = entities.Length; | ||||
|             EntityBase entity; | ||||
|             for (int i = 0; i < len; ++i) | ||||
|             for (int i = 0; i < entities.Length; ++i) | ||||
|             { | ||||
|                 entity = entities[i]; | ||||
|                 if (entity is SceneObjectGroup) | ||||
|  | @ -1790,7 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             { | ||||
|                 if (m_parentScene.Permissions.CanEditObject(group, remoteClient)) | ||||
|                 { | ||||
|                     SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||||
|                     SceneObjectPart part = group.GetPart(primLocalID); | ||||
|                     if (part != null) | ||||
|                     { | ||||
|                         part.ClickAction = Convert.ToByte(clickAction); | ||||
|  | @ -1807,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             { | ||||
|                 if (m_parentScene.Permissions.CanEditObject(group, remoteClient)) | ||||
|                 { | ||||
|                     SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID); | ||||
|                     SceneObjectPart part = group.GetPart(primLocalID); | ||||
|                     if (part != null) | ||||
|                     { | ||||
|                         part.Material = Convert.ToByte(material); | ||||
|  | @ -1963,23 +1955,20 @@ namespace OpenSim.Region.Framework.Scenes | |||
|         /// <param name="prims"></param> | ||||
|         protected internal void DelinkObjects(List<SceneObjectPart> prims) | ||||
|         { | ||||
|             List<SceneObjectPart> childParts = new List<SceneObjectPart>(); | ||||
|             List<SceneObjectPart> rootParts = new List<SceneObjectPart>(); | ||||
|             List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>(); | ||||
|             // Look them all up in one go, since that is comparatively expensive | ||||
|             // | ||||
|             Monitor.Enter(m_linkLock); | ||||
|             try | ||||
|             { | ||||
|                 List<SceneObjectPart> childParts = new List<SceneObjectPart>(); | ||||
|                 List<SceneObjectPart> rootParts = new List<SceneObjectPart>(); | ||||
|                 List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>(); | ||||
|                 // Look them all up in one go, since that is comparatively expensive | ||||
|                 // | ||||
|                 foreach (SceneObjectPart part in prims) | ||||
|                 { | ||||
|                     if(part == null) | ||||
|                         continue; | ||||
|                     SceneObjectGroup parentSOG = part.ParentGroup; | ||||
|                     if(parentSOG == null || | ||||
|                         parentSOG.IsDeleted || | ||||
|                         parentSOG.inTransit || | ||||
|                         parentSOG.PrimCount == 1) | ||||
|                     if(parentSOG == null || parentSOG.IsDeleted || parentSOG.inTransit || parentSOG.PrimCount == 1) | ||||
|                         continue; | ||||
| 
 | ||||
|                     if (!affectedGroups.Contains(parentSOG)) | ||||
|  | @ -2164,7 +2153,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                         } | ||||
|                     } | ||||
| 
 | ||||
|                     // FIXME: This section needs to be refactored so that it just calls AddSceneObject() | ||||
|                     bool entered = false; | ||||
|                     try | ||||
|                     { | ||||
|  | @ -2194,9 +2182,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                             m_scenePartsLock.ExitWriteLock(); | ||||
|                     } | ||||
| 
 | ||||
| 
 | ||||
|                     // PROBABLE END OF FIXME | ||||
| 
 | ||||
|                     copy.IsSelected = createSelected; | ||||
| 
 | ||||
|                     if (rot != Quaternion.Identity) | ||||
|  | @ -2221,23 +2206,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
|             return null; | ||||
|         } | ||||
| 
 | ||||
|         /// Calculates the distance between two Vector3s | ||||
|         /// </summary> | ||||
|         /// <param name="v1"></param> | ||||
|         /// <param name="v2"></param> | ||||
|         /// <returns></returns> | ||||
|         protected internal float Vector3Distance(Vector3 v1, Vector3 v2) | ||||
|         { | ||||
|             // We don't really need the double floating point precision... | ||||
|             // so casting it to a single | ||||
| 
 | ||||
|             return | ||||
|                 (float) | ||||
|                 Math.Sqrt((v1.X - v2.X) * (v1.X - v2.X) + (v1.Y - v2.Y) * (v1.Y - v2.Y) + (v1.Z - v2.Z) * (v1.Z - v2.Z)); | ||||
|         } | ||||
| 
 | ||||
|         #endregion | ||||
| 
 | ||||
| 
 | ||||
|     } | ||||
| } | ||||
|  |  | |||
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