cosmetics
parent
1e1d296ef4
commit
e0b06d4b6b
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@ -639,6 +639,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Get the current list of updates and clear the list before iterating
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lock (m_updateLock)
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{
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if(m_updateList.Count == 0)
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return;
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updates = m_updateList;
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m_updateList = new Dictionary<UUID, SceneObjectGroup>();
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}
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@ -728,19 +731,12 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence oldref;
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if (m_scenePresenceMap.TryGetValue(id, out oldref))
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{
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// Remember the old presence reference from the dictionary
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uint oldLocalID = oldref.LocalId;
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// Replace the presence reference in the dictionary with the new value
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m_scenePresenceMap[id] = presence;
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if (localid != oldLocalID)
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m_scenePresenceLocalIDMap.Remove(oldLocalID);
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m_scenePresenceLocalIDMap[localid] = presence;
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}
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else
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{
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m_scenePresenceMap[id] = presence;
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m_scenePresenceLocalIDMap[localid] = presence;
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}
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m_scenePresenceList = null;
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}
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finally
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@ -748,7 +744,6 @@ namespace OpenSim.Region.Framework.Scenes
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if(entered)
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m_scenePresencesLock.ExitWriteLock();
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}
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return presence;
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}
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@ -1163,8 +1158,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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EntityBase[] entities = Entities.GetEntities();
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List<SceneObjectGroup> ret = new List<SceneObjectGroup>(256);
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int len = entities.Length;
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for (int i = 0; i < len; ++i)
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for (int i = 0; i < entities.Length; ++i)
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{
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if(entities[i] is SceneObjectGroup)
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ret.Add((SceneObjectGroup)entities[i]);
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@ -1207,8 +1202,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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EntityBase entity = null;
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EntityBase[] entities = Entities.GetEntities();
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int len = entities.Length;
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for (int i = 0; i < len; ++i)
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for (int i = 0; i < entities.Length; ++i)
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{
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entity = entities[i];
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if (entity is SceneObjectGroup && entity.Name == name)
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@ -1289,9 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal SceneObjectPart GetSceneObjectPart(string name)
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{
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SceneObjectPart[] parts = GetPartsArray();
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int len = parts.Length;
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SceneObjectPart sop;
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for (int i = 0; i < len; ++i)
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for (int i = 0; i < parts.Length; ++i)
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{
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sop = parts[i];
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if (sop.ParentGroup == null || sop.ParentGroup.IsDeleted)
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@ -1356,9 +1349,8 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal void ForEachSOG(Action<SceneObjectGroup> action)
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{
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EntityBase[] entities = Entities.GetEntities();
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int len = entities.Length;
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EntityBase entity;
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for (int i = 0; i < len; ++i)
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for (int i = 0; i < entities.Length; ++i)
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{
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entity = entities[i];
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if (entity is SceneObjectGroup)
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@ -1790,7 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
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{
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SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
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SceneObjectPart part = group.GetPart(primLocalID);
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if (part != null)
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{
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part.ClickAction = Convert.ToByte(clickAction);
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@ -1807,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (m_parentScene.Permissions.CanEditObject(group, remoteClient))
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{
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SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
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SceneObjectPart part = group.GetPart(primLocalID);
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if (part != null)
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{
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part.Material = Convert.ToByte(material);
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@ -1962,24 +1954,21 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="prims"></param>
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protected internal void DelinkObjects(List<SceneObjectPart> prims)
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{
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Monitor.Enter(m_linkLock);
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try
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{
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List<SceneObjectPart> childParts = new List<SceneObjectPart>();
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List<SceneObjectPart> rootParts = new List<SceneObjectPart>();
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List<SceneObjectGroup> affectedGroups = new List<SceneObjectGroup>();
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// Look them all up in one go, since that is comparatively expensive
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//
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Monitor.Enter(m_linkLock);
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try
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{
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foreach (SceneObjectPart part in prims)
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{
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if(part == null)
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continue;
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SceneObjectGroup parentSOG = part.ParentGroup;
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if(parentSOG == null ||
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parentSOG.IsDeleted ||
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parentSOG.inTransit ||
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parentSOG.PrimCount == 1)
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if(parentSOG == null || parentSOG.IsDeleted || parentSOG.inTransit || parentSOG.PrimCount == 1)
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continue;
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if (!affectedGroups.Contains(parentSOG))
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@ -2164,7 +2153,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// FIXME: This section needs to be refactored so that it just calls AddSceneObject()
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bool entered = false;
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try
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{
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@ -2194,9 +2182,6 @@ namespace OpenSim.Region.Framework.Scenes
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m_scenePartsLock.ExitWriteLock();
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}
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// PROBABLE END OF FIXME
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copy.IsSelected = createSelected;
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if (rot != Quaternion.Identity)
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@ -2221,23 +2206,7 @@ namespace OpenSim.Region.Framework.Scenes
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return null;
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}
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/// Calculates the distance between two Vector3s
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/// </summary>
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/// <param name="v1"></param>
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/// <param name="v2"></param>
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/// <returns></returns>
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protected internal float Vector3Distance(Vector3 v1, Vector3 v2)
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{
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// We don't really need the double floating point precision...
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// so casting it to a single
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return
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(float)
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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));
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}
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#endregion
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}
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}
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