Fixed the whitespace in Scene.cs

The whitespace in this file was fubared recently
0.8.2-post-fixes
Oren Hurvitz 2015-07-13 12:37:18 +03:00
parent f3f748ed11
commit e174dc87fb
1 changed files with 515 additions and 515 deletions

View File

@ -1,29 +1,29 @@
/* /*
* Copyright (c) Contributors, http://opensimulator.org/ * Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders. * See CONTRIBUTORS.TXT for a full list of copyright holders.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the * * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products * names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission. * derived from this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
@ -3440,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
/// <summary> /// <summary>
/// Get the avatar apperance for the given client. /// Get the avatar appearance for the given client.
/// </summary> /// </summary>
/// <param name="client"></param> /// <param name="client"></param>
/// <param name="appearance"></param> /// <param name="appearance"></param>
@ -3796,15 +3796,15 @@ namespace OpenSim.Region.Framework.Scenes
// vulnerable to an issue when a viewer quits a region without sending a proper logout but then // vulnerable to an issue when a viewer quits a region without sending a proper logout but then
// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport // re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
// flag when no teleport had taken place (and hence no close was going to come). // flag when no teleport had taken place (and hence no close was going to come).
// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle)) // if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
// { // {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.", // "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
// sp.Name, Name); // sp.Name, Name);
// //
// sp.DoNotCloseAfterTeleport = true; // sp.DoNotCloseAfterTeleport = true;
// } // }
// else if (EntityTransferModule.IsInTransit(sp.UUID)) // else if (EntityTransferModule.IsInTransit(sp.UUID))
sp.LifecycleState = ScenePresenceState.Running; sp.LifecycleState = ScenePresenceState.Running;
@ -3968,7 +3968,7 @@ namespace OpenSim.Region.Framework.Scenes
if (vialogin) if (vialogin)
{ {
// CleanDroppedAttachments(); // CleanDroppedAttachments();
// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking) // Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
if (acd.startpos.X < 0) acd.startpos.X = 1f; if (acd.startpos.X < 0) acd.startpos.X = 1f;
@ -3976,9 +3976,9 @@ namespace OpenSim.Region.Framework.Scenes
if (acd.startpos.Y < 0) acd.startpos.Y = 1f; if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f; if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}", // "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name); // RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags // Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero && if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
@ -4295,69 +4295,69 @@ namespace OpenSim.Region.Framework.Scenes
return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc); return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
} }
// /// <summary> // /// <summary>
// /// The Grid has requested that we log-off a user. Log them off. // /// The Grid has requested that we log-off a user. Log them off.
// /// </summary> // /// </summary>
// /// <param name="AvatarID">Unique ID of the avatar to log-off</param> // /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param> // /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
// /// <param name="message">message to display to the user. Reason for being logged off</param> // /// <param name="message">message to display to the user. Reason for being logged off</param>
// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message) // public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
// { // {
// ScenePresence loggingOffUser = GetScenePresence(AvatarID); // ScenePresence loggingOffUser = GetScenePresence(AvatarID);
// if (loggingOffUser != null) // if (loggingOffUser != null)
// { // {
// UUID localRegionSecret = UUID.Zero; // UUID localRegionSecret = UUID.Zero;
// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret); // bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
// //
// // Region Secret is used here in case a new sessionid overwrites an old one on the user server. // // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
// // Will update the user server in a few revisions to use it. // // Will update the user server in a few revisions to use it.
// //
// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret)) // if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
// { // {
// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles); // m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
// loggingOffUser.ControllingClient.Kick(message); // loggingOffUser.ControllingClient.Kick(message);
// // Give them a second to receive the message! // // Give them a second to receive the message!
// Thread.Sleep(1000); // Thread.Sleep(1000);
// loggingOffUser.ControllingClient.Close(); // loggingOffUser.ControllingClient.Close();
// } // }
// else // else
// { // {
// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate"); // m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
// } // }
// } // }
// else // else
// { // {
// m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString()); // m_log.InfoFormat("[USERLOGOFF]: Got a logoff request for {0} but the user isn't here. The user might already have been logged out", AvatarID.ToString());
// } // }
// } // }
// /// <summary> // /// <summary>
// /// Triggered when an agent crosses into this sim. Also happens on initial login. // /// Triggered when an agent crosses into this sim. Also happens on initial login.
// /// </summary> // /// </summary>
// /// <param name="agentID"></param> // /// <param name="agentID"></param>
// /// <param name="position"></param> // /// <param name="position"></param>
// /// <param name="isFlying"></param> // /// <param name="isFlying"></param>
// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying) // public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
// { // {
// ScenePresence presence = GetScenePresence(agentID); // ScenePresence presence = GetScenePresence(agentID);
// if (presence != null) // if (presence != null)
// { // {
// try // try
// { // {
// presence.MakeRootAgent(position, isFlying); // presence.MakeRootAgent(position, isFlying);
// } // }
// catch (Exception e) // catch (Exception e)
// { // {
// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace); // m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
// } // }
// } // }
// else // else
// { // {
// m_log.ErrorFormat( // m_log.ErrorFormat(
// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}", // "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
// agentID, RegionInfo.RegionName); // agentID, RegionInfo.RegionName);
// } // }
// } // }
/// <summary> /// <summary>
/// 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,
@ -4435,17 +4435,17 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns>true if we handled it.</returns> /// <returns>true if we handled it.</returns>
public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData) public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}", // "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
// cAgentData.AgentID, Name, cAgentData.Position); // cAgentData.AgentID, Name, cAgentData.Position);
ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID); ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
if (childAgentUpdate != null) if (childAgentUpdate != null)
{ {
// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID) // if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
// // Only warn for now // // Only warn for now
// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?", // m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
// childAgentUpdate.UUID, cAgentData.SessionID); // childAgentUpdate.UUID, cAgentData.SessionID);
// I can't imagine *yet* why we would get an update if the agent is a root agent.. // I can't imagine *yet* why we would get an update if the agent is a root agent..
// however to avoid a race condition crossing borders.. // however to avoid a race condition crossing borders..
@ -5163,15 +5163,15 @@ namespace OpenSim.Region.Framework.Scenes
#endregion #endregion
// Commented pending deletion since this method no longer appears to do anything at all // Commented pending deletion since this method no longer appears to do anything at all
// public bool NeedSceneCacheClear(UUID agentID) // public bool NeedSceneCacheClear(UUID agentID)
// { // {
// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>(); // IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
// if (inv == null) // if (inv == null)
// return true; // return true;
// //
// return inv.NeedSceneCacheClear(agentID, this); // return inv.NeedSceneCacheClear(agentID, this);
// } // }
public void CleanTempObjects() public void CleanTempObjects()
{ {
@ -5227,7 +5227,7 @@ namespace OpenSim.Region.Framework.Scenes
else else
return health; return health;
// CheckHeartbeat(); // CheckHeartbeat();
return health; return health;
} }
@ -5419,14 +5419,14 @@ namespace OpenSim.Region.Framework.Scenes
return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
} }
// private void CheckHeartbeat() // private void CheckHeartbeat()
// { // {
// if (m_firstHeartbeat) // if (m_firstHeartbeat)
// return; // return;
// //
// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) // if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
// StartTimer(); // StartTimer();
// } // }
public override ISceneObject DeserializeObject(string representation) public override ISceneObject DeserializeObject(string representation)
{ {
@ -5690,9 +5690,9 @@ namespace OpenSim.Region.Framework.Scenes
g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}", // "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ)); // g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
ominX += vec.X; ominX += vec.X;
omaxX += vec.X; omaxX += vec.X;
@ -5919,15 +5919,15 @@ namespace OpenSim.Region.Framework.Scenes
if (presence.MovingToTarget) if (presence.MovingToTarget)
{ {
double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget); double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}", // "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget); // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
// Check the error term of the current position in relation to the target position // Check the error term of the current position in relation to the target position
if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT) if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
{ {
// We are close enough to the target // We are close enough to the target
// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name); // m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
presence.Velocity = Vector3.Zero; presence.Velocity = Vector3.Zero;
presence.AbsolutePosition = presence.MoveToPositionTarget; presence.AbsolutePosition = presence.MoveToPositionTarget;
@ -5946,23 +5946,23 @@ namespace OpenSim.Region.Framework.Scenes
if (presence.LandAtTarget) if (presence.LandAtTarget)
presence.Flying = false; presence.Flying = false;
// Vector3 targetPos = presence.MoveToPositionTarget; // Vector3 targetPos = presence.MoveToPositionTarget;
// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y]; // float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
// if (targetPos.Z - terrainHeight < 0.2) // if (targetPos.Z - terrainHeight < 0.2)
// { // {
// presence.Flying = false; // presence.Flying = false;
// } // }
} }
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}", // "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
// presence.AgentControlFlags, presence.MovementFlag, presence.Name); // presence.AgentControlFlags, presence.MovementFlag, presence.Name);
} }
else else
{ {
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE]: Updating npc {0} at {1} for next movement to {2}", // "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget); // presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
Vector3 agent_control_v3 = new Vector3(); Vector3 agent_control_v3 = new Vector3();
presence.HandleMoveToTargetUpdate(1, ref agent_control_v3); presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);