Fixed the whitespace in Scene.cs
The whitespace in this file was fubared recently0.8.2-post-fixes
parent
f3f748ed11
commit
e174dc87fb
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@ -1,29 +1,29 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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@ -3440,7 +3440,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Get the avatar apperance for the given client.
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/// Get the avatar appearance for the given client.
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/// </summary>
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/// <param name="client"></param>
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/// <param name="appearance"></param>
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@ -3796,15 +3796,15 @@ namespace OpenSim.Region.Framework.Scenes
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// vulnerable to an issue when a viewer quits a region without sending a proper logout but then
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// re-establishes the connection on a relogin. This could wrongly set the DoNotCloseAfterTeleport
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// flag when no teleport had taken place (and hence no close was going to come).
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// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
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// {
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// m_log.DebugFormat(
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// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
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// sp.Name, Name);
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//
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// sp.DoNotCloseAfterTeleport = true;
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// }
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// else if (EntityTransferModule.IsInTransit(sp.UUID))
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// if (!acd.ChildrenCapSeeds.ContainsKey(RegionInfo.RegionHandle))
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// {
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// m_log.DebugFormat(
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// "[SCENE]: Setting DoNotCloseAfterTeleport for child scene presence {0} in {1} because source will attempt close.",
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// sp.Name, Name);
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//
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// sp.DoNotCloseAfterTeleport = true;
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// }
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// else if (EntityTransferModule.IsInTransit(sp.UUID))
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sp.LifecycleState = ScenePresenceState.Running;
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@ -3968,7 +3968,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (vialogin)
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{
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// CleanDroppedAttachments();
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// CleanDroppedAttachments();
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// Make sure avatar position is in the region (why it wouldn't be is a mystery but do sanity checking)
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if (acd.startpos.X < 0) acd.startpos.X = 1f;
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@ -3976,9 +3976,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (acd.startpos.Y < 0) acd.startpos.Y = 1f;
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if (acd.startpos.Y >= RegionInfo.RegionSizeY) acd.startpos.Y = RegionInfo.RegionSizeY - 1f;
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// m_log.DebugFormat(
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// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
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// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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// m_log.DebugFormat(
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// "[SCENE]: Found telehub object {0} for new user connection {1} to {2}",
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// RegionInfo.RegionSettings.TelehubObject, acd.Name, Name);
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// Honor Estate teleport routing via Telehubs excluding ViaHome and GodLike TeleportFlags
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if (RegionInfo.RegionSettings.TelehubObject != UUID.Zero &&
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@ -4295,69 +4295,69 @@ namespace OpenSim.Region.Framework.Scenes
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return m_authenticateHandler.TryChangeCiruitCode(oldcc, newcc);
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}
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// /// <summary>
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// /// The Grid has requested that we log-off a user. Log them off.
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// /// </summary>
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// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
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// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
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// /// <param name="message">message to display to the user. Reason for being logged off</param>
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// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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// {
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// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
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// if (loggingOffUser != null)
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// {
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// UUID localRegionSecret = UUID.Zero;
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// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
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//
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// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
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// // Will update the user server in a few revisions to use it.
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//
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// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
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// {
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// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
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// loggingOffUser.ControllingClient.Kick(message);
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// // Give them a second to receive the message!
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// Thread.Sleep(1000);
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// loggingOffUser.ControllingClient.Close();
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// }
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// else
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// {
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// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
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// }
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// }
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// else
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// {
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// 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());
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// }
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// }
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// /// <summary>
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// /// The Grid has requested that we log-off a user. Log them off.
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// /// </summary>
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// /// <param name="AvatarID">Unique ID of the avatar to log-off</param>
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// /// <param name="RegionSecret">SecureSessionID of the user, or the RegionSecret text when logging on to the grid</param>
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// /// <param name="message">message to display to the user. Reason for being logged off</param>
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// public void HandleLogOffUserFromGrid(UUID AvatarID, UUID RegionSecret, string message)
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// {
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// ScenePresence loggingOffUser = GetScenePresence(AvatarID);
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// if (loggingOffUser != null)
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// {
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// UUID localRegionSecret = UUID.Zero;
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// bool parsedsecret = UUID.TryParse(RegionInfo.regionSecret, out localRegionSecret);
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//
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// // Region Secret is used here in case a new sessionid overwrites an old one on the user server.
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// // Will update the user server in a few revisions to use it.
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//
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// if (RegionSecret == loggingOffUser.ControllingClient.SecureSessionId || (parsedsecret && RegionSecret == localRegionSecret))
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// {
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// m_sceneGridService.SendCloseChildAgentConnections(loggingOffUser.UUID, loggingOffUser.KnownRegionHandles);
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// loggingOffUser.ControllingClient.Kick(message);
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// // Give them a second to receive the message!
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// Thread.Sleep(1000);
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// loggingOffUser.ControllingClient.Close();
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// }
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// else
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// {
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// m_log.Info("[USERLOGOFF]: System sending the LogOff user message failed to sucessfully authenticate");
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// }
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// }
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// else
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// {
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// 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());
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// }
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// }
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// /// <summary>
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// /// Triggered when an agent crosses into this sim. Also happens on initial login.
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// /// </summary>
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// /// <param name="agentID"></param>
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// /// <param name="position"></param>
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// /// <param name="isFlying"></param>
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// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
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// {
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// ScenePresence presence = GetScenePresence(agentID);
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// if (presence != null)
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// {
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// try
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// {
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// presence.MakeRootAgent(position, isFlying);
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// }
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// catch (Exception e)
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// {
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// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
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// }
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// }
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// else
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// {
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// m_log.ErrorFormat(
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// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
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// agentID, RegionInfo.RegionName);
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// }
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// }
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// /// <summary>
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// /// Triggered when an agent crosses into this sim. Also happens on initial login.
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// /// </summary>
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// /// <param name="agentID"></param>
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// /// <param name="position"></param>
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// /// <param name="isFlying"></param>
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// public virtual void AgentCrossing(UUID agentID, Vector3 position, bool isFlying)
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// {
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// ScenePresence presence = GetScenePresence(agentID);
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// if (presence != null)
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// {
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// try
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// {
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// presence.MakeRootAgent(position, isFlying);
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// }
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// catch (Exception e)
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// {
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// m_log.ErrorFormat("[SCENE]: Unable to do agent crossing, exception {0}{1}", e.Message, e.StackTrace);
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// }
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// }
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// else
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// {
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// m_log.ErrorFormat(
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// "[SCENE]: Could not find presence for agent {0} crossing into scene {1}",
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// agentID, RegionInfo.RegionName);
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// }
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// }
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/// <summary>
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/// We've got an update about an agent that sees into this region,
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@ -4435,17 +4435,17 @@ namespace OpenSim.Region.Framework.Scenes
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/// <returns>true if we handled it.</returns>
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public virtual bool IncomingUpdateChildAgent(AgentPosition cAgentData)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
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// cAgentData.AgentID, Name, cAgentData.Position);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: IncomingChildAgentDataUpdate POSITION for {0} in {1}, position {2}",
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// cAgentData.AgentID, Name, cAgentData.Position);
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ScenePresence childAgentUpdate = GetScenePresence(cAgentData.AgentID);
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if (childAgentUpdate != null)
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{
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// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
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// // Only warn for now
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// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
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// childAgentUpdate.UUID, cAgentData.SessionID);
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// if (childAgentUpdate.ControllingClient.SessionId != cAgentData.SessionID)
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// // Only warn for now
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// m_log.WarnFormat("[SCENE]: Attempt at updating position of agent {0} with invalid session id {1}. Neighbor running older version?",
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// childAgentUpdate.UUID, cAgentData.SessionID);
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// I can't imagine *yet* why we would get an update if the agent is a root agent..
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// however to avoid a race condition crossing borders..
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@ -5163,15 +5163,15 @@ namespace OpenSim.Region.Framework.Scenes
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#endregion
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// Commented pending deletion since this method no longer appears to do anything at all
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// public bool NeedSceneCacheClear(UUID agentID)
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// {
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// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
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// if (inv == null)
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// return true;
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//
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// return inv.NeedSceneCacheClear(agentID, this);
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// }
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// Commented pending deletion since this method no longer appears to do anything at all
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// public bool NeedSceneCacheClear(UUID agentID)
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// {
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// IInventoryTransferModule inv = RequestModuleInterface<IInventoryTransferModule>();
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// if (inv == null)
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// return true;
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//
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// return inv.NeedSceneCacheClear(agentID, this);
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// }
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public void CleanTempObjects()
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{
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@ -5227,7 +5227,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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return health;
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// CheckHeartbeat();
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// CheckHeartbeat();
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return health;
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}
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@ -5419,14 +5419,14 @@ namespace OpenSim.Region.Framework.Scenes
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return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
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}
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// private void CheckHeartbeat()
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// {
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// if (m_firstHeartbeat)
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// return;
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//
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// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
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// StartTimer();
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// }
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// private void CheckHeartbeat()
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// {
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// if (m_firstHeartbeat)
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// return;
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//
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// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000)
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// StartTimer();
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// }
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public override ISceneObject DeserializeObject(string representation)
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{
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@ -5690,9 +5690,9 @@ namespace OpenSim.Region.Framework.Scenes
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g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
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// m_log.DebugFormat(
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// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
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// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
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// m_log.DebugFormat(
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// "[SCENE]: For {0} found AxisAlignedBoundingBoxRaw {1}, {2}",
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// g.Name, new Vector3(ominX, ominY, ominZ), new Vector3(omaxX, omaxY, omaxZ));
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ominX += vec.X;
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omaxX += vec.X;
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@ -5919,15 +5919,15 @@ namespace OpenSim.Region.Framework.Scenes
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if (presence.MovingToTarget)
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{
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double distanceToTarget = Util.GetDistanceTo(presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// m_log.DebugFormat(
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// "[SCENE]: Abs pos of {0} is {1}, target {2}, distance {3}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget, distanceToTarget);
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// Check the error term of the current position in relation to the target position
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if (distanceToTarget <= ScenePresence.SIGNIFICANT_MOVEMENT)
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{
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// We are close enough to the target
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// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
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// m_log.DebugFormat("[SCENEE]: Stopping autopilot of {0}", presence.Name);
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presence.Velocity = Vector3.Zero;
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presence.AbsolutePosition = presence.MoveToPositionTarget;
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@ -5946,23 +5946,23 @@ namespace OpenSim.Region.Framework.Scenes
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if (presence.LandAtTarget)
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presence.Flying = false;
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// Vector3 targetPos = presence.MoveToPositionTarget;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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// presence.Flying = false;
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// }
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// Vector3 targetPos = presence.MoveToPositionTarget;
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// float terrainHeight = (float)presence.Scene.Heightmap[(int)targetPos.X, (int)targetPos.Y];
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// if (targetPos.Z - terrainHeight < 0.2)
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// {
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// presence.Flying = false;
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// }
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}
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// m_log.DebugFormat(
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// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
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// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
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// m_log.DebugFormat(
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// "[SCENE]: AgentControlFlags {0}, MovementFlag {1} for {2}",
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// presence.AgentControlFlags, presence.MovementFlag, presence.Name);
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}
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else
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{
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// m_log.DebugFormat(
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// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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// m_log.DebugFormat(
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// "[SCENE]: Updating npc {0} at {1} for next movement to {2}",
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// presence.Name, presence.AbsolutePosition, presence.MoveToPositionTarget);
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Vector3 agent_control_v3 = new Vector3();
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presence.HandleMoveToTargetUpdate(1, ref agent_control_v3);
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