sop: rename a few fields

0.9.1.0-post-fixes
UbitUmarov 2019-04-30 22:56:31 +01:00
parent 15dd033490
commit e9587c8835
2 changed files with 32 additions and 32 deletions

View File

@ -770,9 +770,9 @@ namespace OpenSim.Region.Framework.Scenes
} }
if(av.IsNPC) if(av.IsNPC)
av.crossingFlags = 0; av.m_crossingFlags = 0;
else else
av.crossingFlags = cflags; av.m_crossingFlags = cflags;
av.PrevSitOffset = av.OffsetPosition; av.PrevSitOffset = av.OffsetPosition;
av.ParentID = 0; av.ParentID = 0;
@ -821,7 +821,7 @@ namespace OpenSim.Region.Framework.Scenes
if(entityTransfer.CrossAgentCreateFarChild(av,destination, newpos, ctx)) if(entityTransfer.CrossAgentCreateFarChild(av,destination, newpos, ctx))
crossedfar = true; crossedfar = true;
else else
av.crossingFlags = 0; av.m_crossingFlags = 0;
} }
if(crossedfar) if(crossedfar)
@ -834,7 +834,7 @@ namespace OpenSim.Region.Framework.Scenes
av.IsInTransit = true; av.IsInTransit = true;
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val); m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
if(av.crossingFlags > 0) if(av.m_crossingFlags > 0)
entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, false, ctx); entityTransfer.CrossAgentToNewRegionAsync(av, newpos, destination, false, ctx);
if (av.IsChildAgent) if (av.IsChildAgent)
@ -849,7 +849,7 @@ namespace OpenSim.Region.Framework.Scenes
av.ParentPart = null; av.ParentPart = null;
// In any case // In any case
av.IsInTransit = false; av.IsInTransit = false;
av.crossingFlags = 0; av.m_crossingFlags = 0;
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", av.Firstname, av.Lastname); m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", av.Firstname, av.Lastname);
} }
else else
@ -865,7 +865,7 @@ namespace OpenSim.Region.Framework.Scenes
oldp.X = Util.Clamp<float>(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f); oldp.X = Util.Clamp<float>(oldp.X, 0.5f, sog.m_scene.RegionInfo.RegionSizeX - 0.5f);
oldp.Y = Util.Clamp<float>(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f); oldp.Y = Util.Clamp<float>(oldp.Y, 0.5f, sog.m_scene.RegionInfo.RegionSizeY - 0.5f);
av.AbsolutePosition = oldp; av.AbsolutePosition = oldp;
av.crossingFlags = 0; av.m_crossingFlags = 0;
av.sitAnimation = "SIT"; av.sitAnimation = "SIT";
av.IsInTransit = false; av.IsInTransit = false;
if(av.Animator!= null) if(av.Animator!= null)
@ -926,7 +926,7 @@ namespace OpenSim.Region.Framework.Scenes
ScenePresence av = avinfo.av; ScenePresence av = avinfo.av;
av.ParentUUID = UUID.Zero; av.ParentUUID = UUID.Zero;
av.ParentID = avinfo.ParentID; av.ParentID = avinfo.ParentID;
av.crossingFlags = 0; av.m_crossingFlags = 0;
} }
} }
avsToCross.Clear(); avsToCross.Clear();

View File

@ -601,9 +601,9 @@ namespace OpenSim.Region.Framework.Scenes
public string Firstname { get; private set; } public string Firstname { get; private set; }
public string Lastname { get; private set; } public string Lastname { get; private set; }
public bool haveGroupInformation; public bool m_haveGroupInformation;
public bool gotCrossUpdate; public bool m_gotCrossUpdate;
public byte crossingFlags; public byte m_crossingFlags;
public string Grouptitle public string Grouptitle
{ {
@ -1322,7 +1322,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
part.AddSittingAvatar(this); part.AddSittingAvatar(this);
// if not actually on the target invalidate it // if not actually on the target invalidate it
if(gotCrossUpdate && (crossingFlags & 0x04) == 0) if(m_gotCrossUpdate && (m_crossingFlags & 0x04) == 0)
part.SitTargetAvatar = UUID.Zero; part.SitTargetAvatar = UUID.Zero;
ParentID = part.LocalId; ParentID = part.LocalId;
@ -1604,9 +1604,9 @@ namespace OpenSim.Region.Framework.Scenes
public void MakeChildAgent(ulong newRegionHandle) public void MakeChildAgent(ulong newRegionHandle)
{ {
m_updateAgentReceivedAfterTransferEvent.Reset(); m_updateAgentReceivedAfterTransferEvent.Reset();
haveGroupInformation = false; m_haveGroupInformation = false;
gotCrossUpdate = false; m_gotCrossUpdate = false;
crossingFlags = 0; m_crossingFlags = 0;
m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd; m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
RegionHandle = newRegionHandle; RegionHandle = newRegionHandle;
@ -2152,7 +2152,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsNPC) if (!IsNPC)
{ {
if (!haveGroupInformation) if (!m_haveGroupInformation)
{ {
IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
if (gm != null) if (gm != null)
@ -2171,9 +2171,9 @@ namespace OpenSim.Region.Framework.Scenes
} }
if (m_teleportFlags > 0) if (m_teleportFlags > 0)
gotCrossUpdate = false; // sanity check m_gotCrossUpdate = false; // sanity check
if (!gotCrossUpdate) if (!m_gotCrossUpdate)
RotateToLookAt(look); RotateToLookAt(look);
m_previusParcelHide = false; m_previusParcelHide = false;
@ -2185,7 +2185,7 @@ namespace OpenSim.Region.Framework.Scenes
m_inTransit = false; m_inTransit = false;
// Tell the client that we're ready to send rest // Tell the client that we're ready to send rest
if (!gotCrossUpdate) if (!m_gotCrossUpdate)
{ {
m_gotRegionHandShake = false; // allow it if not a crossing m_gotRegionHandShake = false; // allow it if not a crossing
ControllingClient.SendRegionHandshake(); ControllingClient.SendRegionHandshake();
@ -2197,7 +2197,7 @@ namespace OpenSim.Region.Framework.Scenes
if(!IsNPC) if(!IsNPC)
{ {
if( ParentPart != null && (crossingFlags & 0x08) != 0) if( ParentPart != null && (m_crossingFlags & 0x08) != 0)
{ {
ParentPart.ParentGroup.SendFullAnimUpdateToClient(ControllingClient); ParentPart.ParentGroup.SendFullAnimUpdateToClient(ControllingClient);
} }
@ -2221,13 +2221,13 @@ namespace OpenSim.Region.Framework.Scenes
GodController.SyncViewerState(); GodController.SyncViewerState();
// start sending terrain patchs // start sending terrain patchs
if (!gotCrossUpdate) if (!m_gotCrossUpdate)
Scene.SendLayerData(ControllingClient); Scene.SendLayerData(ControllingClient);
// send initial land overlay and parcel // send initial land overlay and parcel
ILandChannel landch = m_scene.LandChannel; ILandChannel landch = m_scene.LandChannel;
if (landch != null) if (landch != null)
landch.sendClientInitialLandInfo(client, !gotCrossUpdate); landch.sendClientInitialLandInfo(client, !m_gotCrossUpdate);
} }
List<ScenePresence> allpresences = m_scene.GetScenePresences(); List<ScenePresence> allpresences = m_scene.GetScenePresences();
@ -2318,7 +2318,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!IsNPC) if (!IsNPC)
{ {
if(gotCrossUpdate) if(m_gotCrossUpdate)
{ {
SendOtherAgentsAvatarFullToMe(); SendOtherAgentsAvatarFullToMe();
@ -2356,7 +2356,7 @@ namespace OpenSim.Region.Framework.Scenes
IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
if (friendsModule != null) if (friendsModule != null)
{ {
if(gotCrossUpdate) if(m_gotCrossUpdate)
friendsModule.IsNowRoot(this); friendsModule.IsNowRoot(this);
else else
friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
@ -2367,9 +2367,9 @@ namespace OpenSim.Region.Framework.Scenes
} }
finally finally
{ {
haveGroupInformation = false; m_haveGroupInformation = false;
gotCrossUpdate = false; m_gotCrossUpdate = false;
crossingFlags = 0; m_crossingFlags = 0;
m_inTransit = false; m_inTransit = false;
} }
@ -4910,7 +4910,7 @@ namespace OpenSim.Region.Framework.Scenes
if(isCrossUpdate) if(isCrossUpdate)
{ {
cAgent.CrossingFlags = crossingFlags; cAgent.CrossingFlags = m_crossingFlags;
cAgent.CrossingFlags |= 1; cAgent.CrossingFlags |= 1;
cAgent.CrossExtraFlags = 0; cAgent.CrossExtraFlags = 0;
if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0) if((LastCommands & ScriptControlled.CONTROL_LBUTTON) != 0)
@ -5047,9 +5047,9 @@ namespace OpenSim.Region.Framework.Scenes
if (cAgent.MotionState != 0) if (cAgent.MotionState != 0)
Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState; Animator.currentControlState = (ScenePresenceAnimator.motionControlStates) cAgent.MotionState;
crossingFlags = cAgent.CrossingFlags; m_crossingFlags = cAgent.CrossingFlags;
gotCrossUpdate = (crossingFlags != 0); m_gotCrossUpdate = (m_crossingFlags != 0);
if(gotCrossUpdate) if(m_gotCrossUpdate)
{ {
LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON); LastCommands &= ~(ScriptControlled.CONTROL_LBUTTON | ScriptControlled.CONTROL_ML_LBUTTON);
if((cAgent.CrossExtraFlags & 1) != 0) if((cAgent.CrossExtraFlags & 1) != 0)
@ -5059,11 +5059,11 @@ namespace OpenSim.Region.Framework.Scenes
MouseDown = (cAgent.CrossExtraFlags & 3) != 0; MouseDown = (cAgent.CrossExtraFlags & 3) != 0;
} }
haveGroupInformation = false; m_haveGroupInformation = false;
// using this as protocol detection don't want to mess with the numbers for now // using this as protocol detection don't want to mess with the numbers for now
if(cAgent.ActiveGroupTitle != null) if(cAgent.ActiveGroupTitle != null)
{ {
haveGroupInformation = true; m_haveGroupInformation = true;
COF = cAgent.agentCOF; COF = cAgent.agentCOF;
if(ControllingClient.IsGroupMember(cAgent.ActiveGroupID)) if(ControllingClient.IsGroupMember(cAgent.ActiveGroupID))
{ {