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

View File

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