Update svn properties, minor formatting cleanup.
parent
7dce464113
commit
ecac5c9c5a
|
@ -590,7 +590,7 @@ namespace OpenSim.Grid.MessagingServer
|
||||||
// Process Response
|
// Process Response
|
||||||
Hashtable UserRespData = (Hashtable)UserResp.Value;
|
Hashtable UserRespData = (Hashtable)UserResp.Value;
|
||||||
// if we got a response, we were successful
|
// if we got a response, we were successful
|
||||||
if(!UserRespData.ContainsKey("responsestring"))
|
if (!UserRespData.ContainsKey("responsestring"))
|
||||||
success = false;
|
success = false;
|
||||||
}
|
}
|
||||||
catch
|
catch
|
||||||
|
|
|
@ -5715,8 +5715,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
|
|
||||||
List<UUID> returnIDs = new List<UUID>();
|
List<UUID> returnIDs = new List<UUID>();
|
||||||
|
|
||||||
foreach(ParcelSelectObjectsPacket.ReturnIDsBlock rb in
|
foreach (ParcelSelectObjectsPacket.ReturnIDsBlock rb in
|
||||||
selectPacket.ReturnIDs)
|
selectPacket.ReturnIDs)
|
||||||
{
|
{
|
||||||
returnIDs.Add(rb.ReturnID);
|
returnIDs.Add(rb.ReturnID);
|
||||||
}
|
}
|
||||||
|
|
|
@ -516,7 +516,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Friends
|
||||||
// if it's a local friend, we don't have to do the lookup
|
// if it's a local friend, we don't have to do the lookup
|
||||||
ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID);
|
ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID);
|
||||||
|
|
||||||
if(friendPresence != null)
|
if (friendPresence != null)
|
||||||
{
|
{
|
||||||
m_log.Debug("[FRIEND]: Local agent detected.");
|
m_log.Debug("[FRIEND]: Local agent detected.");
|
||||||
|
|
||||||
|
|
|
@ -966,7 +966,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public void Backup()
|
public void Backup()
|
||||||
{
|
{
|
||||||
lock(m_returns)
|
lock (m_returns)
|
||||||
{
|
{
|
||||||
EventManager.TriggerOnBackup(m_storageManager.DataStore);
|
EventManager.TriggerOnBackup(m_storageManager.DataStore);
|
||||||
m_backingup = false;
|
m_backingup = false;
|
||||||
|
@ -1003,7 +1003,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
|
|
||||||
public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
|
public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
|
||||||
{
|
{
|
||||||
lock(m_returns)
|
lock (m_returns)
|
||||||
{
|
{
|
||||||
if (m_returns.ContainsKey(agentID))
|
if (m_returns.ContainsKey(agentID))
|
||||||
{
|
{
|
||||||
|
@ -2428,7 +2428,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (regionInfo == null)
|
if (regionInfo == null)
|
||||||
{
|
{
|
||||||
regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
|
regionInfo = CommsManager.GridService.RequestNeighbourInfo(UserProfile.HomeRegion);
|
||||||
if(regionInfo != null) // home region can be away temporarily, too
|
if (regionInfo != null) // home region can be away temporarily, too
|
||||||
{
|
{
|
||||||
UserProfile.HomeRegionID = regionInfo.RegionID;
|
UserProfile.HomeRegionID = regionInfo.RegionID;
|
||||||
CommsManager.UserService.UpdateUserProfile(UserProfile);
|
CommsManager.UserService.UpdateUserProfile(UserProfile);
|
||||||
|
|
|
@ -593,9 +593,8 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
RegionHandle = m_scene.RegionInfo.RegionHandle;
|
RegionHandle = m_scene.RegionInfo.RegionHandle;
|
||||||
|
|
||||||
m_rootPart.ParentID = 0;
|
m_rootPart.ParentID = 0;
|
||||||
if (m_rootPart.LocalId==0)
|
if (m_rootPart.LocalId==0)
|
||||||
m_rootPart.LocalId = m_scene.AllocateLocalId();
|
m_rootPart.LocalId = m_scene.AllocateLocalId();
|
||||||
|
|
||||||
|
|
||||||
// No need to lock here since the object isn't yet in a scene
|
// No need to lock here since the object isn't yet in a scene
|
||||||
foreach (SceneObjectPart part in m_parts.Values)
|
foreach (SceneObjectPart part in m_parts.Values)
|
||||||
|
@ -603,7 +602,7 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
if (Object.ReferenceEquals(part, m_rootPart))
|
if (Object.ReferenceEquals(part, m_rootPart))
|
||||||
continue;
|
continue;
|
||||||
if (part.LocalId==0)
|
if (part.LocalId==0)
|
||||||
part.LocalId = m_scene.AllocateLocalId();
|
part.LocalId = m_scene.AllocateLocalId();
|
||||||
part.ParentID = m_rootPart.LocalId;
|
part.ParentID = m_rootPart.LocalId;
|
||||||
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
|
//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1244,7 +1244,7 @@ if (m_shape != null) {
|
||||||
if (userExposed)
|
if (userExposed)
|
||||||
dupe.ResetIDs(linkNum);
|
dupe.ResetIDs(linkNum);
|
||||||
|
|
||||||
// Move afterwards ResetIDs as it clears the localID
|
// Move afterwards ResetIDs as it clears the localID
|
||||||
dupe.LocalId = localID;
|
dupe.LocalId = localID;
|
||||||
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
|
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
|
||||||
dupe._lastOwnerID = ObjectOwner;
|
dupe._lastOwnerID = ObjectOwner;
|
||||||
|
@ -1928,7 +1928,7 @@ if (m_shape != null) {
|
||||||
{
|
{
|
||||||
UUID = UUID.Random();
|
UUID = UUID.Random();
|
||||||
LinkNum = linkNum;
|
LinkNum = linkNum;
|
||||||
LocalId = 0;
|
LocalId = 0;
|
||||||
|
|
||||||
ResetInventoryIDs();
|
ResetInventoryIDs();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue