Update svn properties, minor formatting cleanup.

0.6.1-post-fixes
Jeff Ames 2008-11-21 18:44:48 +00:00
parent 7dce464113
commit ecac5c9c5a
11 changed files with 43 additions and 44 deletions

View File

@ -590,7 +590,7 @@ namespace OpenSim.Grid.MessagingServer
// Process Response
Hashtable UserRespData = (Hashtable)UserResp.Value;
// if we got a response, we were successful
if(!UserRespData.ContainsKey("responsestring"))
if (!UserRespData.ContainsKey("responsestring"))
success = false;
}
catch

View File

@ -5715,7 +5715,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
List<UUID> returnIDs = new List<UUID>();
foreach(ParcelSelectObjectsPacket.ReturnIDsBlock rb in
foreach (ParcelSelectObjectsPacket.ReturnIDsBlock rb in
selectPacket.ReturnIDs)
{
returnIDs.Add(rb.ReturnID);

View File

@ -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
ScenePresence friendPresence = GetAnyPresenceFromAgentID(friendID);
if(friendPresence != null)
if (friendPresence != null)
{
m_log.Debug("[FRIEND]: Local agent detected.");

View File

@ -966,7 +966,7 @@ namespace OpenSim.Region.Environment.Scenes
/// <returns></returns>
public void Backup()
{
lock(m_returns)
lock (m_returns)
{
EventManager.TriggerOnBackup(m_storageManager.DataStore);
m_backingup = false;
@ -1003,7 +1003,7 @@ namespace OpenSim.Region.Environment.Scenes
public void AddReturn(UUID agentID, string objectName, Vector3 location, string reason)
{
lock(m_returns)
lock (m_returns)
{
if (m_returns.ContainsKey(agentID))
{
@ -2428,7 +2428,7 @@ namespace OpenSim.Region.Environment.Scenes
if (regionInfo == null)
{
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;
CommsManager.UserService.UpdateUserProfile(UserProfile);

View File

@ -596,7 +596,6 @@ namespace OpenSim.Region.Environment.Scenes
if (m_rootPart.LocalId==0)
m_rootPart.LocalId = m_scene.AllocateLocalId();
// No need to lock here since the object isn't yet in a scene
foreach (SceneObjectPart part in m_parts.Values)
{