From 30586b34f61ae945691694a75e8cb8b4477b6009 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Tue, 4 Jun 2024 09:01:10 +0100 Subject: [PATCH] replace Util.Clamp() --- OpenSim/Framework/RegionInfo.cs | 4 +- OpenSim/Framework/Util.cs | 1 + .../ClientStack/Linden/UDP/TokenBucket.cs | 2 +- .../World/Archiver/ArchiverModule.cs | 2 +- .../World/Warp3DMap/TerrainSplat.cs | 6 +-- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- .../Region/PhysicsModules/BulletS/BSMotors.cs | 2 +- .../Region/PhysicsModules/BulletS/BSPrim.cs | 2 +- .../BulletS/BSTerrainManager.cs | 8 +-- .../Shared/Api/Implementation/LSL_Api.cs | 52 +++++++++---------- .../Shared/Api/Implementation/OSSL_Api.cs | 6 +-- 11 files changed, 44 insertions(+), 43 deletions(-) diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs index 79ff06aba2..9cbedbee33 100755 --- a/OpenSim/Framework/RegionInfo.cs +++ b/OpenSim/Framework/RegionInfo.cs @@ -762,8 +762,8 @@ namespace OpenSim.Framework // There is a practical limit to region size. if (RegionSizeX > Constants.MaximumRegionSize || RegionSizeY > Constants.MaximumRegionSize) { - RegionSizeX = Util.Clamp(RegionSizeX, Constants.RegionSize, Constants.MaximumRegionSize); - RegionSizeY = Util.Clamp(RegionSizeY, Constants.RegionSize, Constants.MaximumRegionSize); + RegionSizeX = Math.Clamp(RegionSizeX, Constants.RegionSize, Constants.MaximumRegionSize); + RegionSizeY = Math.Clamp(RegionSizeY, Constants.RegionSize, Constants.MaximumRegionSize); m_log.ErrorFormat("{0} Region dimensions must be less than {1}. Clamping {2}'s size to <{3},{4}>", LogHeader, Constants.MaximumRegionSize, m_regionName, RegionSizeX, RegionSizeY); } diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index daa7846a70..011fa8eff0 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -659,6 +659,7 @@ namespace OpenSim.Framework return true; } + //obsolete use Math.Clamp [MethodImpl(MethodImplOptions.AggressiveInlining)] public static T Clamp(T x, T min, T max) where T : IComparable diff --git a/OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs b/OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs index b1082c1e4a..750096de7d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs @@ -349,7 +349,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP get { return m_dripRate; } set { - m_dripRate = OpenSim.Framework.Util.Clamp(value, m_minimumFlow, MaxDripRate); + m_dripRate = Math.Clamp(value, m_minimumFlow, MaxDripRate); if (m_parent != null) m_parent.RegisterRequest(this, m_dripRate); diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs index 4810029ba3..65aefc6076 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiverModule.cs @@ -152,7 +152,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver return; } //pass this in as degrees now, convert to radians later during actual work phase - rotation = Util.Clamp(rotation, -359f, 359f); + rotation = Math.Clamp(rotation, -359f, 359f); }); options.Add("rotation-center=", delegate(string v) { diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index 69426032ba..2154f1dc82 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs @@ -232,9 +232,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap detailTexture[t].UnlockBits(bmdata); detailTexture[t].Dispose(); - mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255); - mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255); - mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255); + mapColorsRed[t] = (byte)Math.Clamp(cR / npixeis, 0 , 255); + mapColorsGreen[t] = (byte)Math.Clamp(cG / npixeis, 0 , 255); + mapColorsBlue[t] = (byte)Math.Clamp(cB / npixeis, 0 , 255); } } else diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 59a913769e..c4dc47e594 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -1875,7 +1875,7 @@ namespace OpenSim.Region.Framework.Scenes nowMS = Util.GetTimeStampMS(); sleepMS = (float)(nowMS - lastMS); sleepError = sleepMS - frameMS; - Util.Clamp(sleepError, 0.0f, 20f); + sleepError = Math.Clamp(sleepError, 0.0f, 20f); frameMS = (float)(nowMS - framestart); } else diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs index bd289e133c..52cead3892 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs @@ -408,7 +408,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS get { return base.Efficiency; } set { - base.Efficiency = Util.Clamp(value, 0f, 1f); + base.Efficiency = Math.Clamp(value, 0f, 1f); // Compute factors based on efficiency. // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs index 8918a9e70b..3231767cc7 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs @@ -1606,7 +1606,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS returnMass = Density * BSParam.DensityScaleFactor * volume; - returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); + returnMass = Math.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs index dc7d6470da..7f71e7e8b9 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs @@ -363,8 +363,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS // First, base addresses are never negative so correct for that possible problem. if (ret.X < 0f || ret.Y < 0f) { - ret.X = Util.Clamp(ret.X, 0f, 1000000f); - ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); + ret.X = Math.Clamp(ret.X, 0f, 1000000f); + ret.Y = Math.Clamp(ret.Y, 0f, 1000000f); DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,zeroingNegXorY,oldPos={1},newPos={2}", BSScene.DetailLogZero, pPos, ret); } @@ -510,8 +510,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS return ret; // Just some sanity - ret.X = Util.Clamp(ret.X, 0f, 1000000f); - ret.Y = Util.Clamp(ret.Y, 0f, 1000000f); + ret.X = Math.Clamp(ret.X, 0f, 1000000f); + ret.Y = Math.Clamp(ret.Y, 0f, 1000000f); ret.Z = 0f; lock (m_terrains) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7cd4573ad7..9fb07d5bcb 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -6237,8 +6237,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api float rsy = World.RegionInfo.RegionSizeY; // can understand what sl does if position is not in region, so do something :) - float px = (float)Util.Clamp(pos.x, 0.5, rsx - 0.5); - float py = (float)Util.Clamp(pos.y, 0.5, rsy - 0.5); + float px = Math.Clamp((float)pos.x, 0.5f, rsx - 0.5f); + float py = Math.Clamp((float)pos.y, 0.5f, rsy - 0.5f); float ex, ey; @@ -10247,10 +10247,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_List(); } - float repeatX = (float)Util.Clamp(mnrepeat.x,-100.0, 100.0); - float repeatY = (float)Util.Clamp(mnrepeat.y,-100.0, 100.0); - float offsetX = (float)Util.Clamp(mnoffset.x, 0, 1.0); - float offsetY = (float)Util.Clamp(mnoffset.y, 0, 1.0); + float repeatX = Math.Clamp((float)mnrepeat.x,-100.0f, 100.0f); + float repeatY = Math.Clamp((float)mnrepeat.y,-100.0f, 100.0f); + float offsetX = Math.Clamp((float)mnoffset.x, 0f, 1.0f); + float offsetY = Math.Clamp((float)mnoffset.y, 0f, 1.0f); materialChanged |= SetMaterialNormalMap(part, face, mapID, repeatX, repeatY, offsetX, offsetY, mnrot); break; @@ -10349,15 +10349,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return new LSL_List(); } - float srepeatX = (float)Util.Clamp(msrepeat.x, -100.0, 100.0); - float srepeatY = (float)Util.Clamp(msrepeat.y, -100.0, 100.0); - float soffsetX = (float)Util.Clamp(msoffset.x, -1.0, 1.0); - float soffsetY = (float)Util.Clamp(msoffset.y, -1.0, 1.0); - byte colorR = (byte)(255.0 * Util.Clamp(mscolor.x, 0, 1.0) + 0.5); - byte colorG = (byte)(255.0 * Util.Clamp(mscolor.y, 0, 1.0) + 0.5); - byte colorB = (byte)(255.0 * Util.Clamp(mscolor.z, 0, 1.0) + 0.5); - byte gloss = (byte)Util.Clamp((int)msgloss, 0, 255); - byte env = (byte)Util.Clamp((int)msenv, 0, 255); + float srepeatX = Math.Clamp((float)msrepeat.x, -100.0f, 100.0f); + float srepeatY = Math.Clamp((float)msrepeat.y, -100.0f, 100.0f); + float soffsetX = Math.Clamp((float)msoffset.x, -1.0f, 1.0f); + float soffsetY = Math.Clamp((float)msoffset.y, -1.0f, 1.0f); + byte colorR = (byte)(255.0f * Math.Clamp((float)mscolor.x, 0f, 1.0f) + 0.5f); + byte colorG = (byte)(255.0f * Math.Clamp((float)mscolor.y, 0f, 1.0f) + 0.5f); + byte colorB = (byte)(255.0f * Math.Clamp((float)mscolor.z, 0f, 1.0f) + 0.5f); + byte gloss = (byte)Math.Clamp((int)msgloss, 0, 255); + byte env = (byte)Math.Clamp((int)msenv, 0, 255); materialChanged |= SetMaterialSpecMap(part, face, smapID, srepeatX, srepeatY, soffsetX, soffsetY, msrot, colorR, colorG, colorB, gloss, env); @@ -10426,9 +10426,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { part.Shape.ProjectionEntry = true; part.Shape.ProjectionTextureUUID = stexID; - part.Shape.ProjectionFOV = Util.Clamp(fov, 0, 3.0f); - part.Shape.ProjectionFocus = Util.Clamp(focus, -20.0f, 20.0f); - part.Shape.ProjectionAmbiance = Util.Clamp(amb, 0, 1.0f); + part.Shape.ProjectionFOV = Math.Clamp(fov, 0, 3.0f); + part.Shape.ProjectionFocus = Math.Clamp(focus, -20.0f, 20.0f); + part.Shape.ProjectionAmbiance = Math.Clamp(amb, 0, 1.0f); part.ParentGroup.HasGroupChanged = true; part.ScheduleFullUpdate(); @@ -16586,32 +16586,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api int yInt = (int)yPos; // Corner 1 of 1x1 rectangle - int x = Util.Clamp(xInt+1, 0, World.Heightmap.Width - 1); - int y = Util.Clamp(yInt+1, 0, World.Heightmap.Height - 1); + int x = Math.Clamp(xInt+1, 0, World.Heightmap.Width - 1); + int y = Math.Clamp(yInt+1, 0, World.Heightmap.Height - 1); Vector3 pos1 = new(x, y, (float)World.Heightmap[x, y]); // Adjust bounding box zLower = Math.Min(zLower, pos1.Z); zUpper = Math.Max(zUpper, pos1.Z); // Corner 2 of 1x1 rectangle - x = Util.Clamp(xInt, 0, World.Heightmap.Width - 1); - y = Util.Clamp(yInt+1, 0, World.Heightmap.Height - 1); + x = Math.Clamp(xInt, 0, World.Heightmap.Width - 1); + y = Math.Clamp(yInt+1, 0, World.Heightmap.Height - 1); Vector3 pos2 = new(x, y, (float)World.Heightmap[x, y]); // Adjust bounding box zLower = Math.Min(zLower, pos2.Z); zUpper = Math.Max(zUpper, pos2.Z); // Corner 3 of 1x1 rectangle - x = Util.Clamp(xInt, 0, World.Heightmap.Width - 1); - y = Util.Clamp(yInt, 0, World.Heightmap.Height - 1); + x = Math.Clamp(xInt, 0, World.Heightmap.Width - 1); + y = Math.Clamp(yInt, 0, World.Heightmap.Height - 1); Vector3 pos3 = new(x, y, (float)World.Heightmap[x, y]); // Adjust bounding box zLower = Math.Min(zLower, pos3.Z); zUpper = Math.Max(zUpper, pos3.Z); // Corner 4 of 1x1 rectangle - x = Util.Clamp(xInt+1, 0, World.Heightmap.Width - 1); - y = Util.Clamp(yInt, 0, World.Heightmap.Height - 1); + x = Math.Clamp(xInt+1, 0, World.Heightmap.Width - 1); + y = Math.Clamp(yInt, 0, World.Heightmap.Height - 1); Vector3 pos4 = new(x, y, (float)World.Heightmap[x, y]); // Adjust bounding box zLower = Math.Min(zLower, pos4.Z); diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs index 1ccbc4c7d2..6604c15d14 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs @@ -3968,9 +3968,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api obj.Shape.ProjectionEntry = true; obj.Shape.ProjectionTextureUUID = texID; - obj.Shape.ProjectionFOV = Util.Clamp((float)fov, 0, 3.0f); - obj.Shape.ProjectionFocus = Util.Clamp((float)focus, -20.0f, 20.0f); - obj.Shape.ProjectionAmbiance = Util.Clamp((float)amb, 0, 1.0f); + obj.Shape.ProjectionFOV = Math.Clamp((float)fov, 0, 3.0f); + obj.Shape.ProjectionFocus = Math.Clamp((float)focus, -20.0f, 20.0f); + obj.Shape.ProjectionAmbiance = Math.Clamp((float)amb, 0, 1.0f); obj.ParentGroup.HasGroupChanged = true; obj.ScheduleFullUpdate();