Add copyright headers. Formatting cleanup.

This commit is contained in:
Jeff Ames
2009-09-03 02:04:17 +09:00
parent 8e7b385883
commit 56ddd6828c
6 changed files with 99 additions and 23 deletions

View File

@@ -1,4 +1,31 @@
using System;
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
@@ -343,13 +370,13 @@ namespace OpenSim.Region.CoreModules.World.Land
conn.RegionScene.PhysicsScene.Combine(null,Vector3.Zero,extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
lock(conn.RegionScene.NorthBorders)
lock (conn.RegionScene.NorthBorders)
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock(conn.RegionScene.EastBorders)
lock (conn.RegionScene.EastBorders)
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock(conn.RegionScene.WestBorders)
lock (conn.RegionScene.WestBorders)
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock(scene.SouthBorders)
lock (scene.SouthBorders)
scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
// Reset Terrain.. since terrain normally loads first.
@@ -400,32 +427,32 @@ namespace OpenSim.Region.CoreModules.World.Land
conn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents);
scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, Vector3.Zero);
lock(conn.RegionScene.NorthBorders)
lock (conn.RegionScene.NorthBorders)
if (conn.RegionScene.NorthBorders.Count == 1)// && 2)
{
//compound border
// already locked above
conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock(conn.RegionScene.EastBorders)
lock (conn.RegionScene.EastBorders)
conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock(conn.RegionScene.WestBorders)
lock (conn.RegionScene.WestBorders)
conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize;
}
lock(scene.SouthBorders)
lock (scene.SouthBorders)
scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south
lock(conn.RegionScene.EastBorders)
lock (conn.RegionScene.EastBorders)
if (conn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2)
{
conn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize;
lock(conn.RegionScene.NorthBorders)
lock (conn.RegionScene.NorthBorders)
conn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize;
lock(conn.RegionScene.SouthBorders)
lock (conn.RegionScene.SouthBorders)
conn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize;