Formatting cleanup.

This commit is contained in:
Jeff Ames
2008-05-16 01:22:11 +00:00
parent e25818d832
commit 65c5efe43b
261 changed files with 3718 additions and 3831 deletions

View File

@@ -41,7 +41,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
//Only one of these can be used.
public const float BAN_LINE_SAFETY_HIEGHT = 100;
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
@@ -584,7 +584,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
remote_client.sendLandParcelOverlay(byteArray, sequenceID);
byteArrayCount = 0;
byteArrayCount = 0;
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
@@ -655,7 +655,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
{
landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
}
@@ -870,7 +870,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
public void handleAnyClientMovement(ScenePresence avatar)
//Like handleSignificantClientMovement, but called with an AgentUpdate regardless of distance.
//Like handleSignificantClientMovement, but called with an AgentUpdate regardless of distance.
{
ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (over != null)

View File

@@ -622,7 +622,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <summary>
/// Notify the parcel owner each avatar that owns prims situated on their land. This notification includes
/// aggreagete details such as the number of prims.
///
///
/// </summary>
/// <param name="remote_client">
/// A <see cref="IClientAPI"/>

View File

@@ -47,7 +47,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#region Constants
// These are here for testing. They will be taken out
//private uint PERM_ALL = (uint)2147483647;
private uint PERM_COPY = (uint)32768;
//private uint PERM_MODIFY = (uint)16384;
@@ -59,7 +59,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
private bool m_bypassPermissionsValue = true;
private bool m_debugPermissions = false;
@@ -126,18 +126,18 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
public void Initialise(Scene scene, IConfigSource config)
{
m_scene = scene;
IConfig myConfig = config.Configs["Startup"];
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
List<string> modules=new List<string>(permissionModules.Split(','));
string permissionModules = myConfig.GetString("permissionmodules", "DefaultPermissionsModule");
if(!modules.Contains("DefaultPermissionsModule"))
return;
List<string> modules=new List<string>(permissionModules.Split(','));
if (!modules.Contains("DefaultPermissionsModule"))
return;
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_bypassPermissions = !myConfig.GetBoolean("serverside_object_permissions", true);
m_scene.RegisterModuleInterface<IScenePermissions>(this);
//Register functions with Scene External Checks!
@@ -212,7 +212,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
get { return false; }
}
#endregion
#endregion
#region Helper Functions
protected void SendPermissionError(LLUUID user, string reason)
@@ -252,38 +252,38 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
}
#endregion
public bool PropagatePermissions()
{
return false;
}
public bool PropagatePermissions()
{
return false;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public bool BypassPermissions()
{
return m_bypassPermissions;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
public void SetBypassPermissions(bool value)
{
m_bypassPermissions=value;
}
#region Object Permissions
public uint GenerateClientFlags(LLUUID user, LLUUID objID)
{
// Here's the way this works,
// Here's the way this works,
// ObjectFlags and Permission flags are two different enumerations
// ObjectFlags, however, tells the client to change what it will allow the user to do.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// So, that means that all of the permissions type ObjectFlags are /temporary/ and only
// supposed to be set when customizing the objectflags for the client.
// These temporary objectflags get computed and added in this function based on the
// These temporary objectflags get computed and added in this function based on the
// Permission mask that's appropriate!
// Outside of this method, they should never be added to objectflags!
// -teravus
SceneObjectPart task=m_scene.GetSceneObjectPart(objID);
// this shouldn't ever happen.. return no permissions/objectflags.
if (task == null)
return (uint)0;
@@ -292,7 +292,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
LLUUID objectOwner = task.OwnerID;
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// Remove any of the objectFlags that are temporary. These will get added back if appropriate
// in the next bit of code
objflags &= (uint)
@@ -354,7 +354,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
private uint ApplyObjectModifyMasks(uint setPermissionMask, uint objectFlagsMask)
{
// We are adding the temporary objectflags to the object's objectflags based on the
// We are adding the temporary objectflags to the object's objectflags based on the
// permission flag given. These change the F flags on the client.
if ((setPermissionMask & (uint)PermissionMask.Copy) != 0)
@@ -404,7 +404,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// People shouldn't be able to do anything with locked objects, except the Administrator
// The 'set permissions' runs through a different permission check, so when an object owner
// The 'set permissions' runs through a different permission check, so when an object owner
// sets an object locked, the only thing that they can do is unlock it.
//
// Nobody but the object owner can set permissions on an object
@@ -458,7 +458,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
bool permission = false;
string reason = "Only registered users may communicate with another account.";
if (IsAdministrator(user))
permission = true;
@@ -521,7 +521,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return GenericParcelPermission(user, parcel);
}
#endregion
#region Permission Checks
private bool CanAbandonParcel(LLUUID user, ILandObject parcel, Scene scene)
{
@@ -607,7 +607,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return GenericCommunicationPermission(user, target);
}
@@ -632,8 +632,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return false;
}
// The client
// may request to edit linked parts, and therefore, it needs
// The client
// may request to edit linked parts, and therefore, it needs
// to also check for SceneObjectPart
// If it's not an object, we cant edit it.
@@ -647,7 +647,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
@@ -682,12 +682,12 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
// This is an exception to the generic object permission.
// Administrators who lock their objects should not be able to move them,
// Administrators who lock their objects should not be able to move them,
// however generic object permission should return true.
// This keeps locked objects from being affected by random click + drag actions by accident
// and allows the administrator to grab or delete a locked object.
// Administrators and estate managers are still able to click+grab locked objects not
// Administrators and estate managers are still able to click+grab locked objects not
// owned by them in the scene
// This is by design.
@@ -834,7 +834,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
SceneObjectGroup task = (SceneObjectGroup)m_scene.Entities[objectID];
LLUUID taskOwner = null;
// Added this because at this point in time it wouldn't be wise for
// Added this because at this point in time it wouldn't be wise for
// the administrator object permissions to take effect.
LLUUID objectOwner = task.OwnerID;
@@ -895,61 +895,61 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#endregion
public bool CanLinkObject(LLUUID userID, LLUUID objectID)
{
public bool CanLinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanDelinkObject(LLUUID userID, LLUUID objectID)
{
public bool CanDelinkObject(LLUUID userID, LLUUID objectID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanBuyLand(LLUUID userID, ILandObject parcel, Scene scene)
{
public bool CanBuyLand(LLUUID userID, ILandObject parcel, Scene scene)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanCopyInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
public bool CanCopyInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanDeleteInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
public bool CanDeleteInventory(LLUUID itemID, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanCreateInventory(uint invType, LLUUID objectID, LLUUID userID)
{
public bool CanCreateInventory(uint invType, LLUUID objectID, LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
public bool CanTeleport(LLUUID userID)
{
public bool CanTeleport(LLUUID userID)
{
DebugPermissionInformation(MethodInfo.GetCurrentMethod().Name);
if (m_bypassPermissions) return m_bypassPermissionsValue;
return true;
}
return true;
}
}

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@@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules
// Current time in elpased seconds since Jan 1st 1970
private ulong CurrentTime
{
get {
get {
return (ulong)(((System.DateTime.Now.Ticks) - TicksToEpoch + TicksOffset)/10000000);
}
}
@@ -118,7 +118,7 @@ namespace OpenSim.Region.Environment.Modules
TimeZone local = TimeZone.CurrentTimeZone;
TicksOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks;
m_log.Debug("[SUN] localtime offset is " + TicksOffset);
// Align ticks with Second Life
@@ -246,7 +246,7 @@ namespace OpenSim.Region.Environment.Modules
avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
}
// set estate settings for region access to sun position
// set estate settings for region access to sun position
m_scene.RegionInfo.EstateSettings.sunPosition = Position;
}
@@ -281,7 +281,7 @@ namespace OpenSim.Region.Environment.Modules
Position = LLVector3.Rot(Position,Tilt);
// Finally we shift the axis so that more of the
// Finally we shift the axis so that more of the
// circle is above the horizon than below. This
// makes the nights shorter than the days.

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@@ -31,9 +31,9 @@ using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
{
/// <summary>
/// A generic windows bitmap loader.
/// A generic windows bitmap loader.
/// Should be capable of handling 24-bit RGB images.
///
///
/// Uses the System.Drawing filesystem loader.
/// </summary>
internal class BMP : GenericSystemDrawing

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@@ -33,7 +33,7 @@ using OpenSim.Region.Environment.Interfaces;
namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
{
/// <summary>
/// A virtual class designed to have methods overloaded,
/// A virtual class designed to have methods overloaded,
/// this class provides an interface for a generic image
/// saving and loading mechanism, but does not specify the
/// format. It should not be insubstantiated directly.
@@ -99,7 +99,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
}
/// <summary>
/// Protected method, generates a grayscale bitmap
/// Protected method, generates a grayscale bitmap
/// image from a specified terrain channel.
/// </summary>
/// <param name="map">The terrain channel to export to bitmap</param>
@@ -134,7 +134,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.FileLoaders
}
/// <summary>
/// Protected method, generates a coloured bitmap
/// Protected method, generates a coloured bitmap
/// image from a specified terrain channel.
/// </summary>
/// <param name="map">The terrain channel to export to bitmap</param>

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@@ -43,14 +43,14 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
double sum = 0.0;
double step2 = 0.0;
// compute delta map
// compute delta map
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
sum += map[x, y] * z;
step2 += z;
@@ -60,14 +60,14 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
double avg = sum / step2;
// blend in map
// blend in map
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength) * duration;
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
if (z > 1.0)
z = 1.0;

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@@ -32,8 +32,8 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
{
/// <summary>
/// Speed-Optimised Hybrid Erosion Brush
///
/// As per Jacob Olsen's Paper
///
/// As per Jacob Olsen's Paper
/// http://www.oddlabs.com/download/terrain_generation.pdf
/// </summary>
public class OlsenSphere : ITerrainPaintableEffect
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;

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@@ -43,14 +43,14 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
double area = strength;
double step = strength / 4.0;
// compute delta map
// compute delta map
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
double average = 0.0;
int avgsteps = 0;
@@ -69,14 +69,14 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
}
}
}
// blend in map
// blend in map
for (x = 0; x < map.Width; x++)
{
for (y = 0; y < map.Height; y++)
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
double da = z;
double a = (map[x, y] - tweak[x, y]) * da;

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@@ -160,7 +160,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes
{
double z = TerrainUtil.SphericalFactor(x, y, rx, ry, strength);
if (z > 0) // add in non-zero amount
if (z > 0) // add in non-zero amount
{
const int NEIGHBOUR_ME = 4;
const int NEIGHBOUR_MAX = 9;