Formatting cleanup.

This commit is contained in:
Jeff Ames
2008-08-18 00:39:10 +00:00
parent 531f6c01eb
commit 6ef9d4da90
208 changed files with 2980 additions and 3163 deletions

View File

@@ -94,7 +94,7 @@ namespace OpenSim.Region.Environment.Scenes
/// since the group's last persistent backup
/// </summary>
public bool HasGroupChanged = false;
public float scriptScore = 0f;
private LLVector3 lastPhysGroupPos;
@@ -115,7 +115,7 @@ namespace OpenSim.Region.Environment.Scenes
private bool m_scriptListens_notAtTarget = false;
#region Properties
/// <summary>
/// The name of an object grouping is always the same as its root part
/// </summary>
@@ -123,7 +123,7 @@ namespace OpenSim.Region.Environment.Scenes
{
get { return RootPart.Name; }
set { RootPart.Name = value; }
}
}
/// <summary>
/// Added because the Parcel code seems to use it
@@ -445,13 +445,13 @@ namespace OpenSim.Region.Environment.Scenes
}
more = !reader.EOF;
}
reader.Close();
sr.Close();
UpdateParentIDs();
}
/// <summary>
///
/// </summary>
@@ -468,14 +468,14 @@ namespace OpenSim.Region.Environment.Scenes
newPart.LinkNum = 0;
m_parts.Add(newPart.UUID, newPart);
SetPartAsRoot(newPart);
// one of these is a proxy.
if (shape.PCode != (byte)PCode.None && shape.PCode != (byte)PCode.ParticleSystem)
AttachToBackup();
//ApplyPhysics(scene.m_physicalPrim);
}
/// <summary>
///
/// </summary>
@@ -754,7 +754,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.ScheduleFullUpdate();
m_rootPart.ClearUndoState();
}
public void DetachToInventoryPrep()
{
ScenePresence avatar = m_scene.GetScenePresence(m_rootPart.AttachedAvatar);
@@ -873,11 +873,11 @@ namespace OpenSim.Region.Environment.Scenes
return m_scene.MaxUndoCount;
return 5;
}
// justincc: I don't believe this hack is needed any longer, especially since the physics
// justincc: I don't believe this hack is needed any longer, especially since the physics
// parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
// this method was preventing proper reload of scene objects.
// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
// dahlia: I had to uncomment it, without it meshing was failing on some prims and objects
// at region startup
public void ResetChildPrimPhysicsPositions()
{
@@ -926,20 +926,20 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void DeleteGroup()
{
// We need to keep track of this state in case this group is still queued for backup.
// We need to keep track of this state in case this group is still queued for backup.
// FIXME: This is a poor temporary solution, since it still leaves plenty of scope for race
// conditions where a user deletes an entity while it is being stored. Really, the update
// code needs a redesign.
// code needs a redesign.
m_isDeleted = true;
DetachFromBackup(this);
DetachFromBackup(this);
lock (m_parts)
{
foreach (SceneObjectPart part in m_parts.Values)
{
part.RemoveScriptInstances();
List<ScenePresence> avatars = Scene.GetScenePresences();
for (int i = 0; i < avatars.Count; i++)
{
@@ -951,12 +951,12 @@ namespace OpenSim.Region.Environment.Scenes
avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
}
}
m_rootPart = null;
m_parts.Clear();
m_parts.Clear();
}
}
public void FakeDeleteGroup()
{
foreach (SceneObjectPart part in m_parts.Values)
@@ -1034,7 +1034,7 @@ namespace OpenSim.Region.Environment.Scenes
lock (m_targets)
m_targets.Clear();
}
ScheduleGroupForFullUpdate();
}
@@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Environment.Scenes
{
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim);
}
// Hack to get the physics scene geometries in the right spot
ResetChildPrimPhysicsPositions();
}
@@ -1102,14 +1102,14 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
/// <param name="datastore"></param>
public void ProcessBackup(IRegionDataStore datastore)
{
{
if (HasGroupChanged)
{
// don't backup while it's selected or you're asking for changes mid stream.
if ((!IsSelected) && (RootPart != null))
{
m_log.InfoFormat(
"[SCENE]: Storing object {0}, {1} in {2}",
"[SCENE]: Storing object {0}, {1} in {2}",
Name, UUID, m_scene.RegionInfo.RegionName);
SceneObjectGroup backup_group = Copy(OwnerID, GroupID, false);
@@ -1236,7 +1236,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
}
// Now we've made a copy that replaces this one, we need to
// switch the owner to the person who did the copying
// Second Life copies an object and duplicates the first one in it's place
@@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.UpdateParentIDs();
dupe.HasGroupChanged = true;
dupe.AttachToBackup();
ScheduleGroupForFullUpdate();
}
@@ -1673,7 +1673,7 @@ namespace OpenSim.Region.Environment.Scenes
{
return true;
}
return false;
}
@@ -1695,7 +1695,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
return false;
}
@@ -2042,7 +2042,7 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdatePrimFlags(uint localID, ushort type, bool inUse, byte[] data)
{
SceneObjectPart selectionPart = GetChildPart(localID);
if (selectionPart != null)
{
lock (m_parts)
@@ -2164,7 +2164,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
}
//if (part.UUID != m_rootPart.UUID)
HasGroupChanged = true;
ScheduleGroupForFullUpdate();
@@ -2332,10 +2332,10 @@ namespace OpenSim.Region.Environment.Scenes
}
AbsolutePosition = pos;
HasGroupChanged = true;
}
//we need to do a terse update even if the move wasn't allowed
// so that the position is reset in the client (the object snaps back)
ScheduleGroupForTerseUpdate();
@@ -2349,7 +2349,7 @@ namespace OpenSim.Region.Environment.Scenes
public void UpdateSinglePosition(LLVector3 pos, uint localID)
{
SceneObjectPart part = GetChildPart(localID);
if (part != null)
{
if (part.UUID == m_rootPart.UUID)
@@ -2360,7 +2360,7 @@ namespace OpenSim.Region.Environment.Scenes
{
part.UpdateOffSet(pos);
}
HasGroupChanged = true;
}
}
@@ -2398,7 +2398,7 @@ namespace OpenSim.Region.Environment.Scenes
}
AbsolutePosition = newPos;
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
@@ -2426,7 +2426,7 @@ namespace OpenSim.Region.Environment.Scenes
m_rootPart.RotationOffset.Z);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
@@ -2447,7 +2447,7 @@ namespace OpenSim.Region.Environment.Scenes
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
}
AbsolutePosition = pos;
HasGroupChanged = true;
ScheduleGroupForTerseUpdate();
}
@@ -2684,7 +2684,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
}
/// <summary>
/// Set the user group to which this scene object belongs.
/// </summary>
@@ -2698,10 +2698,10 @@ namespace OpenSim.Region.Environment.Scenes
{
part.SetGroup(GroupID, client);
}
HasGroupChanged = true;
}
ScheduleGroupForFullUpdate();
}