minor cosmetics

This commit is contained in:
UbitUmarov
2021-02-12 13:04:07 +00:00
parent 1610c3f741
commit ae66db0430

View File

@@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_physicsEnabled;
/// <summary>
/// If false then scripts are not enabled on the smiulator
/// If false then scripts are not enabled on the simulator
/// </summary>
public bool ScriptsEnabled
{
@@ -1067,9 +1067,8 @@ namespace OpenSim.Region.Framework.Scenes
string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"};
string grant
= Util.GetConfigVarFromSections<string>(
config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
string grant = Util.GetConfigVarFromSections<string>(
config, "AllowedClients", possibleAccessControlConfigSections, string.Empty);
if (grant.Length > 0)
{
@@ -1079,9 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
grant
= Util.GetConfigVarFromSections<string>(
config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
grant = Util.GetConfigVarFromSections<string>(config, "DeniedClients", possibleAccessControlConfigSections, String.Empty);
// Deal with the mess of someone having used a different word at some point
if (grant == String.Empty)
grant = Util.GetConfigVarFromSections<string>(
@@ -3165,9 +3162,7 @@ namespace OpenSim.Region.Framework.Scenes
// In the future this can be relieved once locking per agent (not necessarily on AgentCircuitData) is improved.
lock (aCircuit)
{
vialogin
= (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
|| (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
vialogin = (aCircuit.teleportFlags & (uint)(Constants.TeleportFlags.ViaHGLogin | Constants.TeleportFlags.ViaLogin)) != 0;
CheckHeartbeat();
@@ -4062,9 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
// We need to ensure that we are not already removing the scene presence before we ask it not to be
// closed.
if (sp != null && !sp.IsDeleted && sp.IsChildAgent
&& (sp.LifecycleState == ScenePresenceState.Running
|| sp.LifecycleState == ScenePresenceState.PreRemove))
if (sp != null && !sp.IsDeleted && sp.IsChildAgent &&
(sp.LifecycleState == ScenePresenceState.Running || sp.LifecycleState == ScenePresenceState.PreRemove))
{
m_log.DebugFormat(
"[SCENE]: Reusing existing child scene presence for {0}, state {1} in {2}",