diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index dd051c267b..dea09604dc 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -126,7 +126,7 @@ namespace OpenSim.Region.Framework.Scenes private bool m_physicsEnabled; /// - /// If false then scripts are not enabled on the smiulator + /// If false then scripts are not enabled on the simulator /// public bool ScriptsEnabled { @@ -1067,9 +1067,8 @@ namespace OpenSim.Region.Framework.Scenes string[] possibleAccessControlConfigSections = new string[] { "Startup", "AccessControl"}; - string grant - = Util.GetConfigVarFromSections( - config, "AllowedClients", possibleAccessControlConfigSections, string.Empty); + string grant = Util.GetConfigVarFromSections( + config, "AllowedClients", possibleAccessControlConfigSections, string.Empty); if (grant.Length > 0) { @@ -1079,9 +1078,7 @@ namespace OpenSim.Region.Framework.Scenes } } - grant - = Util.GetConfigVarFromSections( - config, "DeniedClients", possibleAccessControlConfigSections, String.Empty); + grant = Util.GetConfigVarFromSections(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( @@ -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}",