Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -75,7 +75,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
m_savetime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSave",Convert.ToString(m_savetime)));
m_sendtime = Convert.ToInt32(appearanceConfig.GetString("DelayBeforeAppearanceSend",Convert.ToString(m_sendtime)));
m_reusetextures = appearanceConfig.GetBoolean("ReuseTextures",m_reusetextures);
// m_log.InfoFormat("[AVFACTORY] configured for {0} save and {1} send",m_savetime,m_sendtime);
}
@@ -166,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings)
/// Set appearance data (texture asset IDs and slider settings)
/// </summary>
/// <param name="sp"></param>
/// <param name="texture"></param>
@@ -190,7 +190,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
changed = sp.Appearance.SetVisualParams(visualParams);
}
// Process the baked texture array
if (textureEntry != null)
{
@@ -267,7 +267,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
WearableCacheItem[] items = sp.Appearance.WearableCacheItems;
//foreach (WearableCacheItem item in items)
//{
//}
return items;
}
@@ -468,7 +468,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
}
sp.Appearance.WearableCacheItems = wearableCache;
if (missing.Count > 0)
{
foreach (UUID id in missing)
@@ -493,7 +493,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
for (int iter = 0; iter < AvatarAppearance.BAKE_INDICES.Length; iter++)
{
int j = AvatarAppearance.BAKE_INDICES[iter];
m_log.Debug("[UpdateBCache] {" + iter + "/" +
m_log.Debug("[UpdateBCache] {" + iter + "/" +
sp.Appearance.WearableCacheItems[j].TextureIndex + "}: c-" +
sp.Appearance.WearableCacheItems[j].CacheId + ", t-" +
sp.Appearance.WearableCacheItems[j].TextureID);
@@ -588,7 +588,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
wearableCacheValid = false;
}
}
wearableCacheValid = (wearableCacheValid && (hits >= AvatarAppearance.BAKE_INDICES.Length - 1));
if (wearableCacheValid)
m_log.Debug("[ValidateBakedCache] have valid local cache");
@@ -601,7 +601,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (!wearableCacheValid)
{
hits = 0;
// only use external bake module on login condition check
// only use external bake module on login condition check
// ScenePresence ssp = null;
// if (sp is ScenePresence)
{
@@ -816,7 +816,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
foreach (KeyValuePair<UUID, long> kvp in saves)
{
// We have to load the key and value into local parameters to avoid a race condition if we loop
// around and load kvp with a different value before FireAndForget has launched its thread.
// around and load kvp with a different value before FireAndForget has launched its thread.
UUID avatarID = kvp.Key;
long sendTime = kvp.Value;
@@ -869,13 +869,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
m_scene.AvatarService.SetAppearance(agentid, sp.Appearance);
// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
// Trigger this here because it's the final step in the set/queue/save process for appearance setting.
// Everything has been updated and stored. Ensures bakes have been persisted (if option is set to persist bakes).
m_scene.EventManager.TriggerAvatarAppearanceChanged(sp);
}
/// <summary>
/// For a given set of appearance items, check whether the items are valid and add their asset IDs to
/// For a given set of appearance items, check whether the items are valid and add their asset IDs to
/// appearance data.
/// </summary>
/// <param name='userID'></param>
@@ -893,7 +893,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
if (appearance.Wearables[i][j].ItemID == UUID.Zero)
{
m_log.WarnFormat(
"[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
"[AVFACTORY]: Wearable item {0}:{1} for user {2} unexpectedly UUID.Zero. Ignoring.",
i, j, userID);
continue;
@@ -967,7 +967,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// case WearableType.Skin:
// //case WearableType.Underpants:
// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
//
//
// m_log.WarnFormat("[AVFACTORY]: {0} Default Wearables, passing existing values.", (WearableType)i);
// resetwearable = true;
// break;
@@ -975,7 +975,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// }
// continue;
// }
//
//
// InventoryItemBase baseItem = new InventoryItemBase(appearance.Wearables[i][j].ItemID, userID);
// baseItem = invService.GetItem(baseItem);
//
@@ -1002,7 +1002,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
//
// TryAndRepairBrokenWearable((WearableType)i, invService, userID, appearance);
// resetwearable = true;
//
//
// }
// }
// }
@@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// if (appearance.Wearables[(int) WearableType.Eyes] == null)
// {
// m_log.WarnFormat("[AVFACTORY]: {0} Eyes are Null, passing existing values.", (WearableType.Eyes));
//
//
// TryAndRepairBrokenWearable(WearableType.Eyes, invService, userID, appearance);
// resetwearable = true;
// }
@@ -1213,7 +1213,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
}, null, "AvatarFactoryModule.OnClientRequestWearables");
}
/// <summary>
/// Set appearance data (texture asset IDs and slider settings) received from a client
/// </summary>
@@ -1299,12 +1299,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
{
UUID texture = UUID.Zero;
int index = request.BakedTextureIndex;
if (m_reusetextures)
{
// this is the most insanely dumb way to do this... however it seems to
// actually work. if the appearance has been reset because wearables have
// changed then the texture entries are zero'd out until the bakes are
// changed then the texture entries are zero'd out until the bakes are
// uploaded. on login, if the textures exist in the cache (eg if you logged
// into the simulator recently, then the appearance will pull those and send
// them back in the packet and you won't have to rebake. if the textures aren't
@@ -1320,7 +1320,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index);
}
CachedTextureResponseArg response = new CachedTextureResponseArg();
response.BakedTextureIndex = index;
response.BakedTextureID = texture;
@@ -1328,7 +1328,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
cachedTextureResponse.Add(response);
}
// m_log.WarnFormat("[AVFACTORY]: serial is {0}",serial);
// The serial number appears to be used to match requests and responses
// in the texture transaction. We just send back the serial number

View File

@@ -55,7 +55,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
// to the AssetService, which will then store temporary and local assets permanently
CoreAssetCache assetCache = new CoreAssetCache();
AvatarFactoryModule afm = new AvatarFactoryModule();
TestScene scene = new SceneHelpers(assetCache).SetupScene();
SceneHelpers.SetupSceneModules(scene, afm);
@@ -63,7 +63,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// TODO: Use the actual BunchOfCaps functionality once we slot in the CapabilitiesModules
AssetBase bakedTextureAsset;
bakedTextureAsset
bakedTextureAsset
= new AssetBase(
bakedTextureID, "Test Baked Texture", (sbyte)AssetType.Texture, userId.ToString());
bakedTextureAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
@@ -85,7 +85,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// This is the alpha texture
eyesFace.TextureID = bakedTextureID;
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
AssetBase eyesBake = scene.AssetService.Get(bakedTextureID.ToString());
@@ -98,7 +98,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
/// Test appearance setting where the baked texture UUID are library alpha textures.
/// </summary>
/// <remarks>
/// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
/// For a mesh avatar, it appears these 'baked textures' are used. So these should not trigger a request to
/// rebake.
/// </remarks>
[Test]
@@ -113,14 +113,14 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
// to the AssetService, which will then store temporary and local assets permanently
CoreAssetCache assetCache = new CoreAssetCache();
AvatarFactoryModule afm = new AvatarFactoryModule();
TestScene scene = new SceneHelpers(assetCache).SetupScene();
SceneHelpers.SetupSceneModules(scene, afm);
ScenePresence sp = SceneHelpers.AddScenePresence(scene, userId);
AssetBase libraryAsset;
libraryAsset
libraryAsset
= new AssetBase(
alphaTextureID, "Default Alpha Layer Texture", (sbyte)AssetType.Texture, userId.ToString());
libraryAsset.Data = new byte[] { 2 }; // Not necessary to have a genuine JPEG2000 asset here yet
@@ -142,7 +142,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// This is the alpha texture
eyesFace.TextureID = alphaTextureID;
afm.SetAppearance(sp, bakedTextureEntry, visualParams, null);
Assert.That(rebakeRequestsReceived, Is.EqualTo(0));
}
@@ -158,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
// We need an asset cache because otherwise the LocalAssetServiceConnector will short-circuit directly
// to the AssetService, which will then store temporary and local assets permanently
CoreAssetCache assetCache = new CoreAssetCache();
AvatarFactoryModule afm = new AvatarFactoryModule();
TestScene scene = new SceneHelpers(assetCache).SetupScene();
SceneHelpers.SetupSceneModules(scene, afm);