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

@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.DebugFormat(
"[AGENT INVENTORY]: Found folder {0} type {1} for item {2}",
f.Name, (AssetType)f.Type, item.Name);
item.Folder = f.ID;
}
else
@@ -338,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
// Update item with new asset
item.AssetID = asset.FullID;
group.UpdateInventoryItem(item);
part.SendPropertiesToClient(remoteClient);
// Trigger rerunning of script (use TriggerRezScript event, see RezScript)
@@ -519,7 +519,7 @@ namespace OpenSim.Region.Framework.Scenes
// needs to be found. If inventory item flags are updated
// the viewer's notion of the item needs to be refreshed.
//
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
// In other situations we cannot send out a bulk update here, since this will cause editing of clothing to start
// failing frequently. Possibly this is a race with a separate transaction that uploads the asset.
if (sendUpdate)
remoteClient.SendBulkUpdateInventory(item);
@@ -734,7 +734,7 @@ namespace OpenSim.Region.Framework.Scenes
itemCopy.GroupPermissions = item.GroupPermissions & item.NextPermissions;
itemCopy.BasePermissions = item.BasePermissions;
}
if (itemCopy.Folder == UUID.Zero)
{
InventoryFolderBase folder = null;
@@ -826,7 +826,7 @@ namespace OpenSim.Region.Framework.Scenes
}
UUID newFolderId = UUID.Random();
InventoryFolderBase newFolder
InventoryFolderBase newFolder
= new InventoryFolderBase(
newFolderId, folder.Name, recipientId, folder.Type, recipientParentFolderId, folder.Version);
InventoryService.AddFolder(newFolder);
@@ -906,7 +906,7 @@ namespace OpenSim.Region.Framework.Scenes
item.NextPermissions, item.GroupPermissions, Util.UnixTimeSinceEpoch(), false);
}
else
{
{
// If item is transfer or permissions are off or calling agent is allowed to copy item owner's inventory item.
if (((item.CurrentPermissions & (uint)PermissionMask.Transfer) != 0)
&& (m_permissions.BypassPermissions()
@@ -954,7 +954,7 @@ namespace OpenSim.Region.Framework.Scenes
moveitems.Add(n);
remoteClient.SendInventoryItemCreateUpdate(n, 0);
}
MoveInventoryItem(remoteClient, moveitems);
}
@@ -1308,9 +1308,9 @@ namespace OpenSim.Region.Framework.Scenes
public InventoryItemBase MoveTaskInventoryItem(IClientAPI remoteClient, UUID folderId, SceneObjectPart part, UUID itemId, out string message)
{
m_log.DebugFormat(
"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
"[PRIM INVENTORY]: Adding item {0} from {1} to folder {2} for {3}",
itemId, part.Name, folderId, remoteClient.Name);
InventoryItemBase agentItem = CreateAgentInventoryItemFromTask(remoteClient.AgentId, part, itemId, out message);
if (agentItem == null)
return null;
@@ -1377,7 +1377,7 @@ namespace OpenSim.Region.Framework.Scenes
string message;
InventoryItemBase item = MoveTaskInventoryItem(remoteClient, folderId, part, itemId, out message);
if (item == null)
remoteClient.SendAgentAlertMessage(message, false);
}
@@ -1712,7 +1712,7 @@ namespace OpenSim.Region.Framework.Scenes
else // Updating existing item with new perms etc
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
// currentItem.Name, part.Name);
// Only look for an uploaded updated asset if we are passed a transaction ID. This is only the
@@ -1924,12 +1924,12 @@ namespace OpenSim.Region.Framework.Scenes
return null;
}
AssetBase asset
AssetBase asset
= CreateAsset(
itemBase.Name,
itemBase.Description,
itemBase.Name,
itemBase.Description,
(sbyte)itemBase.AssetType,
Encoding.ASCII.GetBytes(scriptText),
Encoding.ASCII.GetBytes(scriptText),
agentID);
AssetService.Store(asset);
@@ -2008,8 +2008,8 @@ namespace OpenSim.Region.Framework.Scenes
if ((destPart.GroupID == UUID.Zero) || (destPart.GroupID != srcPart.GroupID) ||
((destPart.GroupMask & (uint)PermissionMask.Modify) == 0))
return;
}
else
}
else
{
if ((destPart.OwnerMask & (uint)PermissionMask.Modify) == 0)
return;
@@ -2102,7 +2102,7 @@ namespace OpenSim.Region.Framework.Scenes
List<uint> deleteIDs = new List<uint>();
List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
// Start with true for both, then remove the flags if objects
// that we can't derez are part of the selection
bool permissionToTake = true;
@@ -2146,7 +2146,7 @@ namespace OpenSim.Region.Framework.Scenes
if (action != DeRezAction.Return)
{
m_log.WarnFormat(
"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
"[AGENT INVENTORY]: Ignoring attempt to {0} {1} {2} without a client",
action, grp.Name, grp.UUID);
return;
}
@@ -2166,7 +2166,7 @@ namespace OpenSim.Region.Framework.Scenes
}
if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
permissionToTake = false;
if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
permissionToDelete = false;
}
@@ -2471,9 +2471,9 @@ namespace OpenSim.Region.Framework.Scenes
bool RezSelected, bool RemoveItem, UUID fromTaskID)
{
// m_log.DebugFormat(
// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
// "[PRIM INVENTORY]: RezObject from {0} for item {1} from task id {2}",
// remoteClient.Name, itemID, fromTaskID);
if (fromTaskID == UUID.Zero)
{
IInventoryAccessModule invAccess = RequestModuleInterface<IInventoryAccessModule>();
@@ -2483,37 +2483,37 @@ namespace OpenSim.Region.Framework.Scenes
RezSelected, RemoveItem, fromTaskID, false);
}
else
{
{
SceneObjectPart part = GetSceneObjectPart(fromTaskID);
if (part == null)
{
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such scene object",
remoteClient.Name, itemID, fromTaskID);
return;
}
TaskInventoryItem item = part.Inventory.GetInventoryItem(itemID);
if (item == null)
{
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
m_log.ErrorFormat(
"[TASK INVENTORY]: {0} tried to rez item id {1} from object id {2} but there is no such item",
remoteClient.Name, itemID, fromTaskID);
return;
}
}
byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
Vector3 pos = GetNewRezLocation(
RayStart, RayEnd, RayTargetID, Quaternion.Identity,
BypassRayCast, bRayEndIsIntersection, true, scale, false);
BypassRayCast, bRayEndIsIntersection, true, scale, false);
RezObject(part, item, pos, null, Vector3.Zero, 0, false);
}
}
/// <summary>
/// Rez an object into the scene from a prim's inventory.
/// </summary>
@@ -2691,7 +2691,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ownerID != UUID.Zero)
return;
if (!Permissions.CanDeedObject(remoteClient.AgentId, groupID))
return;
}
@@ -2701,8 +2701,8 @@ namespace OpenSim.Region.Framework.Scenes
foreach (uint localID in localIDs)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
if (part == null)
continue;
if (!groups.Contains(part.ParentGroup))
groups.Add(part.ParentGroup);
@@ -2717,7 +2717,7 @@ namespace OpenSim.Region.Framework.Scenes
sog.ScheduleGroupForFullUpdate();
SceneObjectPart[] partList = sog.Parts;
foreach (SceneObjectPart child in partList)
{
child.Inventory.ChangeInventoryOwner(ownerID);
@@ -2756,8 +2756,8 @@ namespace OpenSim.Region.Framework.Scenes
foreach (uint localID in localIDs)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part == null)
continue;
if (part == null)
continue;
part.SendPropertiesToClient(remoteClient);
}
}