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

@@ -87,21 +87,21 @@ namespace OpenSim.Region.Framework.Scenes
protected int m_scriptLPS = 0;
protected internal PhysicsScene _PhyScene;
/// <summary>
/// Index the SceneObjectGroup for each part by the root part's UUID.
/// </summary>
protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullID = new Dictionary<UUID, SceneObjectGroup>();
/// <summary>
/// Index the SceneObjectGroup for each part by that part's UUID.
/// </summary>
protected internal Dictionary<UUID, SceneObjectGroup> SceneObjectGroupsByFullPartID = new Dictionary<UUID, SceneObjectGroup>();
/// <summary>
/// Index the SceneObjectGroup for each part by that part's local ID.
/// </summary>
protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
protected internal Dictionary<uint, SceneObjectGroup> SceneObjectGroupsByLocalPartID = new Dictionary<uint, SceneObjectGroup>();
/// <summary>
/// Lock to prevent object group update, linking, delinking and duplication operations from running concurrently.
@@ -121,11 +121,11 @@ namespace OpenSim.Region.Framework.Scenes
public PhysicsScene PhysicsScene
{
get
get
{
if (_PhyScene == null)
_PhyScene = m_parentScene.RequestModuleInterface<PhysicsScene>();
return _PhyScene;
return _PhyScene;
}
set
{
@@ -215,7 +215,7 @@ namespace OpenSim.Region.Framework.Scenes
// the joint in the Scene does not exist in the PhysicsScene.
//
// To solve this, we have an event in the PhysicsScene that is fired when a joint
// has changed position (because one of its associated PhysicsActors has changed
// has changed position (because one of its associated PhysicsActors has changed
// position).
//
// Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
@@ -244,7 +244,7 @@ namespace OpenSim.Region.Framework.Scenes
// coarse locations are sent as BYTE, so limited to the 255m max of normal regions
// try to work around that scale down X and Y acording to region size, so reducing the resolution
//
//
// viewers need to scale up
float scaleX = (float)m_parentScene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;
if (scaleX == 0)
@@ -259,7 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
for (int i = 0; i < Math.Min(presences.Count, maxLocations); ++i)
{
ScenePresence sp = presences[i];
// If this presence is a child agent, we don't want its coarse locations
if (sp.IsChildAgent)
continue;
@@ -346,7 +346,7 @@ namespace OpenSim.Region.Framework.Scenes
return ret;
}
/// <summary>
/// Add a newly created object to the scene. This will both update the scene, and send information about the
/// new object to all clients interested in the scene.
@@ -372,11 +372,11 @@ namespace OpenSim.Region.Framework.Scenes
return ret;
}
/// <summary>
/// Add a newly created object to the scene.
/// </summary>
///
///
/// This method does not send updates to the client - callers need to handle this themselves.
/// Caller should also trigger EventManager.TriggerObjectAddedToScene
/// <param name="sceneObject"></param>
@@ -630,7 +630,7 @@ namespace OpenSim.Region.Framework.Scenes
{
List<SceneObjectGroup> updates;
// Some updates add more updates to the updateList.
// Some updates add more updates to the updateList.
// Get the current list of updates and clear the list before iterating
lock (m_updateList)
{
@@ -762,7 +762,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
// Remove the presence reference from the dictionary
if (newmap.ContainsKey(agentID))
{
@@ -874,7 +874,7 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
#region Get Methods
/// <summary>
/// Get the controlling client for the given avatar, if there is one.
///
@@ -1190,7 +1190,7 @@ namespace OpenSim.Region.Framework.Scenes
return null;
return group.GetPart(localID);
}
/// <summary>
/// Get a prim by name from the scene (will return the first
/// found, if there are more than one prim with the same name)
@@ -1209,7 +1209,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectPart p in ((SceneObjectGroup)entity).Parts)
{
// m_log.DebugFormat("[SCENE GRAPH]: Part {0} has name {1}", p.UUID, p.Name);
if (p.Name == name)
{
sop = p;
@@ -1308,7 +1308,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Performs action on all scene presences. This can ultimately run the actions in parallel but
/// any delegates passed in will need to implement their own locking on data they reference and
/// modify outside of the scope of the delegate.
/// modify outside of the scope of the delegate.
/// </summary>
/// <param name="action"></param>
public void ForEachScenePresence(Action<ScenePresence> action)
@@ -1343,7 +1343,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
}
#endregion
#region Client Event handlers
@@ -1574,7 +1574,7 @@ namespace OpenSim.Region.Framework.Scenes
public void UpdatePrimGroupPosition(uint localId, Vector3 pos, UUID updatingAgentId)
{
SceneObjectGroup group = GetGroupByPrim(localId);
if (group != null)
{
if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
if (m_parentScene.Permissions.CanMoveObject(group.UUID, updatingAgentId)
&& m_parentScene.Permissions.CanObjectEntry(group.UUID, false, pos))
{
group.UpdateGroupPosition(pos);
@@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Framework.Scenes
protected internal void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
SceneObjectGroup group = GetGroupByPrim(localID);
if (group != null)
{
if (m_parentScene.Permissions.CanEditObject(group.UUID,remoteClient.AgentId))
@@ -1730,8 +1730,8 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart part = m_parentScene.GetSceneObjectPart(primLocalID);
if (part != null)
{
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
part.ClickAction = Convert.ToByte(clickAction);
group.HasGroupChanged = true;
}
}
}
@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
// However, editing linked parts and unlinking may be different
//
SceneObjectGroup group = root.ParentGroup;
List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
newSet.Remove(root);
@@ -1978,7 +1978,7 @@ namespace OpenSim.Region.Framework.Scenes
group.DelinkFromGroup(p, false);
SceneObjectPart newRoot = newSet[0];
// If there is more than one prim remaining, we
// need to re-link
//
@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.Framework.Scenes
{
newRoot.TriggerScriptChangedEvent(Changed.LINK);
newRoot.ParentGroup.HasGroupChanged = true;
newRoot.ParentGroup.ScheduleGroupForFullUpdate();
newRoot.ParentGroup.ScheduleGroupForFullUpdate();
}
}
@@ -2089,7 +2089,7 @@ namespace OpenSim.Region.Framework.Scenes
public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
{
// m_log.DebugFormat(
// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
// originalPrimID, offset, AgentID);
SceneObjectGroup original = GetGroupByPrim(originalPrimID);
@@ -2194,6 +2194,6 @@ namespace OpenSim.Region.Framework.Scenes
#endregion
}
}