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

@@ -68,54 +68,54 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
/// </param>
/// <returns></returns>
public static string ToXml(CoalescedSceneObjects coa, bool doScriptStates)
{
{
using (StringWriter sw = new StringWriter())
{
using (XmlTextWriter writer = new XmlTextWriter(sw))
{
{
Vector3 size;
List<SceneObjectGroup> coaObjects = coa.Objects;
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing {0} objects for coalesced object",
// coaObjects.Count);
// This is weak - we're relying on the set of coalesced objects still being identical
Vector3[] offsets = coa.GetSizeAndOffsets(out size);
writer.WriteStartElement("CoalescedObject");
writer.WriteAttributeString("x", size.X.ToString());
writer.WriteAttributeString("y", size.Y.ToString());
writer.WriteAttributeString("z", size.Z.ToString());
writer.WriteAttributeString("z", size.Z.ToString());
// Embed the offsets into the group XML
for (int i = 0; i < coaObjects.Count; i++)
{
SceneObjectGroup obj = coaObjects[i];
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
// i, obj.Name);
// "[COALESCED SCENE OBJECTS SERIALIZER]: Writing offset for object {0}, {1}",
// i, obj.Name);
writer.WriteStartElement("SceneObjectGroup");
writer.WriteAttributeString("offsetx", offsets[i].X.ToString());
writer.WriteAttributeString("offsety", offsets[i].Y.ToString());
writer.WriteAttributeString("offsetz", offsets[i].Z.ToString());
SceneObjectSerializer.ToOriginalXmlFormat(obj, writer, doScriptStates);
writer.WriteEndElement(); // SceneObjectGroup
}
}
writer.WriteEndElement(); // CoalescedObject
}
string output = sw.ToString();
// Console.WriteLine(output);
return output;
}
}
@@ -123,14 +123,14 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
public static bool TryFromXml(string xml, out CoalescedSceneObjects coa)
{
// m_log.DebugFormat("[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() deserializing {0}", xml);
coa = null;
try
{
// Quickly check if this is a coalesced object, without fully parsing the XML
using (StringReader sr = new StringReader(xml))
{
{
using (XmlTextReader reader = new XmlTextReader(sr))
{
reader.MoveToContent(); // skip possible xml declaration
@@ -138,9 +138,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
if (reader.Name != "CoalescedObject")
{
// m_log.DebugFormat(
// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
// "[COALESCED SCENE OBJECTS SERIALIZER]: TryFromXml() root element was {0} so returning false",
// reader.Name);
return false;
}
}
@@ -151,12 +151,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
XmlElement e = (XmlElement)doc.SelectSingleNode("/CoalescedObject");
if (e == null)
return false;
coa = new CoalescedSceneObjects(UUID.Zero);
XmlNodeList groups = e.SelectNodes("SceneObjectGroup");
int i = 0;
foreach (XmlNode n in groups)
{
SceneObjectGroup so = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
@@ -166,10 +166,10 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
}
else
{
// XXX: Possibly we should fail outright here rather than continuing if a particular component of the
// XXX: Possibly we should fail outright here rather than continuing if a particular component of the
// coalesced object fails to load.
m_log.WarnFormat(
"[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
"[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml for component {0} failed. Continuing.",
i);
}
@@ -181,8 +181,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
m_log.Error("[COALESCED SCENE OBJECTS SERIALIZER]: Deserialization of xml failed ", e);
Util.LogFailedXML("[COALESCED SCENE OBJECTS SERIALIZER]:", xml);
return false;
}
}
return true;
}
}