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authorJustin Clarke Casey2008-11-07 22:49:36 +0000
committerJustin Clarke Casey2008-11-07 22:49:36 +0000
commit4ace67a81d90ef6d6385c70f86cff2115522372b (patch)
treefc3fb61cf6ac54810c896351c02cd3c912a2e810 /OpenSim/Region/Environment/Scenes/Scene.cs
parent* refactor: cleanup AllocateLocalPrimId() a bit more (diff)
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* Fix bug in r7162 where avatars could not move
* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one * I don't believe this will cause any problems, but please revert to a separate sequence if it does
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs23
1 files changed, 0 insertions, 23 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 833b765..4b8df37 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -72,14 +72,6 @@ namespace OpenSim.Region.Environment.Scenes
72 72
73 public InnerScene m_innerScene; 73 public InnerScene m_innerScene;
74 74
75 /// <summary>
76 /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
77 /// dispenced.
78 /// </summary>
79 private uint m_lastAllocatedLocalId = 720000;
80
81 private readonly Mutex _primAllocateMutex = new Mutex(false);
82
83 private int m_timePhase = 24; 75 private int m_timePhase = 24;
84 76
85 /// <summary> 77 /// <summary>
@@ -1618,21 +1610,6 @@ namespace OpenSim.Region.Environment.Scenes
1618 m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)"); 1610 m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
1619 } 1611 }
1620 1612
1621 /// <summary>
1622 /// Returns a new unallocated local primitive ID
1623 /// </summary>
1624 /// <returns>A brand new local primitive ID</returns>
1625 protected internal uint AllocateLocalPrimId()
1626 {
1627 uint myID;
1628
1629 _primAllocateMutex.WaitOne();
1630 myID = ++m_lastAllocatedLocalId;
1631 _primAllocateMutex.ReleaseMutex();
1632
1633 return myID;
1634 }
1635
1636 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1613 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1637 { 1614 {
1638 Vector3 pos = Vector3.Zero; 1615 Vector3 pos = Vector3.Zero;