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author | Justin Clarke Casey | 2008-11-07 22:49:36 +0000 |
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committer | Justin Clarke Casey | 2008-11-07 22:49:36 +0000 |
commit | 4ace67a81d90ef6d6385c70f86cff2115522372b (patch) | |
tree | fc3fb61cf6ac54810c896351c02cd3c912a2e810 /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.cs | 23 |
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; |