From 4ace67a81d90ef6d6385c70f86cff2115522372b Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Fri, 7 Nov 2008 22:49:36 +0000
Subject: * 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
---
OpenSim/Region/Environment/Scenes/Scene.cs | 23 -----------------------
1 file changed, 23 deletions(-)
(limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
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
public InnerScene m_innerScene;
- ///
- /// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
- /// dispenced.
- ///
- private uint m_lastAllocatedLocalId = 720000;
-
- private readonly Mutex _primAllocateMutex = new Mutex(false);
-
private int m_timePhase = 24;
///
@@ -1618,21 +1610,6 @@ namespace OpenSim.Region.Environment.Scenes
m_log.Info("[SCENE]: Loaded " + PrimsFromDB.Count.ToString() + " SceneObject(s)");
}
- ///
- /// Returns a new unallocated local primitive ID
- ///
- /// A brand new local primitive ID
- protected internal uint AllocateLocalPrimId()
- {
- uint myID;
-
- _primAllocateMutex.WaitOne();
- myID = ++m_lastAllocatedLocalId;
- _primAllocateMutex.ReleaseMutex();
-
- return myID;
- }
-
public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
{
Vector3 pos = Vector3.Zero;
--
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