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; -- cgit v1.1