Consolidated LoadAnims and AvatarAnimations constructor.

Fixes locking issues with Animations in ScenePresence (bug #324)
This commit is contained in:
Jeff Ames
2008-02-06 10:19:30 +00:00
parent 530d24da14
commit 3b42b5f098
3 changed files with 9 additions and 40 deletions

View File

@@ -41,8 +41,9 @@ namespace OpenSim.Region.Environment.Scenes
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
public static AvatarAnimations Animations;
public static AvatarAnimations Animations = new AvatarAnimations();
public static byte[] DefaultTexture;
public LLUUID currentParcelUUID = LLUUID.Zero;
private List<LLUUID> m_animations = new List<LLUUID>();
private List<int> m_animationSeqs = new List<int>();
@@ -333,12 +334,6 @@ namespace OpenSim.Region.Environment.Scenes
AbsolutePosition = m_controllingClient.StartPos;
Animations = new AvatarAnimations();
lock (Animations)
{
Animations.LoadAnims();
}
// TODO: m_animations and m_animationSeqs should always be of the same length.
// Move them into an object to (hopefully) avoid threading issues.
try
@@ -1642,13 +1637,6 @@ namespace OpenSim.Region.Environment.Scenes
//m_velocity = cAgentData.Velocity;
}
/// <summary>
///
/// </summary>
public static void LoadAnims()
{
}
/// <summary>
/// Handles part of the PID controller function for moving an avatar.
/// </summary>