dont fire a thread on npc creation keeping the main one just waiting
parent
74447d14cd
commit
01981fdf58
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@ -170,9 +170,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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}
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}
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*/
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*/
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ManualResetEvent ev = new ManualResetEvent(false);
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// ManualResetEvent ev = new ManualResetEvent(false);
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Util.FireAndForget(delegate(object x) {
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// Util.FireAndForget(delegate(object x) {
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lock (m_avatars)
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lock (m_avatars)
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{
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{
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
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@ -181,15 +181,16 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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ScenePresence sp;
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ScenePresence sp;
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
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{
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{
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sp.CompleteMovement(npcAvatar, false);
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sp.CompleteMovement(npcAvatar, false);
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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m_avatars.Add(npcAvatar.AgentId, npcAvatar);
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// m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
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// m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
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}
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}
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}
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}
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ev.Set();
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// ev.Set();
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});
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// });
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ev.WaitOne();
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// ev.WaitOne();
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// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
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