Code cleanup for better exception processing when looking for a scenePresence when routing a physics event
parent
254436e914
commit
251592e54a
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@ -233,7 +233,8 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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/// <param name="pa"></param>
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/// <param name="pa"></param>
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public static void RouteUpdate(PhysicsActor pa)
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public static void RouteUpdate(PhysicsActor pa)
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{
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{
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SceneObjectPart sop = null;
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SceneObjectPart sop;
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ScenePresence sp;
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Scene s = null;
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Scene s = null;
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foreach (Scene ss in m_allScenes)
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foreach (Scene ss in m_allScenes)
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{
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{
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@ -250,13 +251,18 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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s = ss;
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s = ss;
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break;
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break;
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}
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}
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try
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{
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{
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ScenePresence sp = ss.GetScenePresence(pa.LocalID);
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sp = ss.GetScenePresence(pa.LocalID);
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if (sp != null)
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}
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{
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catch
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s = ss;
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{
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break;
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sp = null;
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}
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}
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if (sp != null)
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{
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s = ss;
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break;
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}
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}
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}
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}
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if (s != null)
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if (s != null)
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@ -447,7 +453,6 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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m_log.Warn(LogHeader + " Not currently synchronized");
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m_log.Warn(LogHeader + " Not currently synchronized");
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return;
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return;
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}
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}
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m_log.Warn(LogHeader + " Synchronized");
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foreach (KeyValuePair<string, PhysEngineToSceneConnector> pair in m_PEToSceneConnectors)
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foreach (KeyValuePair<string, PhysEngineToSceneConnector> pair in m_PEToSceneConnectors)
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{
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{
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PhysEngineToSceneConnector sceneConnector = pair.Value;
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PhysEngineToSceneConnector sceneConnector = pair.Value;
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