diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f63ad95b6d..cacab0108c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -511,12 +511,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); // return (timeStep * (float)simulateTotalTime); - // TODO: FIX THIS: fps calculation possibly wrong. - // This calculation says 1/timeStep is the ideal frame rate. Any time added to - // that by the physics simulation gives a slower frame rate. - long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - if (totalSimulationTime >= timeStep) - return 0; + // TODO: FIX THIS: fps calculation possibly wrong. + // This calculation says 1/timeStep is the ideal frame rate. Any time added to + // that by the physics simulation gives a slower frame rate. + long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); + if (totalSimulationTime >= timeStep) + return 0; return 1f / (timeStep + totalSimulationTime); } @@ -595,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters // make sure no stepping happens while we're deleting stuff m_initialized = false; - if (m_constraintCollection != null) - { - m_constraintCollection.Dispose(); - m_constraintCollection = null; - } - foreach (KeyValuePair kvp in m_avatars) { kvp.Value.Destroy(); @@ -613,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters } m_prims.Clear(); + // Now that the prims are all cleaned up, there should be no constraints left + if (m_constraintCollection != null) + { + m_constraintCollection.Dispose(); + m_constraintCollection = null; + } + // Anything left in the unmanaged code should be cleaned out BulletSimAPI.Shutdown(WorldID);