put a lock back in ubOde character :(
parent
b9380c033d
commit
34dce801b2
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@ -112,7 +112,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private bool _zeroFlag = false;
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private bool m_haveLastFallVel = false;
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private uint m_localID = 0;
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public bool m_returnCollisions = false;
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// taints and their non-tainted counterparts
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@ -149,7 +148,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public int m_eventsubscription = 0;
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private int m_cureventsubscription = 0;
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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private bool SentEmptyCollisionsEvent;
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// unique UUID of this character object
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@ -1556,32 +1555,26 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public override float APIDDamping { set { return; } }
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public override void SubscribeEvents(int ms)
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{
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m_eventsubscription = ms;
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m_cureventsubscription = 0;
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if (CollisionEventsThisFrame == null)
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame.Clear();
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SentEmptyCollisionsEvent = false;
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}
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public override void UnSubscribeEvents()
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{
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if (CollisionEventsThisFrame != null)
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{
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CollisionEventsThisFrame.Clear();
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CollisionEventsThisFrame = null;
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}
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m_eventsubscription = 0;
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_parent_scene.RemoveCollisionEventReporting(this);
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lock(CollisionEventsThisFrame)
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CollisionEventsThisFrame.Clear();
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}
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public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
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{
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if (CollisionEventsThisFrame == null)
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
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lock(CollisionEventsThisFrame)
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CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
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_parent_scene.AddCollisionEventReporting(this);
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}
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@ -1590,28 +1583,28 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (m_cureventsubscription < 50000)
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m_cureventsubscription += timestep;
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if (CollisionEventsThisFrame == null)
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return;
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if (m_cureventsubscription < m_eventsubscription)
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return;
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int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
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if (!SentEmptyCollisionsEvent || ncolisions > 0)
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lock(CollisionEventsThisFrame)
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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m_cureventsubscription = 0;
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int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
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if (ncolisions == 0)
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if (!SentEmptyCollisionsEvent || ncolisions > 0)
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{
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SentEmptyCollisionsEvent = true;
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// _parent_scene.RemoveCollisionEventReporting(this);
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}
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else
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{
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SentEmptyCollisionsEvent = false;
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CollisionEventsThisFrame.Clear();
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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m_cureventsubscription = 0;
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if (ncolisions == 0)
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{
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SentEmptyCollisionsEvent = true;
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// _parent_scene.RemoveCollisionEventReporting(this);
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}
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else
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{
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SentEmptyCollisionsEvent = false;
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CollisionEventsThisFrame.Clear();
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}
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}
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}
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}
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