use a more efficient dictionary in OdeScene._collisionEventPrim rather than a list
parent
a3c5f76942
commit
45c7789b54
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@ -221,7 +221,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// A list of actors that should receive collision events.
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/// </summary>
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private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
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private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>();
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private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
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public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
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@ -1636,10 +1636,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// m_log.DebugFormat("[PHYSICS]: Adding {0} to collision event reporting", obj.SOPName);
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lock (_collisionEventPrim)
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{
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if (!_collisionEventPrim.Contains(obj))
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_collisionEventPrim.Add(obj);
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}
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_collisionEventPrim[obj.LocalID] = obj;
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}
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/// <summary>
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@ -1651,7 +1648,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// m_log.DebugFormat("[PHYSICS]: Removing {0} from collision event reporting", obj.SOPName);
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lock (_collisionEventPrim)
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_collisionEventPrim.Remove(obj);
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_collisionEventPrim.Remove(obj.LocalID);
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}
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#region Add/Remove Entities
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@ -2792,7 +2789,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
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lock (_collisionEventPrim)
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{
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foreach (PhysicsActor obj in _collisionEventPrim)
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foreach (PhysicsActor obj in _collisionEventPrim.Values)
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{
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// m_log.DebugFormat("[PHYSICS]: Assessing {0} for collision events", obj.SOPName);
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