BulletSim: thread safe handling of list of avatars.

Fix for 7284 which is an enumeration exception when starting up a region.
bullet-2.82
Robert Adams 2014-07-30 21:49:57 -07:00
parent 6c4eed5539
commit 50ed97aa1a
1 changed files with 18 additions and 3 deletions

View File

@ -471,7 +471,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// We must generate a collision for avatars whether they collide or not.
// This is required by OpenSim to update avatar animations, etc.
lock (m_avatars)
m_avatars.Add(actor);
{
// The funky copy is because this list has few and infrequent changes but is
// read zillions of times. This allows the reader/iterator to use the
// list and this creates a new list with any updates.
HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
avatarTemp.Add(actor);
m_avatars = avatarTemp;
}
return actor;
}
@ -491,7 +498,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
PhysObjects.Remove(bsactor.LocalID);
// Remove kludge someday
lock (m_avatars)
m_avatars.Remove(bsactor);
{
HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
avatarTemp.Remove(bsactor);
m_avatars = avatarTemp;
}
}
catch (Exception e)
{
@ -736,9 +747,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// The simulator expects collisions for avatars even if there are have been no collisions.
// The event updates avatar animations and stuff.
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
foreach (BSPhysObject bsp in m_avatars)
// Note that we copy the root of the list to search. Any updates will create a new list
// thus freeing this code from having to do an extra lock for every collision.
HashSet<BSPhysObject> avatarTemp = m_avatars;
foreach (BSPhysObject bsp in avatarTemp)
if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
bsp.SendCollisions();
avatarTemp = null;
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
// Not done above because it is inside an iteration of ObjectWithCollisions.