For ScenePresence collision events, instead of creating a new CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.remove-scene-viewer
parent
7b6b36cee9
commit
5d37f0471e
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@ -2248,6 +2248,7 @@ namespace OpenSim.Region.Framework.Scenes
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});
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});
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}
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}
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}
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}
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if (colliding.Count > 0)
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if (colliding.Count > 0)
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{
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{
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StartCollidingMessage.Colliders = colliding;
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StartCollidingMessage.Colliders = colliding;
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@ -2255,10 +2256,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentGroup.Scene == null)
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if (m_parentGroup.Scene == null)
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return;
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return;
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if (m_parentGroup.PassCollision == true)
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// if (m_parentGroup.PassCollision == true)
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{
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// {
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//TODO: Add pass to root prim!
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// //TODO: Add pass to root prim!
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}
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// }
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
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m_parentGroup.Scene.EventManager.TriggerScriptCollidingStart(LocalId, StartCollidingMessage);
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}
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}
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}
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}
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@ -113,6 +113,14 @@ namespace OpenSim.Region.Physics.Manager
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m_objCollisionList[localID] = contact;
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m_objCollisionList[localID] = contact;
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}
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}
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}
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}
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/// <summary>
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/// Clear added collision events.
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/// </summary>
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public void Clear()
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{
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m_objCollisionList.Clear();
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}
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}
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}
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public abstract class PhysicsActor
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public abstract class PhysicsActor
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@ -1234,12 +1234,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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internal void SendCollisions()
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internal void SendCollisions()
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{
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{
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if (m_eventsubscription > m_requestedUpdateFrequency)
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if (m_eventsubscription > m_requestedUpdateFrequency)
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{
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if (CollisionEventsThisFrame != null)
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{
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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}
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame.Clear();
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m_eventsubscription = 0;
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m_eventsubscription = 0;
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}
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}
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}
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}
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