There was possible a locking issue in revision 9951 so reverting that revision until further testing can be done.
parent
5815162d7e
commit
5f68b5b82e
|
@ -89,8 +89,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
private bool m_updateflag;
|
||||
private byte m_movementflag;
|
||||
//private readonly List<NewForce> m_forcesList = new List<NewForce>();
|
||||
private NewForce m_nextVelocity = new NewForce();
|
||||
private readonly List<NewForce> m_forcesList = new List<NewForce>();
|
||||
private short m_updateCount;
|
||||
private uint m_requestedSitTargetID;
|
||||
private UUID m_requestedSitTargetUUID = UUID.Zero;
|
||||
|
@ -139,7 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public string JID = string.Empty;
|
||||
|
||||
// Agent moves with a PID controller causing a force to be exerted.
|
||||
private bool m_newMovement;
|
||||
private bool m_newForce;
|
||||
private bool m_newCoarseLocations = true;
|
||||
private float m_health = 100f;
|
||||
|
||||
|
@ -2227,6 +2226,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_perfMonMS = Environment.TickCount;
|
||||
|
||||
m_rotation = rotation;
|
||||
NewForce newVelocity = new NewForce();
|
||||
Vector3 direc = vec * rotation;
|
||||
direc.Normalize();
|
||||
|
||||
|
@ -2261,12 +2261,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
lock (m_nextVelocity)
|
||||
{
|
||||
m_nextVelocity.X = direc.X;
|
||||
m_nextVelocity.Y = direc.Y;
|
||||
m_nextVelocity.Z = direc.Z;
|
||||
}
|
||||
newVelocity.X = direc.X;
|
||||
newVelocity.Y = direc.Y;
|
||||
newVelocity.Z = direc.Z;
|
||||
m_forcesList.Add(newVelocity);
|
||||
|
||||
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
|
||||
}
|
||||
|
@ -2287,11 +2285,10 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
if (m_isChildAgent == false)
|
||||
{
|
||||
if (m_newMovement) // user movement 'forces' (ie commands to move)
|
||||
if (m_newForce) // user movement 'forces' (ie commands to move)
|
||||
{
|
||||
SendTerseUpdateToAllClients();
|
||||
m_updateCount = 0;
|
||||
m_newMovement = false;
|
||||
}
|
||||
else if (m_movementflag != 0) // scripted movement (?)
|
||||
{
|
||||
|
@ -3139,17 +3136,20 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public override void UpdateMovement()
|
||||
{
|
||||
// m_newMovement = false;
|
||||
if ((m_nextVelocity.X != movementvector.X) || (m_nextVelocity.Y != movementvector.Y) || (m_nextVelocity.Z != movementvector.Z))
|
||||
m_newForce = false;
|
||||
lock (m_forcesList)
|
||||
{
|
||||
lock (m_nextVelocity)
|
||||
if (m_forcesList.Count > 0)
|
||||
{
|
||||
//we are only interested in the last velocity added to the list [Although they are called forces, they are actually velocities]
|
||||
NewForce force = m_forcesList[m_forcesList.Count - 1];
|
||||
|
||||
m_updateflag = true;
|
||||
try
|
||||
{
|
||||
movementvector.X = m_nextVelocity.X;
|
||||
movementvector.Y = m_nextVelocity.Y;
|
||||
movementvector.Z = m_nextVelocity.Z;
|
||||
movementvector.X = force.X;
|
||||
movementvector.Y = force.Y;
|
||||
movementvector.Z = force.Z;
|
||||
Velocity = movementvector;
|
||||
}
|
||||
catch (NullReferenceException)
|
||||
|
@ -3158,7 +3158,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Ignoring this causes no movement to be sent to the physics engine...
|
||||
// which when the scene is moving at 1 frame every 10 seconds, it doesn't really matter!
|
||||
}
|
||||
m_newMovement = true;
|
||||
m_newForce = true;
|
||||
|
||||
m_forcesList.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3265,6 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void Close()
|
||||
{
|
||||
|
||||
lock (m_attachments)
|
||||
{
|
||||
// Delete attachments from scene
|
||||
|
|
Loading…
Reference in New Issue