refactor: rename _collisionEventPrim to m_collisionEventActors and _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.0.7.3-extended
parent
f690acbfb6
commit
6b87873aa7
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@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// A dictionary of actors that should receive collision events.
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/// </summary>
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private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>();
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private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>();
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/// <summary>
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/// A dictionary of collision event changes that are waiting to be processed.
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/// </summary>
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private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>();
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private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>();
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/// <summary>
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/// Maps a unique geometry id (a memory location) to a physics actor name.
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@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
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lock (_collisionEventPrimChanges)
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_collisionEventPrimChanges[obj.LocalID] = obj;
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lock (m_collisionEventActorsChanges)
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m_collisionEventActorsChanges[obj.LocalID] = obj;
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}
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/// <summary>
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@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
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lock (_collisionEventPrimChanges)
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_collisionEventPrimChanges[obj.LocalID] = null;
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lock (m_collisionEventActorsChanges)
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m_collisionEventActorsChanges[obj.LocalID] = null;
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}
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#region Add/Remove Entities
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@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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// We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
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// deadlock if the collision event tries to lock something else later on which is already locked by a
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// caller that is adding or removing the collision event.
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lock (_collisionEventPrimChanges)
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lock (m_collisionEventActorsChanges)
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{
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foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges)
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foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges)
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{
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if (kvp.Value == null)
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_collisionEventPrim.Remove(kvp.Key);
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m_collisionEventActors.Remove(kvp.Key);
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else
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_collisionEventPrim[kvp.Key] = kvp.Value;
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m_collisionEventActors[kvp.Key] = kvp.Value;
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}
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_collisionEventPrimChanges.Clear();
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m_collisionEventActorsChanges.Clear();
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}
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if (SupportsNINJAJoints)
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@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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tempTick = tempTick2;
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}
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foreach (PhysicsActor obj in _collisionEventPrim.Values)
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foreach (PhysicsActor obj in m_collisionEventActors.Values)
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{
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// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
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