ubode replace a locklessqueue by .net concurrentqueue
parent
f1076607dc
commit
6bc8e2413f
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@ -1143,7 +1143,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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/// This is the avatar's movement control + PID Controller
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/// </summary>
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/// <param name="timeStep"></param>
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public void Move(List<OdeCharacter> defects)
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public void Move()
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{
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if(Body == IntPtr.Zero)
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return;
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@ -1180,40 +1180,50 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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_zeroPosition = localpos;
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}
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if(!localpos.IsFinite())
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{
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m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
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defects.Add(this);
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// _parent_scene.RemoveCharacter(this);
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// destroy avatar capsule and related ODE data
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AvatarGeomAndBodyDestroy();
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return;
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}
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// check outbounds forcing to be in world
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bool fixbody = false;
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if(localpos.X < 0.0f)
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float tmp = localpos.X;
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if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
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{
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fixbody = true;
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localpos.X = 128f;
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}
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else if (tmp < 0.0f)
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{
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fixbody = true;
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localpos.X = 0.1f;
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}
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else if(localpos.X > m_parent_scene.WorldExtents.X - 0.1f)
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else if (tmp > m_parent_scene.WorldExtents.X - 0.1f)
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{
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fixbody = true;
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localpos.X = m_parent_scene.WorldExtents.X - 0.1f;
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}
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if(localpos.Y < 0.0f)
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tmp = localpos.Y;
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if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
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{
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fixbody = true;
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localpos.X = 128f;
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}
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else if (tmp < 0.0f)
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{
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fixbody = true;
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localpos.Y = 0.1f;
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}
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else if(localpos.Y > m_parent_scene.WorldExtents.Y - 0.1)
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else if(tmp > m_parent_scene.WorldExtents.Y - 0.1)
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{
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fixbody = true;
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localpos.Y = m_parent_scene.WorldExtents.Y - 0.1f;
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}
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if(fixbody)
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tmp = localpos.Z;
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if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
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{
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fixbody = true;
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localpos.Z = 128f;
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}
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if (fixbody)
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{
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m_freemove = false;
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SafeNativeMethods.BodySetPosition(Body,localpos.X,localpos.Y,localpos.Z);
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@ -1387,7 +1397,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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_zeroFlag = false;
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fz /= m_PIDHoverTau;
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float tmp = Math.Abs(fz);
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tmp = Math.Abs(fz);
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if(tmp > 50)
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fz = 50 * Math.Sign(fz);
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else if(tmp < 0.1)
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@ -1573,20 +1583,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if(vec.IsFinite())
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{
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if(vec.X != 0 || vec.Y !=0 || vec.Z !=0)
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if((vec.X != 0 || vec.Y !=0 || vec.Z !=0))
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SafeNativeMethods.BodyAddForce(Body,vec.X,vec.Y,vec.Z);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
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m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
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defects.Add(this);
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// _parent_scene.RemoveCharacter(this);
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// destroy avatar capsule and related ODE data
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AvatarGeomAndBodyDestroy();
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return;
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}
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// update our local ideia of position velocity and aceleration
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// _position = localpos;
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_position = localpos;
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@ -26,9 +26,10 @@
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*/
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// Revision 2011/12/13 by Ubit Umarov
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//#define SPAM
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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@ -158,7 +159,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public struct ODEchangeitem
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{
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public PhysicsActor actor;
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public OdeCharacter character;
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public changes what;
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public Object arg;
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}
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@ -230,7 +230,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
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private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
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public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
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public ConcurrentQueue<ODEchangeitem> ChangesQueue = new ConcurrentQueue<ODEchangeitem>();
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/// <summary>
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/// A list of actors that should receive collision events.
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@ -621,8 +621,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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return;
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}
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// Figure out how many contact points we have
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int count = 0;
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try
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@ -1180,12 +1178,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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//m_log.Debug("[PHYSICS]:ODELOCK");
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if (world == IntPtr.Zero)
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return;
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lock (SimulationLock)
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lock (OdeLock)
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{
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SafeNativeMethods.AllocateODEDataForThread(0);
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((OdeCharacter) actor).Destroy();
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}
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((OdeCharacter) actor).Destroy();
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}
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public void addActivePrim(OdePrim activatePrim)
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@ -1224,7 +1217,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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@ -1244,6 +1236,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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_activeprims.Remove(deactivatePrim);
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}
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}
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public void remActiveGroup(OdePrim deactivatePrim)
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{
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lock (_activegroups)
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@ -1258,25 +1251,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// removed in the next physics simulate pass.
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if (prim is OdePrim)
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{
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// lock (OdeLock)
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{
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OdePrim p = (OdePrim)prim;
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p.setPrimForRemoval();
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}
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OdePrim p = (OdePrim)prim;
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p.setPrimForRemoval();
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}
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}
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public void RemovePrimThreadLocked(OdePrim prim)
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{
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//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
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lock (prim)
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{
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// RemoveCollisionEventReporting(prim);
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lock (_prims)
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_prims.Remove(prim.LocalID);
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}
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lock (_prims)
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_prims.Remove(prim.LocalID);
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}
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public void addToPrims(OdePrim prim)
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@ -1405,12 +1389,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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/// to use in place of old taint mechanism so changes do have a time sequence
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/// </summary>
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public void AddChange(PhysicsActor actor, changes what, Object arg)
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public void AddChange(PhysicsActor _actor, changes _what, Object _arg)
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{
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ODEchangeitem item = new ODEchangeitem();
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item.actor = actor;
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item.what = what;
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item.arg = arg;
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if (world == IntPtr.Zero)
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return;
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ODEchangeitem item = new ODEchangeitem
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{
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actor = _actor,
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what = _what,
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arg = _arg
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};
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ChangesQueue.Enqueue(item);
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}
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@ -1430,22 +1419,19 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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lock (OdeLock)
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{
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if (world == IntPtr.Zero)
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{
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ChangesQueue.Clear();
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return;
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}
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SafeNativeMethods.AllocateODEDataForThread(~0U);
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ODEchangeitem item;
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int donechanges = 0;
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if (ChangesQueue.Count > 0)
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if (!ChangesQueue.IsEmpty)
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{
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m_log.InfoFormat("[ubOde] start processing pending actor operations");
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int tstart = Util.EnvironmentTickCount();
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while (ChangesQueue.Dequeue(out item))
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SafeNativeMethods.AllocateODEDataForThread(~0U);
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while (ChangesQueue.TryDequeue(out item))
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{
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if (item.actor != null)
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{
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lock (OdeLock)
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{
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if (world == IntPtr.Zero)
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{
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ChangesQueue.Clear();
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return 0;
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}
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ODEchangeitem item;
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// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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@ -1539,17 +1518,19 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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*/
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SafeNativeMethods.AllocateODEDataForThread(~0U);
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if (ChangesQueue.Count > 0)
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if (!ChangesQueue.IsEmpty)
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{
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while (ChangesQueue.Dequeue(out item))
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ODEchangeitem item;
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while (ChangesQueue.TryDequeue(out item))
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{
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if (item.actor != null)
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{
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try
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{
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lock (SimulationLock)
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{
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if (item.actor is OdeCharacter)
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lock (SimulationLock)
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{
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if (item.actor is OdeCharacter)
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((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
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else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
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RemovePrimThreadLocked((OdePrim)item.actor);
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@ -1575,31 +1556,20 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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// tmpTime = Util.GetTimeStampMS();
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// tmpTime = Util.GetTimeStampMS();
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// Move characters
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lock (_characters)
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{
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List<OdeCharacter> defects = new List<OdeCharacter>();
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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actor.Move(defects);
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}
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if (defects.Count != 0)
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{
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foreach (OdeCharacter defect in defects)
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{
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RemoveCharacter(defect);
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}
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defects.Clear();
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}
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}
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// Move other active objects
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lock (SimulationLock)
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{
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// Move characters
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lock (_characters)
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{
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foreach (OdeCharacter actor in _characters)
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{
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actor.Move();
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}
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}
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// Move other active objects
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lock (_activegroups)
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{
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foreach (OdePrim aprim in _activegroups)
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@ -1629,9 +1599,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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List<OdePrim> sleepers = new List<OdePrim>();
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foreach (PhysicsActor obj in _collisionEventPrim)
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{
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if (obj == null)
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continue;
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switch ((ActorTypes)obj.PhysicsActorType)
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{
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case ActorTypes.Agent:
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@ -1644,10 +1611,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (!pobj.m_outbounds)
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{
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pobj.SendCollisions((int)(odetimestepMS));
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if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
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!pobj.m_disabled && !pobj.m_building &&
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!SafeNativeMethods.BodyIsEnabled(pobj.Body))
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sleepers.Add(pobj);
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lock(SimulationLock)
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{
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if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
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!pobj.m_disabled && !pobj.m_building &&
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!SafeNativeMethods.BodyIsEnabled(pobj.Body))
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sleepers.Add(pobj);
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}
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}
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break;
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}
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@ -1656,17 +1626,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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foreach(OdePrim prm in sleepers)
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prm.SleeperAddCollisionEvents();
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sleepers.Clear();
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// collisonRepo += Util.GetTimeStampMS() - tmpTime;
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// collisonRepo += Util.GetTimeStampMS() - tmpTime;
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// do a ode simulation step
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// tmpTime = Util.GetTimeStampMS();
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// tmpTime = Util.GetTimeStampMS();
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lock (SimulationLock)
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{
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SafeNativeMethods.WorldQuickStep(world, ODE_STEPSIZE);
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SafeNativeMethods.JointGroupEmpty(contactgroup);
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}
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// qstepTIme += Util.GetTimeStampMS() - tmpTime;
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// qstepTIme += Util.GetTimeStampMS() - tmpTime;
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// update managed ideia of physical data and do updates to core
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/*
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@ -1709,7 +1679,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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// ode.dunlock(world);
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}
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step_time -= ODE_STEPSIZE;
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nodeframes++;
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@ -1727,7 +1696,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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RemoveCharacter(chr);
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}
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_badCharacter.Clear();
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}
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}
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@ -1815,8 +1783,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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mesher.ExpireReleaseMeshs();
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m_lastMeshExpire = now;
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}
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}
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return fps;
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@ -2005,6 +1971,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private void InitTerrain()
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{
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lock(SimulationLock)
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lock (OdeLock)
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{
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SafeNativeMethods.AllocateODEDataForThread(~0U);
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@ -2110,6 +2077,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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yt += heightmapWidthSamples;
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}
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lock(SimulationLock)
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lock (OdeLock)
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{
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SafeNativeMethods.GeomOSTerrainDataSetBounds(HeightmapData, minH, maxH);
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@ -2133,9 +2101,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public override void Dispose()
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{
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lock(SimulationLock)
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lock (OdeLock)
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{
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if (world == IntPtr.Zero)
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return;
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@ -2152,7 +2120,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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lock (_prims)
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{
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ChangesQueue.Clear();
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foreach (OdePrim prm in _prims.Values)
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{
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prm.DoAChange(changes.Remove, null);
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@ -2168,7 +2135,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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_characters.CopyTo(chtorem);
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}
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ChangesQueue.Clear();
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foreach (OdeCharacter ch in chtorem)
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ch.DoAChange(changes.Remove, null);
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@ -2257,7 +2223,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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}
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public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
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{
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List<ContactResult> ourresults = new List<ContactResult>();
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@ -2498,6 +2463,5 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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});
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return 1;
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}
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}
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}
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