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.0.7.2-post-fixes
parent
057b78bfbe
commit
871f1d0ae7
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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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@ -1235,11 +1235,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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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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{
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if (CollisionEventsThisFrame != null)
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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{
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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CollisionEventsThisFrame.Clear();
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}
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CollisionEventsThisFrame = new CollisionEventUpdate();
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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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