Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25. As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request. So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.0.7.4.1
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0b02a4d42e
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878b67b333
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@ -30,20 +30,21 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.IO;
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using System.Diagnostics;
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using log4net;
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using Nini.Config;
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using Ode.NET;
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using OpenMetaverse;
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#if USE_DRAWSTUFF
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using Drawstuff.NET;
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#endif
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.OdePlugin
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{
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@ -3868,26 +3869,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override Dictionary<uint, float> GetTopColliders()
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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int cnt = 0;
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Dictionary<uint, float> topColliders;
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lock (_prims)
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{
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foreach (OdePrim prm in _prims)
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{
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if (prm.CollisionScore > 0)
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{
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returncolliders.Add(prm.LocalID, prm.CollisionScore);
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cnt++;
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prm.CollisionScore = 0f;
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if (cnt > 25)
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{
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break;
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}
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}
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}
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List<OdePrim> orderedPrims = new List<OdePrim>(_prims);
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orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25);
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topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore);
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foreach (OdePrim p in _prims)
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p.CollisionScore = 0;
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}
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return returncolliders;
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return topColliders;
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}
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public override bool SupportsRayCast()
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