When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
parent
871f1d0ae7
commit
9f19405490
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@ -70,6 +70,11 @@ namespace OpenSim.Region.Physics.Manager
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{
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// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
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/// <summary>
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/// Number of collision events in this update.
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/// </summary>
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public int Count { get { return m_objCollisionList.Count; } }
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public int m_colliderType;
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public int m_GenericStartEnd;
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//public uint m_LocalID;
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@ -191,7 +191,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private d.Mass pMass;
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private int m_eventsubscription;
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private CollisionEventUpdate CollisionEventsThisFrame;
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private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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private IntPtr m_linkJoint = IntPtr.Zero;
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@ -3020,23 +3020,13 @@ Console.WriteLine(" JointCreateFixed");
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public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
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{
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if (CollisionEventsThisFrame == null)
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CollisionEventsThisFrame = new CollisionEventUpdate();
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CollisionEventsThisFrame.addCollider(CollidedWith, contact);
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}
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public void SendCollisions()
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{
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if (CollisionEventsThisFrame == null)
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return;
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if (CollisionEventsThisFrame.Count > 0)
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base.SendCollisionUpdate(CollisionEventsThisFrame);
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if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
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CollisionEventsThisFrame = null;
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else
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CollisionEventsThisFrame = new CollisionEventUpdate();
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}
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public override bool SubscribedEvents()
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