Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc
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9f19405490
commit
aba26c098d
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@ -2083,10 +2083,6 @@ namespace OpenSim.Region.Framework.Scenes
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public void PhysicsCollision(EventArgs e)
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{
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// single threaded here
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if (e == null)
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{
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return;
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}
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CollisionEventUpdate a = (CollisionEventUpdate)e;
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Dictionary<uint, ContactPoint> collissionswith = a.m_objCollisionList;
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@ -3346,9 +3346,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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if (e == null)
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return;
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//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
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// The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
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// as of this comment the interval is set in AddToPhysicalScene
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@ -140,7 +140,13 @@ namespace OpenSim.Region.Physics.Manager
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public event VelocityUpdate OnVelocityUpdate;
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public event OrientationUpdate OnOrientationUpdate;
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public event RequestTerseUpdate OnRequestTerseUpdate;
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/// <summary>
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/// Subscribers to this event must synchronously handle the dictionary of collisions received, since the event
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/// object is reused in subsequent physics frames.
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/// </summary>
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public event CollisionUpdate OnCollisionUpdate;
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public event OutOfBounds OnOutOfBounds;
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#pragma warning restore 67
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