Fix a raycast issue
parent
c920ff9d1d
commit
cc69d12d54
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@ -109,8 +109,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
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ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
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for (int i = 0; i < reqs.Length; i++)
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for (int i = 0; i < reqs.Length; i++)
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{
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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try
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RayCast(reqs[i]); // if there isn't anyone to send results
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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RayCast(reqs[i]); // if there isn't anyone to send results
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}
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catch
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{
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//Fail silently
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//This can genuinely happen because raycast requests are queued, and the actor may have
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//been removed from the scene since it was queued
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}
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}
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}
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/*
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/*
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foreach (ODERayCastRequest req in m_PendingRequests)
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foreach (ODERayCastRequest req in m_PendingRequests)
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@ -109,8 +109,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
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ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
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for (int i = 0; i < reqs.Length; i++)
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for (int i = 0; i < reqs.Length; i++)
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{
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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try
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RayCast(reqs[i]); // if there isn't anyone to send results
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{
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if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
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RayCast(reqs[i]); // if there isn't anyone to send results
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}
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catch
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{
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//Fail silently
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}
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}
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}
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/*
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/*
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foreach (ODERayCastRequest req in m_PendingRequests)
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foreach (ODERayCastRequest req in m_PendingRequests)
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