Reinsert PhysicsActor variable back into SOP.SubscribeForCollisionEvents() in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing. If this is now impossible please revert - just adding this now whilst I remember. Also makes method comment into proper method doc.cpu-performance
parent
b4cb644a05
commit
d06c85ea77
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@ -4272,10 +4272,14 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
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}
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// Subscribe for physics collision events if needed for scripts and sounds
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/// <summary>
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/// Subscribe for physics collision events if needed for scripts and sounds
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/// </summary>
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public void SubscribeForCollisionEvents()
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{
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if (PhysActor != null)
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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@ -4293,20 +4297,20 @@ namespace OpenSim.Region.Framework.Scenes
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(CollisionSound != UUID.Zero)
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)
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{
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if (!PhysActor.SubscribedEvents())
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if (!pa.SubscribedEvents())
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{
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// If not already subscribed for event, set up for a collision event.
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PhysActor.OnCollisionUpdate += PhysicsCollision;
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PhysActor.SubscribeEvents(1000);
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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else
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{
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// There is no need to be subscribed to collisions so, if subscribed, remove subscription
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if (PhysActor.SubscribedEvents())
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if (pa.SubscribedEvents())
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{
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PhysActor.OnCollisionUpdate -= PhysicsCollision;
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PhysActor.UnSubscribeEvents();
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pa.OnCollisionUpdate -= PhysicsCollision;
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pa.UnSubscribeEvents();
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}
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}
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}
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