refactor: rename _collisionEventPrim to m_collisionEventActors and _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.

These dictionaries handle all actor types, not just physical prims.
0.7.4.1
Justin Clark-Casey (justincc) 2012-06-29 00:54:40 +01:00
parent 1a7be7b00e
commit e420f815dc
1 changed files with 12 additions and 12 deletions

View File

@ -387,12 +387,12 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <summary> /// <summary>
/// A dictionary of actors that should receive collision events. /// A dictionary of actors that should receive collision events.
/// </summary> /// </summary>
private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>(); private readonly Dictionary<uint, PhysicsActor> m_collisionEventActors = new Dictionary<uint, PhysicsActor>();
/// <summary> /// <summary>
/// A dictionary of collision event changes that are waiting to be processed. /// A dictionary of collision event changes that are waiting to be processed.
/// </summary> /// </summary>
private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); private readonly Dictionary<uint, PhysicsActor> m_collisionEventActorsChanges = new Dictionary<uint, PhysicsActor>();
/// <summary> /// <summary>
/// Maps a unique geometry id (a memory location) to a physics actor name. /// Maps a unique geometry id (a memory location) to a physics actor name.
@ -1908,8 +1908,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID); // m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
lock (_collisionEventPrimChanges) lock (m_collisionEventActorsChanges)
_collisionEventPrimChanges[obj.LocalID] = obj; m_collisionEventActorsChanges[obj.LocalID] = obj;
} }
/// <summary> /// <summary>
@ -1920,8 +1920,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID); // m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
lock (_collisionEventPrimChanges) lock (m_collisionEventActorsChanges)
_collisionEventPrimChanges[obj.LocalID] = null; m_collisionEventActorsChanges[obj.LocalID] = null;
} }
#region Add/Remove Entities #region Add/Remove Entities
@ -2930,17 +2930,17 @@ namespace OpenSim.Region.Physics.OdePlugin
// We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
// deadlock if the collision event tries to lock something else later on which is already locked by a // deadlock if the collision event tries to lock something else later on which is already locked by a
// caller that is adding or removing the collision event. // caller that is adding or removing the collision event.
lock (_collisionEventPrimChanges) lock (m_collisionEventActorsChanges)
{ {
foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges) foreach (KeyValuePair<uint, PhysicsActor> kvp in m_collisionEventActorsChanges)
{ {
if (kvp.Value == null) if (kvp.Value == null)
_collisionEventPrim.Remove(kvp.Key); m_collisionEventActors.Remove(kvp.Key);
else else
_collisionEventPrim[kvp.Key] = kvp.Value; m_collisionEventActors[kvp.Key] = kvp.Value;
} }
_collisionEventPrimChanges.Clear(); m_collisionEventActorsChanges.Clear();
} }
if (SupportsNINJAJoints) if (SupportsNINJAJoints)
@ -3092,7 +3092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
tempTick = tempTick2; tempTick = tempTick2;
} }
foreach (PhysicsActor obj in _collisionEventPrim.Values) foreach (PhysicsActor obj in m_collisionEventActors.Values)
{ {
// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);