From f421e0c3d1b9ff493095fe0dd40c3fa543677a3f Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 17 May 2012 23:59:43 +0100 Subject: [PATCH] Don't eagerly clear frame collision events when physics actors subscribe and unsubscribe from collisions, in order to avoid a race condition. Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop. There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar). This matches existing behaviour in OdePrim --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 8397eb4331..1b1c44a95f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1261,14 +1261,20 @@ namespace OpenSim.Region.Physics.OdePlugin { m_requestedUpdateFrequency = ms; m_eventsubscription = ms; - CollisionEventsThisFrame.Clear(); + + // Don't clear collision event reporting here. This is called directly from scene code and so can lead + // to a race condition with the simulate loop + _parent_scene.AddCollisionEventReporting(this); } public override void UnSubscribeEvents() { CollisionEventsThisFrame.Clear(); - _parent_scene.RemoveCollisionEventReporting(this); + + // Don't clear collision event reporting here. This is called directly from scene code and so can lead + // to a race condition with the simulate loop + m_requestedUpdateFrequency = 0; m_eventsubscription = 0; }