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authorRobert Adams2015-08-09 15:36:50 -0700
committerRobert Adams2015-08-09 15:36:50 -0700
commitfe37cb999055c0df27a3fc1e038013575a63e2ea (patch)
tree341307fa0ad9aee33a319cbb6c4d82a0f7cebe16 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: update the motion actors so they completely clean themselves (diff)
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BulletSim: rearrange code and add different locking to eliminate chances
of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index d0cc1eb..9c3f160 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -459,7 +459,7 @@ public sealed class BSCharacter : BSPhysObject
459 RawVelocity = value; 459 RawVelocity = value;
460 OMV.Vector3 vel = RawVelocity; 460 OMV.Vector3 vel = RawVelocity;
461 461
462 DetailLog("{0}: set Velocity = {1}", LogHeader, value); 462 DetailLog("{0}: set Velocity = {1}", LocalID, value);
463 463
464 PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() 464 PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
465 { 465 {
@@ -477,7 +477,7 @@ public sealed class BSCharacter : BSPhysObject
477 set { 477 set {
478 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); 478 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
479// Util.PrintCallStack(); 479// Util.PrintCallStack();
480 DetailLog("{0}: set ForceVelocity = {1}", LogHeader, value); 480 DetailLog("{0}: set ForceVelocity = {1}", LocalID, value);
481 481
482 RawVelocity = value; 482 RawVelocity = value;
483 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); 483 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);