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author | Justin Clark-Casey (justincc) | 2011-11-21 18:27:41 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-11-21 18:27:41 +0000 |
commit | 898904d83d371b69d001b669588f29c2befd6aa9 (patch) | |
tree | 8a6c6722901d44c53370fd6475a370db8dc5b08b /OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |
parent | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaini... (diff) | |
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When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove the actor reference in OdeScene.actor_name_map rather than leaving it dangling.
This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 22 |
1 files changed, 21 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index fe2b2b2..9dee07b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -238,8 +238,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
238 | private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); | 238 | private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>(); |
239 | 239 | ||
240 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | 240 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); |
241 | |||
242 | /// <summary> | ||
243 | /// Maps a unique geometry id (a memory location) to a physics actor name. | ||
244 | /// </summary> | ||
245 | /// <remarks> | ||
246 | /// Only actors participating in collisions have geometries. | ||
247 | /// </remarks> | ||
241 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 248 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
249 | |||
250 | /// <summary> | ||
251 | /// Maps a unique geometry id (a memory location) to a physics actor. | ||
252 | /// </summary> | ||
253 | /// <remarks> | ||
254 | /// Only actors participating in collisions have geometries. | ||
255 | /// </remarks> | ||
242 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 256 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
257 | |||
243 | private bool m_NINJA_physics_joints_enabled = false; | 258 | private bool m_NINJA_physics_joints_enabled = false; |
244 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); | 259 | //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>(); |
245 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); | 260 | private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>(); |
@@ -1699,8 +1714,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1699 | if (!_characters.Contains(chr)) | 1714 | if (!_characters.Contains(chr)) |
1700 | { | 1715 | { |
1701 | _characters.Add(chr); | 1716 | _characters.Add(chr); |
1717 | geom_name_map[chr.Shell] = Name; | ||
1718 | actor_name_map[chr.Shell] = chr; | ||
1719 | |||
1702 | if (chr.bad) | 1720 | if (chr.bad) |
1703 | m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); | 1721 | m_log.ErrorFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); |
1704 | } | 1722 | } |
1705 | } | 1723 | } |
1706 | } | 1724 | } |
@@ -1712,6 +1730,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1712 | if (_characters.Contains(chr)) | 1730 | if (_characters.Contains(chr)) |
1713 | { | 1731 | { |
1714 | _characters.Remove(chr); | 1732 | _characters.Remove(chr); |
1733 | geom_name_map.Remove(chr.Shell); | ||
1734 | actor_name_map.Remove(chr.Shell); | ||
1715 | } | 1735 | } |
1716 | } | 1736 | } |
1717 | } | 1737 | } |