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authorJeff Ames2007-11-20 05:05:27 +0000
committerJeff Ames2007-11-20 05:05:27 +0000
commit3aa73ae1c70c264d17e4e5b9a62d7227cabf3a1c (patch)
tree44a14d1390be3c1fa5981280e2ab0869d8c853df /OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
parentReverting my POS changes. I need to think this through a bit more. (diff)
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fixed array range out of bounds exception and reference invalidation under load in POS
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs47
1 files changed, 26 insertions, 21 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index 802b7b2..bdd23ab 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -156,21 +156,25 @@ namespace OpenSim.Region.Physics.POSPlugin
156 156
157 private bool check_all_prims(POSCharacter c) 157 private bool check_all_prims(POSCharacter c)
158 { 158 {
159 foreach (POSPrim p in _prims) 159 for (int i = 0; i < _prims.Count; ++i)
160 { 160 {
161 if (check_collision(c, p)) 161 if (check_collision(c, _prims[i]))
162 return true; 162 return true;
163 } 163 }
164 return false; 164 return false;
165 } 165 }
166
166 public override void AddPhysicsActorTaint(PhysicsActor prim) 167 public override void AddPhysicsActorTaint(PhysicsActor prim)
167 { 168 {
168 169
169 } 170 }
171
170 public override void Simulate(float timeStep) 172 public override void Simulate(float timeStep)
171 { 173 {
172 foreach (POSCharacter character in _characters) 174 for (int i = 0; i < _characters.Count; ++i)
173 { 175 {
176 POSCharacter character = _characters[i];
177
174 float oldposX = character.Position.X; 178 float oldposX = character.Position.X;
175 float oldposY = character.Position.Y; 179 float oldposY = character.Position.Y;
176 float oldposZ = character.Position.Z; 180 float oldposZ = character.Position.Z;
@@ -183,6 +187,25 @@ namespace OpenSim.Region.Physics.POSPlugin
183 bool forcedZ = false; 187 bool forcedZ = false;
184 character.Position.X = character.Position.X + (character._target_velocity.X * timeStep); 188 character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
185 character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep); 189 character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
190
191 if (character.Position.Y < 0)
192 {
193 character.Position.Y = 0.1F;
194 }
195 else if (character.Position.Y >= 256)
196 {
197 character.Position.Y = 255.9F;
198 }
199
200 if (character.Position.X < 0)
201 {
202 character.Position.X = 0.1F;
203 }
204 else if (character.Position.X >= 256)
205 {
206 character.Position.X = 255.9F;
207 }
208
186 float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X]; 209 float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
187 if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) 210 if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
188 { 211 {
@@ -221,24 +244,6 @@ namespace OpenSim.Region.Physics.POSPlugin
221 } 244 }
222 } 245 }
223 246
224 if (character.Position.Y < 0)
225 {
226 character.Position.Y = 0.1F;
227 }
228 else if (character.Position.Y >= 256)
229 {
230 character.Position.Y = 255.9F;
231 }
232
233 if (character.Position.X < 0)
234 {
235 character.Position.X = 0.1F;
236 }
237 else if (character.Position.X > 256)
238 {
239 character.Position.X = 255.9F;
240 }
241
242 character._velocity.X = (character.Position.X - oldposX) / timeStep; 247 character._velocity.X = (character.Position.X - oldposX) / timeStep;
243 character._velocity.Y = (character.Position.Y - oldposY) / timeStep; 248 character._velocity.Y = (character.Position.Y - oldposY) / timeStep;
244 249