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authorUbitUmarov2018-10-21 12:13:21 +0100
committerUbitUmarov2018-10-21 12:13:21 +0100
commit09865557650b4d1b36d8ebf292191d0feb1445fa (patch)
treead74f8e0ab3bb3e4ba14fbc6dd1fb68ca84f1dac /OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
parentAdd non-transparent water asset (diff)
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mantis 8387: (try) avoid potencial out of order phys operations
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSScene.cs13
1 files changed, 6 insertions, 7 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
index 163efaa..8e29dd0 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
@@ -352,13 +352,9 @@ namespace OpenSim.Region.PhysicsModule.BulletS
352 if (BSParam.UseSeparatePhysicsThread) 352 if (BSParam.UseSeparatePhysicsThread)
353 { 353 {
354 // The physics simulation should happen independently of the heartbeat loop 354 // The physics simulation should happen independently of the heartbeat loop
355 m_physicsThread 355 m_physicsThread = WorkManager.StartThread(
356 = WorkManager.StartThread(
357 BulletSPluginPhysicsThread, 356 BulletSPluginPhysicsThread,
358 string.Format("{0} ({1})", BulletEngineName, RegionName), 357 string.Format("{0} ({1})", BulletEngineName, RegionName));
359 ThreadPriority.Normal,
360 true,
361 true);
362 } 358 }
363 } 359 }
364 360
@@ -1238,6 +1234,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1238 { 1234 {
1239 if (!m_initialized) return; 1235 if (!m_initialized) return;
1240 1236
1237/* mantis 8397 ??? avoid out of order operations ???
1238
1241 if (Monitor.TryEnter(PhysicsEngineLock)) 1239 if (Monitor.TryEnter(PhysicsEngineLock))
1242 { 1240 {
1243 // If we can get exclusive access to the physics engine, just do the operation 1241 // If we can get exclusive access to the physics engine, just do the operation
@@ -1246,12 +1244,13 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1246 } 1244 }
1247 else 1245 else
1248 { 1246 {
1247*/
1249 // The physics engine is busy, queue the operation 1248 // The physics engine is busy, queue the operation
1250 lock (_taintLock) 1249 lock (_taintLock)
1251 { 1250 {
1252 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); 1251 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
1253 } 1252 }
1254 } 1253// }
1255 } 1254 }
1256 1255
1257 private void TriggerPreStepEvent(float timeStep) 1256 private void TriggerPreStepEvent(float timeStep)