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authorAlan M Webb2009-09-16 17:31:14 -0400
committerdr scofield (aka dirk husemann)2009-09-17 17:49:13 +0200
commit88294d9ebfcbaf1a382bb71a1fcacbe90913fbd8 (patch)
tree9f55578cb0af8bbb95f7aa0c517328417914fc33 /prebuild.xml
parentThank you, mcortez, for a patch to address showing users in group list (diff)
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While running a test case I had written to pursue problems with
llDie() not always completely working, I discovered I was getting a lot (60+ over 6000 iterations of the test case) null pointer exceptions in various physics related checks in SceneObjectPart. It was apparent that the (frequent) checks for PhysActor being non-null is an insufficient protection in a highly asynchronous environment. The null reference exceptions are one example of failure, but it could also happen that a sequence started with one instance of a PhysicsActor might finish with another? Anyway, I have implemented a safer mechanism that should stop the errors. I re-ran my test case with the fix in place, and completed nearly 1000 iterations without a single occurrence. SceneObjectPart is seriously in need of rejigging, if not for this reason, then for its ridiculous size. Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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