diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 6621d39..db0c99e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
320 | { | 320 | { |
321 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 321 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
322 | } | 322 | } |
323 | 323 | ||
324 | // Called directly from unmanaged code so don't do much | 324 | // Called directly from unmanaged code so don't do much |
325 | private void BulletLoggerPhysLog(string msg) | 325 | private void BulletLoggerPhysLog(string msg) |
326 | { | 326 | { |
@@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
545 | } | 545 | } |
546 | 546 | ||
547 | // This is a kludge to get avatar movement updates. | 547 | // This is a kludge to get avatar movement updates. |
548 | // The simulator expects collisions for avatars even if there are have been no collisions. | 548 | // The simulator expects collisions for avatars even if there are have been no collisions. |
549 | // The event updates avatar animations and stuff. | 549 | // The event updates avatar animations and stuff. |
550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | 550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. |
551 | foreach (BSPhysObject bsp in m_avatars) | 551 | foreach (BSPhysObject bsp in m_avatars) |
@@ -692,7 +692,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
692 | { | 692 | { |
693 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process | 693 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process |
694 | { | 694 | { |
695 | // swizzle a new list into the list location so we can process what's there | ||
696 | int taintCount = m_taintsToProcessPerStep; | 695 | int taintCount = m_taintsToProcessPerStep; |
697 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); | 696 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); |
698 | while (_taintedObjects.Count > 0 && taintCount-- > 0) | 697 | while (_taintedObjects.Count > 0 && taintCount-- > 0) |
@@ -711,11 +710,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
711 | { | 710 | { |
712 | try | 711 | try |
713 | { | 712 | { |
714 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | 713 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); |
715 | oneCallback.callback(); | 714 | oneCallback.callback(); |
716 | } | 715 | } |
717 | catch (Exception e) | 716 | catch (Exception e) |
718 | { | 717 | { |
718 | DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | ||
719 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); | 719 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); |
720 | } | 720 | } |
721 | } | 721 | } |
@@ -1333,7 +1333,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1333 | // Add the Flush() if debugging crashes to get all the messages written out. | 1333 | // Add the Flush() if debugging crashes to get all the messages written out. |
1334 | // PhysicsLogging.Flush(); | 1334 | // PhysicsLogging.Flush(); |
1335 | } | 1335 | } |
1336 | // used to fill in the LocalID when there isn't one | 1336 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. |
1337 | public const string DetailLogZero = "0000000000"; | 1337 | public const string DetailLogZero = "0000000000"; |
1338 | 1338 | ||
1339 | } | 1339 | } |