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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f979ce3..82392b1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -2705,8 +2705,6 @@ namespace OpenSim.Region.Physics.OdePlugin
2705 { 2705 {
2706 foreach (OdePrim prim in _taintedPrimL) 2706 foreach (OdePrim prim in _taintedPrimL)
2707 { 2707 {
2708
2709
2710 if (prim.m_taintremove) 2708 if (prim.m_taintremove)
2711 { 2709 {
2712//Console.WriteLine("Simulate calls RemovePrimThreadLocked"); 2710//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
@@ -2719,6 +2717,12 @@ namespace OpenSim.Region.Physics.OdePlugin
2719 } 2717 }
2720 processedtaints = true; 2718 processedtaints = true;
2721 prim.m_collisionscore = 0; 2719 prim.m_collisionscore = 0;
2720
2721 // This loop can block up the Heartbeat for a very long time on large regions.
2722 // We need to let the Watchdog know that the Heartbeat is not dead
2723 // NOTE: This is currently commented out, but if things like OAR loading are
2724 // timing the heartbeat out we will need to uncomment it
2725 //Watchdog.UpdateThread();
2722 } 2726 }
2723 2727
2724 if (SupportsNINJAJoints) 2728 if (SupportsNINJAJoints)