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authorJustin Clark-Casey (justincc)2011-08-01 05:34:02 +0100
committerJustin Clark-Casey (justincc)2011-08-01 05:43:04 +0100
commitdfa2f7d7151ec0e3835c4a008897389353be1cb3 (patch)
treec76cd700de65b86b93c84db1014e3d56651f0ce2 /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
parentminor: indentation correction (diff)
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If a prim changes size or shape, add actor to _parent_scene.actor_name_map with new prim_geom key, as the old one becomes invalid.
This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index fdb95cf..e18e1b4 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -1481,7 +1481,7 @@ Console.WriteLine("changeadd 1");
1481 } 1481 }
1482 1482
1483 _parent_scene.geom_name_map[prim_geom] = this.Name; 1483 _parent_scene.geom_name_map[prim_geom] = this.Name;
1484 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; 1484 _parent_scene.actor_name_map[prim_geom] = this;
1485 1485
1486 changeSelectedStatus(timestep); 1486 changeSelectedStatus(timestep);
1487 1487
@@ -1991,6 +1991,7 @@ Console.WriteLine(" JointCreateFixed");
1991 } 1991 }
1992 1992
1993 _parent_scene.geom_name_map[prim_geom] = oldname; 1993 _parent_scene.geom_name_map[prim_geom] = oldname;
1994 _parent_scene.actor_name_map[prim_geom] = this;
1994 1995
1995 changeSelectedStatus(timestamp); 1996 changeSelectedStatus(timestamp);
1996 if (childPrim) 1997 if (childPrim)
@@ -2095,7 +2096,9 @@ Console.WriteLine(" JointCreateFixed");
2095 d.BodyEnable(Body); 2096 d.BodyEnable(Body);
2096 } 2097 }
2097 } 2098 }
2099
2098 _parent_scene.geom_name_map[prim_geom] = oldname; 2100 _parent_scene.geom_name_map[prim_geom] = oldname;
2101 _parent_scene.actor_name_map[prim_geom] = this;
2099 2102
2100 changeSelectedStatus(timestamp); 2103 changeSelectedStatus(timestamp);
2101 if (childPrim) 2104 if (childPrim)