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authorUbitUmarov2012-02-11 19:12:04 +0000
committerUbitUmarov2012-02-11 19:12:04 +0000
commitbcf59a574f757fd8a79c3fc3bb61fab87da8c1f1 (patch)
treed3776778359f609cbb79ec5d06ffe2dab4a615a5 /OpenSim/Region
parentscenepresence change! in standup() give avatar a physical actor after decidin... (diff)
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remove forgotten taints code
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs32
1 files changed, 0 insertions, 32 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 2dfcca6..233267e 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -228,10 +228,6 @@ namespace OpenSim.Region.Physics.OdePlugin
228 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); 228 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
229 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); 229 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
230 230
231 private readonly Object _taintedCharacterLock = new Object();
232 private readonly HashSet<OdeCharacter> _taintedCharacterH = new HashSet<OdeCharacter>(); // faster verification of repeated character taints
233 private readonly Queue<OdeCharacter> _taintedCharacterQ = new Queue<OdeCharacter>(); // character taints
234
235 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>(); 231 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
236 232
237 /// <summary> 233 /// <summary>
@@ -1579,34 +1575,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1579 /// <param name="prim"></param> 1575 /// <param name="prim"></param>
1580 public override void AddPhysicsActorTaint(PhysicsActor prim) 1576 public override void AddPhysicsActorTaint(PhysicsActor prim)
1581 { 1577 {
1582 if (prim is OdePrim)
1583 {
1584/* OdePrim taintedprim = ((OdePrim) prim);
1585 lock (_taintedPrimLock)
1586 {
1587 if (!(_taintedPrimH.Contains(taintedprim)))
1588 {
1589 _taintedPrimH.Add(taintedprim); // HashSet for searching
1590 _taintedPrimQ.Enqueue(taintedprim); // List for ordered readout
1591 }
1592 }
1593 */
1594 return;
1595 }
1596 else if (prim is OdeCharacter)
1597 {
1598 OdeCharacter taintedchar = ((OdeCharacter)prim);
1599 lock (_taintedCharacterLock)
1600 {
1601 if (!(_taintedCharacterH.Contains(taintedchar)))
1602 {
1603 _taintedCharacterH.Add(taintedchar);
1604 _taintedCharacterQ.Enqueue(taintedchar);
1605 if (taintedchar.bad)
1606 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
1607 }
1608 }
1609 }
1610 } 1578 }
1611 1579
1612 /// <summary> 1580 /// <summary>