aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/ThirdParty/SmartThreadPool/PriorityQueue.cs
diff options
context:
space:
mode:
authorTeravus Ovares2009-02-08 03:02:43 +0000
committerTeravus Ovares2009-02-08 03:02:43 +0000
commitb60931b6860760d3f2d50edebddf46c9289b7411 (patch)
tree730a446ed4e81f751062083db4e5a8863a500b90 /ThirdParty/SmartThreadPool/PriorityQueue.cs
parent* Fixes colliding with the terrain lower then 0 and higher then 256m (diff)
downloadopensim-SC_OLD-b60931b6860760d3f2d50edebddf46c9289b7411.zip
opensim-SC_OLD-b60931b6860760d3f2d50edebddf46c9289b7411.tar.gz
opensim-SC_OLD-b60931b6860760d3f2d50edebddf46c9289b7411.tar.bz2
opensim-SC_OLD-b60931b6860760d3f2d50edebddf46c9289b7411.tar.xz
* Limit the total number of joints created per frame to the maximum possible without causing a stack collision.
* This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread. * Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
Diffstat (limited to 'ThirdParty/SmartThreadPool/PriorityQueue.cs')
0 files changed, 0 insertions, 0 deletions