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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs10
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}