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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs21
1 files changed, 18 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index e517389..f7317c0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -471,7 +471,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
471 // We must generate a collision for avatars whether they collide or not. 471 // We must generate a collision for avatars whether they collide or not.
472 // This is required by OpenSim to update avatar animations, etc. 472 // This is required by OpenSim to update avatar animations, etc.
473 lock (m_avatars) 473 lock (m_avatars)
474 m_avatars.Add(actor); 474 {
475 // The funky copy is because this list has few and infrequent changes but is
476 // read zillions of times. This allows the reader/iterator to use the
477 // list and this creates a new list with any updates.
478 HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
479 avatarTemp.Add(actor);
480 m_avatars = avatarTemp;
481 }
475 482
476 return actor; 483 return actor;
477 } 484 }
@@ -491,7 +498,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
491 PhysObjects.Remove(bsactor.LocalID); 498 PhysObjects.Remove(bsactor.LocalID);
492 // Remove kludge someday 499 // Remove kludge someday
493 lock (m_avatars) 500 lock (m_avatars)
494 m_avatars.Remove(bsactor); 501 {
502 HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
503 avatarTemp.Remove(bsactor);
504 m_avatars = avatarTemp;
505 }
495 } 506 }
496 catch (Exception e) 507 catch (Exception e)
497 { 508 {
@@ -736,9 +747,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
736 // The simulator expects collisions for avatars even if there are have been no collisions. 747 // The simulator expects collisions for avatars even if there are have been no collisions.
737 // The event updates avatar animations and stuff. 748 // The event updates avatar animations and stuff.
738 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. 749 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
739 foreach (BSPhysObject bsp in m_avatars) 750 // Note that we copy the root of the list to search. Any updates will create a new list
751 // thus freeing this code from having to do an extra lock for every collision.
752 HashSet<BSPhysObject> avatarTemp = m_avatars;
753 foreach (BSPhysObject bsp in avatarTemp)
740 if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice 754 if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
741 bsp.SendCollisions(); 755 bsp.SendCollisions();
756 avatarTemp = null;
742 757
743 // Objects that are done colliding are removed from the ObjectsWithCollisions list. 758 // Objects that are done colliding are removed from the ObjectsWithCollisions list.
744 // Not done above because it is inside an iteration of ObjectWithCollisions. 759 // Not done above because it is inside an iteration of ObjectWithCollisions.