From dae038a117c3110970d6fe0b743e20f342df2269 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Oct 2012 14:30:16 -0700 Subject: BulletSim: fix problem with multiple linksets stepping on each other if they are built at the same time. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index cb52937..c27b5f0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -578,12 +578,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters } } + ProcessPostStepTaints(); + // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Only enable this in a limited test world with few objects. // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG - ProcessPostStepTaints(); - // The physics engine returns the number of milliseconds it simulated this call. // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. // We multiply by 55 to give a recognizable running rate (55 or less). @@ -766,9 +766,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { if (!m_initialized) return; + string uniqueIdent = ident + "-" + ID.ToString(); lock (_taintLock) { - _postTaintOperations[ident] = new TaintCallbackEntry(ident + "-" + ID.ToString(), callback); + _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); } return; -- cgit v1.1