From 6d97545b6bdf1b9a468f9116fe3070c5d9f9f3c6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 29 Oct 2011 02:42:53 +0100 Subject: Remove the SyncRoot locking from Scene which was only being done around the main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting. --- OpenSim/Region/Framework/Scenes/SceneGraph.cs | 38 +++++++++++---------------- 1 file changed, 16 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs') diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 542bd51..1af18e7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs @@ -84,8 +84,6 @@ namespace OpenSim.Region.Framework.Scenes protected int m_activeScripts = 0; protected int m_scriptLPS = 0; - protected internal object m_syncRoot = new object(); - protected internal PhysicsScene _PhyScene; /// @@ -187,26 +185,22 @@ namespace OpenSim.Region.Framework.Scenes /// protected internal float UpdatePhysics(double elapsed) { - lock (m_syncRoot) - { - // Here is where the Scene calls the PhysicsScene. This is a one-way - // interaction; the PhysicsScene cannot access the calling Scene directly. - // But with joints, we want a PhysicsActor to be able to influence a - // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected - // with a joint should be able to move the SceneObjectPart which is the visual - // representation of that joint (for editing and serialization purposes). - // However the PhysicsActor normally cannot directly influence anything outside - // of the PhysicsScene, and the non-physical SceneObjectPart which represents - // the joint in the Scene does not exist in the PhysicsScene. - // - // To solve this, we have an event in the PhysicsScene that is fired when a joint - // has changed position (because one of its associated PhysicsActors has changed - // position). - // - // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). - - return _PhyScene.Simulate((float)elapsed); - } + // Here is where the Scene calls the PhysicsScene. This is a one-way + // interaction; the PhysicsScene cannot access the calling Scene directly. + // But with joints, we want a PhysicsActor to be able to influence a + // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected + // with a joint should be able to move the SceneObjectPart which is the visual + // representation of that joint (for editing and serialization purposes). + // However the PhysicsActor normally cannot directly influence anything outside + // of the PhysicsScene, and the non-physical SceneObjectPart which represents + // the joint in the Scene does not exist in the PhysicsScene. + // + // To solve this, we have an event in the PhysicsScene that is fired when a joint + // has changed position (because one of its associated PhysicsActors has changed + // position). + // + // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate(). + return _PhyScene.Simulate((float)elapsed); } protected internal void UpdateScenePresenceMovement() -- cgit v1.1