From 640ad259d4ee1bd9cdf56714f857811c73b09383 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 21 Feb 2008 14:51:39 +0000 Subject: * A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index a8ee20d..b3780fd 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -1272,7 +1272,8 @@ namespace OpenSim.Region.Physics.OdePlugin { foreach (OdeCharacter actor in _characters) { - actor.Move(timeStep); + if (actor != null) + actor.Move(timeStep); } collision_optimized(timeStep); @@ -1300,7 +1301,8 @@ namespace OpenSim.Region.Physics.OdePlugin foreach (OdeCharacter actor in _characters) { - actor.UpdatePositionAndVelocity(); + if (actor != null) + actor.UpdatePositionAndVelocity(); } if (!ode.lockquery()) -- cgit v1.1