Merge pull request #6877 from AndrewMeadows/crash-fix

fix interface crash when deleting lots of objects at once
This commit is contained in:
Brad Hefta-Gaub 2016-01-21 16:49:21 -08:00
commit 1a98ab3fba
2 changed files with 5 additions and 2 deletions

View file

@ -142,6 +142,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() {
// finally clear all lists maintained by this class
_physicalObjects.clear();
_entitiesToRemoveFromPhysics.clear();
_entitiesToRelease.clear();
_entitiesToAddToPhysics.clear();
_pendingChanges.clear();
_outgoingChanges.clear();
@ -157,6 +158,7 @@ void PhysicalEntitySimulation::prepareEntityForDelete(EntityItemPointer entity)
// end EntitySimulation overrides
void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionStates& result) {
_entitiesToRelease.clear();
result.clear();
QMutexLocker lock(&_mutex);
for (auto entity: _entitiesToRemoveFromPhysics) {
@ -171,7 +173,7 @@ void PhysicalEntitySimulation::getObjectsToRemoveFromPhysics(VectorOfMotionState
_entitiesToDelete.insert(entity);
}
}
_entitiesToRemoveFromPhysics.clear();
_entitiesToRemoveFromPhysics.swap(_entitiesToRelease);
}
void PhysicalEntitySimulation::getObjectsToAddToPhysics(VectorOfMotionStates& result) {

View file

@ -60,6 +60,7 @@ public:
private:
SetOfEntities _entitiesToRemoveFromPhysics;
SetOfEntities _entitiesToRelease;
SetOfEntities _entitiesToAddToPhysics;
SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
@ -70,7 +71,7 @@ private:
PhysicsEnginePointer _physicsEngine = nullptr;
EntityEditPacketSender* _entityPacketSender = nullptr;
uint32_t _lastStepSendPackets = 0;
uint32_t _lastStepSendPackets { 0 };
};