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This is a classic deadlock between the main thread and the OctreeProcessor network thread. On the main thread, the EntitySimulation lock is taken before the EntityItem read lock is taken. On the network thread, the EntityItem write lock is taken before the EntitySimulation lock is taken. To work around this issue the network thread no longer takes the EntitySimulation lock when calling PhysicalEntitySimulation::addDynamic(). Instead, a fine grained lock around the EntitySimulation's dynamic lists is used instead. |
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src | ||
CMakeLists.txt |