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BulletSim: modify taint processing which use locks.
(Merge branch 'bullettaint' into bulletcast)
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@@ -75,7 +75,7 @@ public sealed class BSShapeCollection : IDisposable
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// Called at taint-time.
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
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{
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m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
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bool ret = false;
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@@ -346,7 +346,7 @@ public sealed class BSShapeCollection : IDisposable
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if (!body.HasPhysicalBody)
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return;
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m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
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lock (m_collectionActivityLock)
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{
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