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authorJustin Clark-Casey (justincc)2012-04-03 09:28:17 +0100
committerJustin Clark-Casey (justincc)2012-04-03 09:28:17 +0100
commit633f4bb3d80decf4773ee577bacb153fbb4be738 (patch)
treee70c777f462a17d73a5bc0db59aefa63aa6d781d
parentFix more SOP.PhysActor race conditions in LSL_Api (diff)
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remove possible PhysActor unexpectedly null race conditions when changing prim collision status
factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs131
2 files changed, 74 insertions, 63 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 29825a2..d8cac66 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2163,12 +2163,6 @@ namespace OpenSim.Region.Framework.Scenes
2163 part.RemoveFromPhysics(); 2163 part.RemoveFromPhysics();
2164 } 2164 }
2165 } 2165 }
2166
2167// if (rootPart.PhysActor != null)
2168// {
2169// PhysicsScene.RemovePrim(rootPart.PhysActor);
2170// rootPart.PhysActor = null;
2171// }
2172 2166
2173 if (UnlinkSceneObject(group, false)) 2167 if (UnlinkSceneObject(group, false))
2174 { 2168 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2b1fba0..9e65f5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1488,40 +1488,17 @@ namespace OpenSim.Region.Framework.Scenes
1488 if (VolumeDetectActive) 1488 if (VolumeDetectActive)
1489 isPhantom = false; 1489 isPhantom = false;
1490 1490
1491 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1492 bool RigidBody = isPhysical && !isPhantom;
1493
1494 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1491 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1495 // or flexible 1492 // or flexible
1496 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 1493 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1497 { 1494 {
1498 try 1495 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1499 { 1496 bool rigidBody = isPhysical && !isPhantom;
1500 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
1501 string.Format("{0}/{1}", Name, UUID),
1502 Shape,
1503 AbsolutePosition,
1504 Scale,
1505 RotationOffset,
1506 RigidBody,
1507 m_localId);
1508 }
1509 catch
1510 {
1511 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1512 PhysActor = null;
1513 }
1514 1497
1515 // Basic Physics can also return null as well as an exception catch. 1498 PhysicsActor pa = AddToPhysics(rigidBody);
1516 PhysicsActor pa = PhysActor;
1517 1499
1518 if (pa != null) 1500 if (pa != null)
1519 {
1520 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
1521 pa.SetMaterial(Material);
1522 DoPhysicsPropertyUpdate(RigidBody, true);
1523 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1501 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1524 }
1525 } 1502 }
1526 } 1503 }
1527 } 1504 }
@@ -4322,41 +4299,36 @@ namespace OpenSim.Region.Framework.Scenes
4322 if (ParentGroup.Scene == null) 4299 if (ParentGroup.Scene == null)
4323 return; 4300 return;
4324 4301
4325 if (ParentGroup.Scene.CollidablePrims && PhysActor == null) 4302 if (ParentGroup.Scene.CollidablePrims && pa == null)
4326 { 4303 {
4327 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4304 pa = AddToPhysics(UsePhysics);
4328 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4329 string.Format("{0}/{1}", Name, UUID),
4330 Shape,
4331 AbsolutePosition,
4332 Scale,
4333 RotationOffset,
4334 UsePhysics,
4335 m_localId);
4336 4305
4337 PhysActor.SetMaterial(Material); 4306 if (pa != null)
4338 DoPhysicsPropertyUpdate(UsePhysics, true);
4339
4340 if (!ParentGroup.IsDeleted)
4341 { 4307 {
4342 if (LocalId == ParentGroup.RootPart.LocalId) 4308 pa.SetMaterial(Material);
4309 DoPhysicsPropertyUpdate(UsePhysics, true);
4310
4311 if (!ParentGroup.IsDeleted)
4343 { 4312 {
4344 ParentGroup.CheckSculptAndLoad(); 4313 if (LocalId == ParentGroup.RootPart.LocalId)
4314 {
4315 ParentGroup.CheckSculptAndLoad();
4316 }
4317 }
4318
4319 if (
4320 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4321 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4322 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4323 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4324 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4325 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4326 (CollisionSound != UUID.Zero)
4327 )
4328 {
4329 pa.OnCollisionUpdate += PhysicsCollision;
4330 pa.SubscribeEvents(1000);
4345 } 4331 }
4346 }
4347
4348 if (
4349 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4350 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4351 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4352 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4353 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4354 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4355 (CollisionSound != UUID.Zero)
4356 )
4357 {
4358 PhysActor.OnCollisionUpdate += PhysicsCollision;
4359 PhysActor.SubscribeEvents(1000);
4360 } 4332 }
4361 } 4333 }
4362 else // it already has a physical representation 4334 else // it already has a physical representation
@@ -4418,7 +4390,52 @@ namespace OpenSim.Region.Framework.Scenes
4418 } 4390 }
4419 4391
4420 /// <summary> 4392 /// <summary>
4421 /// This removes the part from physics 4393 /// Adds this part to the physics scene.
4394 /// </summary>
4395 /// <remarks>This method also sets the PhysActor property.</remarks>
4396 /// <param name="rigidBody">Add this prim with a rigid body.</param>
4397 /// <returns>
4398 /// The physics actor. null if there was a failure.
4399 /// </returns>
4400 private PhysicsActor AddToPhysics(bool rigidBody)
4401 {
4402 PhysicsActor pa;
4403
4404 try
4405 {
4406 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4407 string.Format("{0}/{1}", Name, UUID),
4408 Shape,
4409 AbsolutePosition,
4410 Scale,
4411 RotationOffset,
4412 rigidBody,
4413 m_localId);
4414 }
4415 catch
4416 {
4417 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
4418 pa = null;
4419 }
4420
4421 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4422 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4423 // being set.
4424 PhysActor = pa;
4425
4426 // Basic Physics can also return null as well as an exception catch.
4427 if (pa != null)
4428 {
4429 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4430 pa.SetMaterial(Material);
4431 DoPhysicsPropertyUpdate(rigidBody, true);
4432 }
4433
4434 return pa;
4435 }
4436
4437 /// <summary>
4438 /// This removes the part from the physics scene.
4422 /// </summary> 4439 /// </summary>
4423 /// <remarks> 4440 /// <remarks>
4424 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4441 /// This isn't the same as turning off physical, since even without being physical the prim has a physics