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authorRobert Adams2013-08-20 09:20:48 -0700
committerRobert Adams2013-09-11 09:12:03 -0700
commit995314f91f72eef0048a58f30e8dd8051f6bf14e (patch)
tree205482d66e5cadbb7341d4d248e784902c048e5f
parentBulletSim: Extension parameters passed through the classes made to pass just ... (diff)
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BulletSim: add ID parameter to TaintedObject calls so logging will include LocalID of object which created the taint.
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs26
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs6
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs58
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs6
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs55
8 files changed, 89 insertions, 70 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 68bc1b9..04a4a32 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor
105 // into the movement motor. 105 // into the movement motor.
106 public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) 106 public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
107 { 107 {
108 m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() 108 m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
109 { 109 {
110 if (m_velocityMotor != null) 110 if (m_velocityMotor != null)
111 { 111 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 28b2a7e..fc18960 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject
93 LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); 93 LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
94 94
95 // do actual creation in taint time 95 // do actual creation in taint time
96 PhysScene.TaintedObject("BSCharacter.create", delegate() 96 PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
97 { 97 {
98 DetailLog("{0},BSCharacter.create,taint", LocalID); 98 DetailLog("{0},BSCharacter.create,taint", LocalID);
99 // New body and shape into PhysBody and PhysShape 99 // New body and shape into PhysBody and PhysShape
@@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject
121 base.Destroy(); 121 base.Destroy();
122 122
123 DetailLog("{0},BSCharacter.Destroy", LocalID); 123 DetailLog("{0},BSCharacter.Destroy", LocalID);
124 PhysScene.TaintedObject("BSCharacter.destroy", delegate() 124 PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
125 { 125 {
126 PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); 126 PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
127 PhysBody.Clear(); 127 PhysBody.Clear();
@@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject
209 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 209 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
210 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 210 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
211 211
212 PhysScene.TaintedObject("BSCharacter.setSize", delegate() 212 PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
213 { 213 {
214 if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) 214 if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
215 { 215 {
@@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject
257 _rotationalVelocity = OMV.Vector3.Zero; 257 _rotationalVelocity = OMV.Vector3.Zero;
258 258
259 // Zero some other properties directly into the physics engine 259 // Zero some other properties directly into the physics engine
260 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 260 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
261 { 261 {
262 if (PhysBody.HasPhysicalBody) 262 if (PhysBody.HasPhysicalBody)
263 PhysScene.PE.ClearAllForces(PhysBody); 263 PhysScene.PE.ClearAllForces(PhysBody);
@@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject
267 { 267 {
268 _rotationalVelocity = OMV.Vector3.Zero; 268 _rotationalVelocity = OMV.Vector3.Zero;
269 269
270 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 270 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
271 { 271 {
272 if (PhysBody.HasPhysicalBody) 272 if (PhysBody.HasPhysicalBody)
273 { 273 {
@@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject
291 set { 291 set {
292 RawPosition = value; 292 RawPosition = value;
293 293
294 PhysScene.TaintedObject("BSCharacter.setPosition", delegate() 294 PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
295 { 295 {
296 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); 296 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
297 PositionSanityCheck(); 297 PositionSanityCheck();
@@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject
363 { 363 {
364 // The new position value must be pushed into the physics engine but we can't 364 // The new position value must be pushed into the physics engine but we can't
365 // just assign to "Position" because of potential call loops. 365 // just assign to "Position" because of potential call loops.
366 PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 366 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
367 { 367 {
368 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); 368 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
369 ForcePosition = RawPosition; 369 ForcePosition = RawPosition;
@@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject
390 set { 390 set {
391 RawForce = value; 391 RawForce = value;
392 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 392 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
393 PhysScene.TaintedObject("BSCharacter.SetForce", delegate() 393 PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
394 { 394 {
395 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); 395 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
396 if (PhysBody.HasPhysicalBody) 396 if (PhysBody.HasPhysicalBody)
@@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject
438 set { 438 set {
439 RawVelocity = value; 439 RawVelocity = value;
440 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); 440 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
441 PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() 441 PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
442 { 442 {
443 if (m_moveActor != null) 443 if (m_moveActor != null)
444 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); 444 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
@@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject
480 if (RawOrientation != value) 480 if (RawOrientation != value)
481 { 481 {
482 RawOrientation = value; 482 RawOrientation = value;
483 PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() 483 PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
484 { 484 {
485 // Bullet assumes we know what we are doing when forcing orientation 485 // Bullet assumes we know what we are doing when forcing orientation
486 // so it lets us go against all the rules and just compensates for them later. 486 // so it lets us go against all the rules and just compensates for them later.
@@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject
560 public override bool FloatOnWater { 560 public override bool FloatOnWater {
561 set { 561 set {
562 _floatOnWater = value; 562 _floatOnWater = value;
563 PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 563 PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
564 { 564 {
565 if (PhysBody.HasPhysicalBody) 565 if (PhysBody.HasPhysicalBody)
566 { 566 {
@@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject
588 public override float Buoyancy { 588 public override float Buoyancy {
589 get { return _buoyancy; } 589 get { return _buoyancy; }
590 set { _buoyancy = value; 590 set { _buoyancy = value;
591 PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() 591 PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
592 { 592 {
593 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 593 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
594 ForceBuoyancy = _buoyancy; 594 ForceBuoyancy = _buoyancy;
@@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject
633 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 633 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
634 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); 634 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
635 635
636 PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() 636 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate()
637 { 637 {
638 // Bullet adds this central force to the total force for this tick 638 // Bullet adds this central force to the total force for this tick
639 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); 639 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
index 87716b4..b2a9501 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
@@ -297,7 +297,7 @@ public sealed class BSLinksetConstraints : BSLinkset
297 rootx.LocalID, rootx.PhysBody.AddrString, 297 rootx.LocalID, rootx.PhysBody.AddrString,
298 childx.LocalID, childx.PhysBody.AddrString); 298 childx.LocalID, childx.PhysBody.AddrString);
299 299
300 m_physicsScene.TaintedObject(inTaintTime, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() 300 m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate()
301 { 301 {
302 PhysicallyUnlinkAChildFromRoot(rootx, childx); 302 PhysicallyUnlinkAChildFromRoot(rootx, childx);
303 }); 303 });
@@ -508,7 +508,7 @@ public sealed class BSLinksetConstraints : BSLinkset
508 BSPrimLinkable child = pParams[0] as BSPrimLinkable; 508 BSPrimLinkable child = pParams[0] as BSPrimLinkable;
509 if (child != null) 509 if (child != null)
510 { 510 {
511 m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkType", delegate() 511 m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate()
512 { 512 {
513 // Pick up all the constraints currently created. 513 // Pick up all the constraints currently created.
514 RemoveDependencies(child); 514 RemoveDependencies(child);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 4e92e6d..2f1799b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -826,7 +826,7 @@ public static class BSParam
826 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) 826 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
827 { 827 {
828 BSScene physScene = pPhysScene; 828 BSScene physScene = pPhysScene;
829 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() 829 physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
830 { 830 {
831 physScene.PE.ResetConstraintSolver(physScene.World); 831 physScene.PE.ResetConstraintSolver(physScene.World);
832 }); 832 });
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 9dc52d5..2efb1a5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor
121 public virtual void Destroy() 121 public virtual void Destroy()
122 { 122 {
123 PhysicalActors.Enable(false); 123 PhysicalActors.Enable(false);
124 PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() 124 PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
125 { 125 {
126 PhysicalActors.Dispose(); 126 PhysicalActors.Dispose();
127 }); 127 });
@@ -509,7 +509,7 @@ public abstract class BSPhysObject : PhysicsActor
509 // make sure first collision happens 509 // make sure first collision happens
510 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); 510 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
511 511
512 PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() 512 PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate()
513 { 513 {
514 if (PhysBody.HasPhysicalBody) 514 if (PhysBody.HasPhysicalBody)
515 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 515 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
@@ -524,7 +524,7 @@ public abstract class BSPhysObject : PhysicsActor
524 public override void UnSubscribeEvents() { 524 public override void UnSubscribeEvents() {
525 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); 525 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
526 SubscribedEventsMs = 0; 526 SubscribedEventsMs = 0;
527 PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() 527 PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate()
528 { 528 {
529 // Make sure there is a body there because sometimes destruction happens in an un-ideal order. 529 // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
530 if (PhysBody.HasPhysicalBody) 530 if (PhysBody.HasPhysicalBody)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 45056bc..15b7090 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject
102 102
103 // DetailLog("{0},BSPrim.constructor,call", LocalID); 103 // DetailLog("{0},BSPrim.constructor,call", LocalID);
104 // do the actual object creation at taint time 104 // do the actual object creation at taint time
105 PhysScene.TaintedObject("BSPrim.create", delegate() 105 PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate()
106 { 106 {
107 // Make sure the object is being created with some sanity. 107 // Make sure the object is being created with some sanity.
108 ExtremeSanityCheck(true /* inTaintTime */); 108 ExtremeSanityCheck(true /* inTaintTime */);
@@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject
126 // Undo any vehicle properties 126 // Undo any vehicle properties
127 this.VehicleType = (int)Vehicle.TYPE_NONE; 127 this.VehicleType = (int)Vehicle.TYPE_NONE;
128 128
129 PhysScene.TaintedObject("BSPrim.Destroy", delegate() 129 PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate()
130 { 130 {
131 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 131 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
132 // If there are physical body and shape, release my use of same. 132 // If there are physical body and shape, release my use of same.
@@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject
161 } 161 }
162 public override bool ForceBodyShapeRebuild(bool inTaintTime) 162 public override bool ForceBodyShapeRebuild(bool inTaintTime)
163 { 163 {
164 PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() 164 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate()
165 { 165 {
166 _mass = CalculateMass(); // changing the shape changes the mass 166 _mass = CalculateMass(); // changing the shape changes the mass
167 CreateGeomAndObject(true); 167 CreateGeomAndObject(true);
@@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject
178 if (value != _isSelected) 178 if (value != _isSelected)
179 { 179 {
180 _isSelected = value; 180 _isSelected = value;
181 PhysScene.TaintedObject("BSPrim.setSelected", delegate() 181 PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate()
182 { 182 {
183 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); 183 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
184 SetObjectDynamic(false); 184 SetObjectDynamic(false);
@@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject
224 _rotationalVelocity = OMV.Vector3.Zero; 224 _rotationalVelocity = OMV.Vector3.Zero;
225 225
226 // Zero some other properties in the physics engine 226 // Zero some other properties in the physics engine
227 PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 227 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
228 { 228 {
229 if (PhysBody.HasPhysicalBody) 229 if (PhysBody.HasPhysicalBody)
230 PhysScene.PE.ClearAllForces(PhysBody); 230 PhysScene.PE.ClearAllForces(PhysBody);
@@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject
234 { 234 {
235 _rotationalVelocity = OMV.Vector3.Zero; 235 _rotationalVelocity = OMV.Vector3.Zero;
236 // Zero some other properties in the physics engine 236 // Zero some other properties in the physics engine
237 PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 237 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
238 { 238 {
239 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 239 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
240 if (PhysBody.HasPhysicalBody) 240 if (PhysBody.HasPhysicalBody)
@@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject
262 }); 262 });
263 263
264 // Update parameters so the new actor's Refresh() action is called at the right time. 264 // Update parameters so the new actor's Refresh() action is called at the right time.
265 PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() 265 PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate()
266 { 266 {
267 UpdatePhysicalParameters(); 267 UpdatePhysicalParameters();
268 }); 268 });
@@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject
287 RawPosition = value; 287 RawPosition = value;
288 PositionSanityCheck(false); 288 PositionSanityCheck(false);
289 289
290 PhysScene.TaintedObject("BSPrim.setPosition", delegate() 290 PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate()
291 { 291 {
292 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); 292 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
293 ForcePosition = RawPosition; 293 ForcePosition = RawPosition;
@@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject
531 set { 531 set {
532 Vehicle type = (Vehicle)value; 532 Vehicle type = (Vehicle)value;
533 533
534 PhysScene.TaintedObject("setVehicleType", delegate() 534 PhysScene.TaintedObject(LocalID, "setVehicleType", delegate()
535 { 535 {
536 // Some vehicle scripts change vehicle type on the fly as an easy way to 536 // Some vehicle scripts change vehicle type on the fly as an easy way to
537 // change all the parameters. Like a plane changing to CAR when on the 537 // change all the parameters. Like a plane changing to CAR when on the
@@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject
561 } 561 }
562 public override void VehicleFloatParam(int param, float value) 562 public override void VehicleFloatParam(int param, float value)
563 { 563 {
564 PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 564 PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate()
565 { 565 {
566 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); 566 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
567 if (vehicleActor != null) 567 if (vehicleActor != null)
@@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject
573 } 573 }
574 public override void VehicleVectorParam(int param, OMV.Vector3 value) 574 public override void VehicleVectorParam(int param, OMV.Vector3 value)
575 { 575 {
576 PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 576 PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate()
577 { 577 {
578 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); 578 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
579 if (vehicleActor != null) 579 if (vehicleActor != null)
@@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject
585 } 585 }
586 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 586 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
587 { 587 {
588 PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 588 PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate()
589 { 589 {
590 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); 590 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
591 if (vehicleActor != null) 591 if (vehicleActor != null)
@@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject
597 } 597 }
598 public override void VehicleFlags(int param, bool remove) 598 public override void VehicleFlags(int param, bool remove)
599 { 599 {
600 PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() 600 PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate()
601 { 601 {
602 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); 602 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
603 if (vehicleActor != null) 603 if (vehicleActor != null)
@@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject
613 if (_isVolumeDetect != newValue) 613 if (_isVolumeDetect != newValue)
614 { 614 {
615 _isVolumeDetect = newValue; 615 _isVolumeDetect = newValue;
616 PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() 616 PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate()
617 { 617 {
618 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); 618 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
619 SetObjectDynamic(true); 619 SetObjectDynamic(true);
@@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject
628 public override void SetMaterial(int material) 628 public override void SetMaterial(int material)
629 { 629 {
630 base.SetMaterial(material); 630 base.SetMaterial(material);
631 PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() 631 PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate()
632 { 632 {
633 UpdatePhysicalParameters(); 633 UpdatePhysicalParameters();
634 }); 634 });
@@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject
641 if (base.Friction != value) 641 if (base.Friction != value)
642 { 642 {
643 base.Friction = value; 643 base.Friction = value;
644 PhysScene.TaintedObject("BSPrim.setFriction", delegate() 644 PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate()
645 { 645 {
646 UpdatePhysicalParameters(); 646 UpdatePhysicalParameters();
647 }); 647 });
@@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject
656 if (base.Restitution != value) 656 if (base.Restitution != value)
657 { 657 {
658 base.Restitution = value; 658 base.Restitution = value;
659 PhysScene.TaintedObject("BSPrim.setRestitution", delegate() 659 PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate()
660 { 660 {
661 UpdatePhysicalParameters(); 661 UpdatePhysicalParameters();
662 }); 662 });
@@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject
673 if (base.Density != value) 673 if (base.Density != value)
674 { 674 {
675 base.Density = value; 675 base.Density = value;
676 PhysScene.TaintedObject("BSPrim.setDensity", delegate() 676 PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate()
677 { 677 {
678 UpdatePhysicalParameters(); 678 UpdatePhysicalParameters();
679 }); 679 });
@@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject
688 if (base.GravModifier != value) 688 if (base.GravModifier != value)
689 { 689 {
690 base.GravModifier = value; 690 base.GravModifier = value;
691 PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() 691 PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate()
692 { 692 {
693 UpdatePhysicalParameters(); 693 UpdatePhysicalParameters();
694 }); 694 });
@@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject
699 get { return RawVelocity; } 699 get { return RawVelocity; }
700 set { 700 set {
701 RawVelocity = value; 701 RawVelocity = value;
702 PhysScene.TaintedObject("BSPrim.setVelocity", delegate() 702 PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate()
703 { 703 {
704 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); 704 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
705 ForceVelocity = RawVelocity; 705 ForceVelocity = RawVelocity;
@@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject
745 return; 745 return;
746 RawOrientation = value; 746 RawOrientation = value;
747 747
748 PhysScene.TaintedObject("BSPrim.setOrientation", delegate() 748 PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate()
749 { 749 {
750 ForceOrientation = RawOrientation; 750 ForceOrientation = RawOrientation;
751 }); 751 });
@@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject
776 if (_isPhysical != value) 776 if (_isPhysical != value)
777 { 777 {
778 _isPhysical = value; 778 _isPhysical = value;
779 PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() 779 PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate()
780 { 780 {
781 DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); 781 DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
782 SetObjectDynamic(true); 782 SetObjectDynamic(true);
@@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject
1020 public override bool FloatOnWater { 1020 public override bool FloatOnWater {
1021 set { 1021 set {
1022 _floatOnWater = value; 1022 _floatOnWater = value;
1023 PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 1023 PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate()
1024 { 1024 {
1025 if (_floatOnWater) 1025 if (_floatOnWater)
1026 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 1026 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
@@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject
1037 _rotationalVelocity = value; 1037 _rotationalVelocity = value;
1038 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); 1038 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
1039 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 1039 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
1040 PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 1040 PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
1041 { 1041 {
1042 ForceRotationalVelocity = _rotationalVelocity; 1042 ForceRotationalVelocity = _rotationalVelocity;
1043 }); 1043 });
@@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject
1068 get { return _buoyancy; } 1068 get { return _buoyancy; }
1069 set { 1069 set {
1070 _buoyancy = value; 1070 _buoyancy = value;
1071 PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() 1071 PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate()
1072 { 1072 {
1073 ForceBuoyancy = _buoyancy; 1073 ForceBuoyancy = _buoyancy;
1074 }); 1074 });
@@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject
1142 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); 1142 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
1143 1143
1144 OMV.Vector3 addForce = force; 1144 OMV.Vector3 addForce = force;
1145 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1145 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate()
1146 { 1146 {
1147 // Bullet adds this central force to the total force for this tick. 1147 // Bullet adds this central force to the total force for this tick.
1148 // Deep down in Bullet: 1148 // Deep down in Bullet:
@@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject
1172 OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); 1172 OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
1173 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); 1173 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
1174 1174
1175 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() 1175 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate()
1176 { 1176 {
1177 // Bullet adds this impulse immediately to the velocity 1177 // Bullet adds this impulse immediately to the velocity
1178 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); 1178 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
@@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject
1197 if (force.IsFinite()) 1197 if (force.IsFinite())
1198 { 1198 {
1199 OMV.Vector3 angForce = force; 1199 OMV.Vector3 angForce = force;
1200 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() 1200 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate()
1201 { 1201 {
1202 if (PhysBody.HasPhysicalBody) 1202 if (PhysBody.HasPhysicalBody)
1203 { 1203 {
@@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject
1221 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) 1221 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1222 { 1222 {
1223 OMV.Vector3 applyImpulse = impulse; 1223 OMV.Vector3 applyImpulse = impulse;
1224 PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() 1224 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate()
1225 { 1225 {
1226 if (PhysBody.HasPhysicalBody) 1226 if (PhysBody.HasPhysicalBody)
1227 { 1227 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index 531f8fb..840265b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced
108 set 108 set
109 { 109 {
110 base.Position = value; 110 base.Position = value;
111 PhysScene.TaintedObject("BSPrimLinkable.setPosition", delegate() 111 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate()
112 { 112 {
113 Linkset.UpdateProperties(UpdatedProperties.Position, this); 113 Linkset.UpdateProperties(UpdatedProperties.Position, this);
114 }); 114 });
@@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced
122 set 122 set
123 { 123 {
124 base.Orientation = value; 124 base.Orientation = value;
125 PhysScene.TaintedObject("BSPrimLinkable.setOrientation", delegate() 125 PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate()
126 { 126 {
127 Linkset.UpdateProperties(UpdatedProperties.Orientation, this); 127 Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
128 }); 128 });
@@ -304,7 +304,7 @@ public class BSPrimLinkable : BSPrimDisplaced
304 BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; 304 BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0];
305 if (Linkset.IsRoot(this)) 305 if (Linkset.IsRoot(this))
306 { 306 {
307 PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() 307 PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate()
308 { 308 {
309 // Cause the linkset type to change 309 // Cause the linkset type to change
310 DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", 310 DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}",
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index b2ec0e5..24233cc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
157 public delegate void TaintCallback(); 157 public delegate void TaintCallback();
158 private struct TaintCallbackEntry 158 private struct TaintCallbackEntry
159 { 159 {
160 public String originator;
160 public String ident; 161 public String ident;
161 public TaintCallback callback; 162 public TaintCallback callback;
162 public TaintCallbackEntry(string i, TaintCallback c) 163 public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
163 { 164 {
164 ident = i; 165 originator = BSScene.DetailLogZero;
165 callback = c; 166 ident = pIdent;
167 callback = pCallBack;
168 }
169 public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
170 {
171 originator = pOrigin;
172 ident = pIdent;
173 callback = pCallBack;
166 } 174 }
167 } 175 }
168 private Object _taintLock = new Object(); // lock for using the next object 176 private Object _taintLock = new Object(); // lock for using the next object
@@ -888,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
888 // Calls to the PhysicsActors can't directly call into the physics engine 896 // Calls to the PhysicsActors can't directly call into the physics engine
889 // because it might be busy. We delay changes to a known time. 897 // because it might be busy. We delay changes to a known time.
890 // We rely on C#'s closure to save and restore the context for the delegate. 898 // We rely on C#'s closure to save and restore the context for the delegate.
891 public void TaintedObject(String ident, TaintCallback callback) 899 public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
892 { 900 {
893 if (!m_initialized) return; 901 TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
894 902 }
895 lock (_taintLock) 903 public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
896 { 904 {
897 _taintOperations.Add(new TaintCallbackEntry(ident, callback)); 905 TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
898 } 906 }
899 907 public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
900 return; 908 {
909 TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
910 }
911 public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
912 {
913 TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
901 } 914 }
902
903 // Sometimes a potentially tainted operation can be used in and out of taint time. 915 // Sometimes a potentially tainted operation can be used in and out of taint time.
904 // This routine executes the command immediately if in taint-time otherwise it is queued. 916 // This routine executes the command immediately if in taint-time otherwise it is queued.
905 public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) 917 public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
906 { 918 {
919 if (!m_initialized) return;
920
907 if (inTaintTime) 921 if (inTaintTime)
908 callback(); 922 pCallback();
909 else 923 else
910 TaintedObject(ident, callback); 924 {
925 lock (_taintLock)
926 {
927 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
928 }
929 }
911 } 930 }
912 931
913 private void TriggerPreStepEvent(float timeStep) 932 private void TriggerPreStepEvent(float timeStep)
@@ -951,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
951 { 970 {
952 try 971 try
953 { 972 {
954 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG 973 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
955 tcbe.callback(); 974 tcbe.callback();
956 } 975 }
957 catch (Exception e) 976 catch (Exception e)
@@ -1081,7 +1100,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1081 string xval = val; 1100 string xval = val;
1082 List<uint> xlIDs = lIDs; 1101 List<uint> xlIDs = lIDs;
1083 string xparm = parm; 1102 string xparm = parm;
1084 TaintedObject("BSScene.UpdateParameterSet", delegate() { 1103 TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
1085 BSParam.ParameterDefnBase thisParam; 1104 BSParam.ParameterDefnBase thisParam;
1086 if (BSParam.TryGetParameter(xparm, out thisParam)) 1105 if (BSParam.TryGetParameter(xparm, out thisParam))
1087 { 1106 {