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authorRobert Adams2015-08-02 22:31:53 -0700
committerRobert Adams2015-08-02 22:31:53 -0700
commitfdb7a804fcbcddec0e2f2edc15ad1ede1bfee2aa (patch)
tree11c29fa37155b08858ac991b85d855af32cb6311 /OpenSim/Region/Framework
parentAdd HGFSAssetService to the HypergridService to provide HG support for FSAssets. (diff)
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Add an option to processes physics collisions using FireAndForget.
Off by default but set with [Startup]ShouldUseFireAndForgetForCollsions=true There is a problem with physics colliions sometimes stopping. One suspicion is that the long callback path from the physics engine into the script engine is causing problems. Enabling this feature passes the collision into the script engine on a separate thread and not the main simulation thread. Tester can enable this and see if the collsions stay around. If they still fail, this commit should be reverted and another solution looked for.
Diffstat (limited to 'OpenSim/Region/Framework')
-rwxr-xr-xOpenSim/Region/Framework/Scenes/Scene.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs34
2 files changed, 48 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index b876fc6..2a69ee1 100755
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -423,6 +423,17 @@ namespace OpenSim.Region.Framework.Scenes
423 private int landMS; 423 private int landMS;
424 private int spareMS; 424 private int spareMS;
425 425
426 // A temporary configuration flag to enable using FireAndForget to process
427 // collisions from the physics engine. There is a problem with collisions
428 // stopping sometimes and MB's suspicion is some race condition passing
429 // collisions from the physics engine callback to the script engine.
430 // This causes the collision events to be passed with a FireAndForget
431 // call which should eliminate that linkage. Testers can turn this on
432 // and see if collisions stop. If they don't, the problem is somewhere else.
433 // This feature defaults to 'off' so, by default, the simulator operation
434 // is not changed.
435 public bool ShouldUseFireAndForgetForCollisions = false;
436
426 /// <summary> 437 /// <summary>
427 /// Tick at which the last frame was processed. 438 /// Tick at which the last frame was processed.
428 /// </summary> 439 /// </summary>
@@ -1075,8 +1086,14 @@ namespace OpenSim.Region.Framework.Scenes
1075 m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences); 1086 m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences);
1076 m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain); 1087 m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain);
1077 m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); 1088 m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning);
1089
1090 if (startupConfig.Contains("ShouldUseFireAndForgetForCollisions"))
1091 {
1092 ShouldUseFireAndForgetForCollisions = startupConfig.GetBoolean("ShouldUseFireAndForgetForCollisions", false);
1093 }
1078 } 1094 }
1079 1095
1096
1080 // FIXME: Ultimately this should be in a module. 1097 // FIXME: Ultimately this should be in a module.
1081 SendPeriodicAppearanceUpdates = false; 1098 SendPeriodicAppearanceUpdates = false;
1082 1099
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 781c20c..f52c9c8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -126,6 +126,8 @@ namespace OpenSim.Region.Framework.Scenes
126 126
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 128
129 private bool shouldUseFireAndForgetForCollisions = true;
130
129 /// <summary> 131 /// <summary>
130 /// Dynamic attributes can be created and deleted as required. 132 /// Dynamic attributes can be created and deleted as required.
131 /// </summary> 133 /// </summary>
@@ -2392,7 +2394,7 @@ namespace OpenSim.Region.Framework.Scenes
2392 CollidingMessage = CreateColliderArgs(this, colliders); 2394 CollidingMessage = CreateColliderArgs(this, colliders);
2393 2395
2394 if (CollidingMessage.Colliders.Count > 0) 2396 if (CollidingMessage.Colliders.Count > 0)
2395 notify(LocalId, CollidingMessage); 2397 DoNotify(notify, LocalId, CollidingMessage);
2396 2398
2397 if (PassCollisions) 2399 if (PassCollisions)
2398 sendToRoot = true; 2400 sendToRoot = true;
@@ -2406,7 +2408,7 @@ namespace OpenSim.Region.Framework.Scenes
2406 { 2408 {
2407 CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); 2409 CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders);
2408 if (CollidingMessage.Colliders.Count > 0) 2410 if (CollidingMessage.Colliders.Count > 0)
2409 notify(ParentGroup.RootPart.LocalId, CollidingMessage); 2411 DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage);
2410 } 2412 }
2411 } 2413 }
2412 } 2414 }
@@ -2421,7 +2423,33 @@ namespace OpenSim.Region.Framework.Scenes
2421 colliding.Add(CreateDetObjectForGround()); 2423 colliding.Add(CreateDetObjectForGround());
2422 LandCollidingMessage.Colliders = colliding; 2424 LandCollidingMessage.Colliders = colliding;
2423 2425
2424 notify(LocalId, LandCollidingMessage); 2426 DoNotify(notify, LocalId, LandCollidingMessage);
2427 }
2428 }
2429
2430 private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs)
2431 {
2432 if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions)
2433 {
2434 // For those learning C#, FireAndForget takes a function, an object to pass
2435 // to that function and an ID string. The "oo => {}" construct is a lambda expression
2436 // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object
2437 // that is an object array and initializes it with three items (the parameters
2438 // being passed). The parameters passed are the function to call ('notify') and
2439 // its two arguements. Finally, once in the function (called later by the FireAndForget
2440 // thread scheduler), the passed object is cast to an object array and then each
2441 // of its items (aoo[0] to aoo[2]) are individually cast to what they are and
2442 // then used in a call of the passed ScriptCollidingNotification function.
2443 Util.FireAndForget(oo =>
2444 {
2445 Object[] aoo = (Object[])oo;
2446 ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]);
2447
2448 }, new Object[] { notify, id, collargs }, "SOP.Collision");
2449 }
2450 else
2451 {
2452 notify(id, collargs);
2425 } 2453 }
2426 } 2454 }
2427 2455