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author | Robert Adams | 2013-03-23 11:00:52 -0700 |
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committer | Robert Adams | 2013-03-25 15:40:43 -0700 |
commit | 953090fd62c2f8647d0e04bc3890a04a7076dbad (patch) | |
tree | af514b520cd7f5f9edc7de5d4ede87e5ea7cb476 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: parameterize C# HACD hull creation. Add feature of reducing max hu... (diff) | |
download | opensim-SC-953090fd62c2f8647d0e04bc3890a04a7076dbad.zip opensim-SC-953090fd62c2f8647d0e04bc3890a04a7076dbad.tar.gz opensim-SC-953090fd62c2f8647d0e04bc3890a04a7076dbad.tar.bz2 opensim-SC-953090fd62c2f8647d0e04bc3890a04a7076dbad.tar.xz |
BulletSim: fix possible race condition where an prim's asset can be requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 457f204..a6e20a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -930,11 +930,15 @@ public sealed class BSShapeCollection : IDisposable | |||
930 | return newShape; | 930 | return newShape; |
931 | 931 | ||
932 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 932 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
933 | if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero) | 933 | if (prim.BaseShape.SculptEntry |
934 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | ||
935 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | ||
936 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
937 | ) | ||
934 | { | 938 | { |
935 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed); | 939 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); |
936 | // This will prevent looping through this code as we keep trying to get the failed shape | 940 | // Multiple requestors will know we're waiting for this asset |
937 | prim.LastAssetBuildFailed = true; | 941 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; |
938 | 942 | ||
939 | BSPhysObject xprim = prim; | 943 | BSPhysObject xprim = prim; |
940 | Util.FireAndForget(delegate | 944 | Util.FireAndForget(delegate |
@@ -945,7 +949,7 @@ public sealed class BSShapeCollection : IDisposable | |||
945 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | 949 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. |
946 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | 950 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) |
947 | { | 951 | { |
948 | bool assetFound = false; // DEBUG DEBUG | 952 | bool assetFound = false; |
949 | string mismatchIDs = String.Empty; // DEBUG DEBUG | 953 | string mismatchIDs = String.Empty; // DEBUG DEBUG |
950 | if (asset != null && yprim.BaseShape.SculptEntry) | 954 | if (asset != null && yprim.BaseShape.SculptEntry) |
951 | { | 955 | { |
@@ -963,6 +967,10 @@ public sealed class BSShapeCollection : IDisposable | |||
963 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | 967 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; |
964 | } | 968 | } |
965 | } | 969 | } |
970 | if (assetFound) | ||
971 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
972 | else | ||
973 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
966 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | 974 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", |
967 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | 975 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); |
968 | 976 | ||
@@ -970,6 +978,7 @@ public sealed class BSShapeCollection : IDisposable | |||
970 | } | 978 | } |
971 | else | 979 | else |
972 | { | 980 | { |
981 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
973 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | 982 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", |
974 | LogHeader, PhysicsScene.Name); | 983 | LogHeader, PhysicsScene.Name); |
975 | } | 984 | } |
@@ -977,7 +986,7 @@ public sealed class BSShapeCollection : IDisposable | |||
977 | } | 986 | } |
978 | else | 987 | else |
979 | { | 988 | { |
980 | if (prim.LastAssetBuildFailed) | 989 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) |
981 | { | 990 | { |
982 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | 991 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", |
983 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | 992 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); |