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authorRobert Adams2013-03-26 15:02:10 -0700
committerRobert Adams2013-03-26 15:02:10 -0700
commitabde0d4efb897581df2a6a7be591de2224611b90 (patch)
tree4e8995a00a285aa4fdb83a7cd4c42774836ed373 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentImplement a pref to turn on the simulator ExportSupported feature entry. (diff)
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BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.
Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs116
1 files changed, 64 insertions, 52 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index a6e20a8..b6ac23d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -929,67 +929,79 @@ public sealed class BSShapeCollection : IDisposable
929 if (newShape.HasPhysicalShape) 929 if (newShape.HasPhysicalShape)
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 // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
933 if (prim.BaseShape.SculptEntry 933 // fetched but we end up here again, the meshing of the asset must have failed.
934 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed 934 // Prevent trying to keep fetching the mesh by declaring failure.
935 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting 935 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
936 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
937 )
938 { 936 {
939 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); 937 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
940 // Multiple requestors will know we're waiting for this asset 938 PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
941 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; 939 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
940 }
941 else
942 {
943 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
944 if (prim.BaseShape.SculptEntry
945 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
946 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
947 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
948 )
949 {
950 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
951 // Multiple requestors will know we're waiting for this asset
952 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
942 953
943 BSPhysObject xprim = prim; 954 BSPhysObject xprim = prim;
944 Util.FireAndForget(delegate 955 Util.FireAndForget(delegate
945 {
946 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
947 if (assetProvider != null)
948 { 956 {
949 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 957 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
950 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) 958 if (assetProvider != null)
951 { 959 {
952 bool assetFound = false; 960 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
953 string mismatchIDs = String.Empty; // DEBUG DEBUG 961 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
954 if (asset != null && yprim.BaseShape.SculptEntry)
955 { 962 {
956 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) 963 bool assetFound = false;
964 string mismatchIDs = String.Empty; // DEBUG DEBUG
965 if (asset != null && yprim.BaseShape.SculptEntry)
957 { 966 {
958 yprim.BaseShape.SculptData = asset.Data; 967 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
959 // This will cause the prim to see that the filler shape is not the right 968 {
960 // one and try again to build the object. 969 yprim.BaseShape.SculptData = asset.Data;
961 // No race condition with the normal shape setting since the rebuild is at taint time. 970 // This will cause the prim to see that the filler shape is not the right
962 yprim.ForceBodyShapeRebuild(false /* inTaintTime */); 971 // one and try again to build the object.
963 assetFound = true; 972 // No race condition with the normal shape setting since the rebuild is at taint time.
973 yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
974 assetFound = true;
975 }
976 else
977 {
978 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
979 }
964 } 980 }
981 if (assetFound)
982 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
965 else 983 else
966 { 984 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
967 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; 985 DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
968 } 986 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
969 } 987
970 if (assetFound) 988 });
971 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; 989 }
972 else 990 else
973 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 991 {
974 DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", 992 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
975 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); 993 PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
976 994 LogHeader, PhysicsScene.Name);
977 }); 995 }
978 } 996 });
979 else 997 }
980 { 998 else
981 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
982 PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
983 LogHeader, PhysicsScene.Name);
984 }
985 });
986 }
987 else
988 {
989 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
990 { 999 {
991 PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", 1000 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
992 LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); 1001 {
1002 PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
1003 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
1004 }
993 } 1005 }
994 } 1006 }
995 1007