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authorTeravus Ovares2008-12-10 23:46:20 +0000
committerTeravus Ovares2008-12-10 23:46:20 +0000
commit7f80eff06732969f0d7f89e8774fc212123557e6 (patch)
tree0f927e87faa0012e0be938d3f5d62155c2be083e /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parent* refactor: Move test infrastructure code to its own package so that it can b... (diff)
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* Committing a slightly distilled version of nlin's ODECharacter race condition eliminator.
* The modifications that I made were only so that it didn't require changes to the public physics api.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs50
1 files changed, 43 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index a875d84..b066d0c 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -213,6 +213,7 @@ namespace OpenSim.Region.Physics.OdePlugin
213 private List<OdePrim> _prims = new List<OdePrim>(); 213 private List<OdePrim> _prims = new List<OdePrim>();
214 private List<OdePrim> _activeprims = new List<OdePrim>(); 214 private List<OdePrim> _activeprims = new List<OdePrim>();
215 private List<OdePrim> _taintedPrim = new List<OdePrim>(); 215 private List<OdePrim> _taintedPrim = new List<OdePrim>();
216 private List<OdeCharacter> _taintedActors = new List<OdeCharacter>();
216 private List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); 217 private List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
217 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); 218 private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
218 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); 219 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
@@ -1793,6 +1794,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1793 /// <param name="prim"></param> 1794 /// <param name="prim"></param>
1794 public override void AddPhysicsActorTaint(PhysicsActor prim) 1795 public override void AddPhysicsActorTaint(PhysicsActor prim)
1795 { 1796 {
1797
1796 if (prim is OdePrim) 1798 if (prim is OdePrim)
1797 { 1799 {
1798 OdePrim taintedprim = ((OdePrim) prim); 1800 OdePrim taintedprim = ((OdePrim) prim);
@@ -1801,6 +1803,16 @@ namespace OpenSim.Region.Physics.OdePlugin
1801 if (!(_taintedPrim.Contains(taintedprim))) 1803 if (!(_taintedPrim.Contains(taintedprim)))
1802 _taintedPrim.Add(taintedprim); 1804 _taintedPrim.Add(taintedprim);
1803 } 1805 }
1806 return;
1807 }
1808 else if (prim is OdeCharacter)
1809 {
1810 OdeCharacter taintedchar = ((OdeCharacter)prim);
1811 lock (_taintedActors)
1812 {
1813 if (!(_taintedActors.Contains(taintedchar)))
1814 _taintedActors.Add(taintedchar);
1815 }
1804 } 1816 }
1805 } 1817 }
1806 1818
@@ -1869,17 +1881,30 @@ namespace OpenSim.Region.Physics.OdePlugin
1869 //{ 1881 //{
1870 // ode.dlock(world); 1882 // ode.dlock(world);
1871 try 1883 try
1872 { 1884 {
1873 lock (_characters) 1885 // Insert, remove Characters
1886 bool processedtaints = false;
1887
1888 lock (_taintedActors)
1874 { 1889 {
1875 foreach (OdeCharacter actor in _characters) 1890 if (_taintedActors.Count > 0)
1876 { 1891 {
1877 if (actor != null) 1892 foreach (OdeCharacter character in _taintedActors)
1878 actor.Move(timeStep); 1893 {
1894
1895 character.ProcessTaints(timeStep);
1896
1897 processedtaints = true;
1898 //character.m_collisionscore = 0;
1899 }
1900
1901 if (processedtaints)
1902 _taintedActors.Clear();
1879 } 1903 }
1880 } 1904 }
1881 1905
1882 bool processedtaints = false; 1906 // Modify other objects in the scene.
1907 processedtaints = false;
1883 1908
1884 lock (_taintedPrim) 1909 lock (_taintedPrim)
1885 { 1910 {
@@ -1898,9 +1923,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1898 } 1923 }
1899 1924
1900 if (processedtaints) 1925 if (processedtaints)
1901 _taintedPrim = new List<OdePrim>(); 1926 _taintedPrim.Clear();
1927 }
1928
1929 // Move characters
1930 lock (_characters)
1931 {
1932 foreach (OdeCharacter actor in _characters)
1933 {
1934 if (actor != null)
1935 actor.Move(timeStep);
1936 }
1902 } 1937 }
1903 1938
1939 // Move other active objects
1904 lock (_activeprims) 1940 lock (_activeprims)
1905 { 1941 {
1906 foreach (OdePrim prim in _activeprims) 1942 foreach (OdePrim prim in _activeprims)