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authorTeravus Ovares2008-02-15 21:35:52 +0000
committerTeravus Ovares2008-02-15 21:35:52 +0000
commitbe6edefcfb6574c1d011809315bfc464c479844c (patch)
tree23140c1fc6e72f20289c3ea975b9b70aa8277662 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parentResolve mantis #572 - terrain help printed multiple times when change-region ... (diff)
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* ODE Stability update 4 :D
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs178
1 files changed, 92 insertions, 86 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 3d70a3d..d7d9ab1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -330,6 +330,7 @@ namespace OpenSim.Region.Physics.OdePlugin
330 catch (SEHException) 330 catch (SEHException)
331 { 331 {
332 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); 332 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
333 ode.drelease(world);
333 base.TriggerPhysicsBasedRestart(); 334 base.TriggerPhysicsBasedRestart();
334 } 335 }
335 catch (System.AccessViolationException) 336 catch (System.AccessViolationException)
@@ -737,87 +738,92 @@ namespace OpenSim.Region.Physics.OdePlugin
737 /// <param name="prim"></param> 738 /// <param name="prim"></param>
738 public void RemovePrimThreadLocked(OdePrim prim) 739 public void RemovePrimThreadLocked(OdePrim prim)
739 { 740 {
740 while (ode.lockquery()) 741 lock (ode)
741 { 742 {
742 } 743 if (prim.prim_geom != (IntPtr)0)
743 ode.dlock(world);
744 //System.Threading.Thread.Sleep(20);
745 prim.ResetTaints();
746
747
748 if (prim.IsPhysical)
749 {
750 prim.disableBody();
751 }
752 // we don't want to remove the main space
753 if (prim.m_targetSpace != space && prim.IsPhysical == false)
754 { 744 {
755 // If the geometry is in the targetspace, remove it from the target space 745 while (ode.lockquery())
756 //m_log.Warn(prim.m_targetSpace); 746 {
757 if (prim.prim_geom == (IntPtr)0) 747 }
758 prim.prim_geom = prim.prev_geom; 748 ode.dlock(world);
749 //System.Threading.Thread.Sleep(20);
750 prim.ResetTaints();
751
759 752
760 if (prim.m_targetSpace != (IntPtr)0) 753 if (prim.IsPhysical)
761 { 754 {
762 if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) 755 prim.disableBody();
756 }
757 // we don't want to remove the main space
758 if (prim.m_targetSpace != space && prim.IsPhysical == false)
759 {
760 // If the geometry is in the targetspace, remove it from the target space
761 //m_log.Warn(prim.m_targetSpace);
762
763
764 if (prim.m_targetSpace != (IntPtr)0)
763 { 765 {
764 766 if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
765 if (d.GeomIsSpace(prim.m_targetSpace))
766 { 767 {
767 waitForSpaceUnlock(prim.m_targetSpace); 768
768 d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); 769 if (d.GeomIsSpace(prim.m_targetSpace))
769 prim.m_targetSpace = space; 770 {
771 waitForSpaceUnlock(prim.m_targetSpace);
772 d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
773 prim.m_targetSpace = space;
774 }
775 else
776 {
777 m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
778 ((OdePrim)prim).m_targetSpace.ToString());
779 }
780
770 } 781 }
771 else 782 }
783 //m_log.Warn(prim.prim_geom);
784 try
785 {
786 if (prim.prim_geom != (IntPtr)0)
772 { 787 {
773 m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + 788 d.GeomDestroy(prim.prim_geom);
774 ((OdePrim)prim).m_targetSpace.ToString()); 789 prim.prim_geom = (IntPtr)0;
775 } 790 }
776 791
777 } 792 }
778 } 793 catch (System.AccessViolationException)
779 //m_log.Warn(prim.prim_geom);
780 try
781 {
782 if (prim.prim_geom != (IntPtr)0)
783 { 794 {
784 d.GeomDestroy(prim.prim_geom); 795 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
785 prim.prim_geom = (IntPtr) 0;
786 } 796 }
787 797 _prims.Remove(prim);
788 }
789 catch (System.AccessViolationException)
790 {
791 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
792 }
793 _prims.Remove(prim);
794 798
795 //If there are no more geometries in the sub-space, we don't need it in the main space anymore 799 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
796 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) 800 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
797 //{ 801 //{
798 //if (!(prim.m_targetSpace.Equals(null))) 802 //if (!(prim.m_targetSpace.Equals(null)))
799 //{ 803 //{
800 //if (d.GeomIsSpace(prim.m_targetSpace)) 804 //if (d.GeomIsSpace(prim.m_targetSpace))
801 //{ 805 //{
802 //waitForSpaceUnlock(prim.m_targetSpace); 806 //waitForSpaceUnlock(prim.m_targetSpace);
803 //d.SpaceRemove(space, prim.m_targetSpace); 807 //d.SpaceRemove(space, prim.m_targetSpace);
804 // free up memory used by the space. 808 // free up memory used by the space.
805 //d.SpaceDestroy(prim.m_targetSpace); 809 //d.SpaceDestroy(prim.m_targetSpace);
806 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); 810 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
807 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); 811 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
808 //}
809 //else
810 //{
811 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
812 //((OdePrim) prim).m_targetSpace.ToString());
813 //}
814 //} 812 //}
815 //} 813 //else
816 } 814 //{
815 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
816 //((OdePrim) prim).m_targetSpace.ToString());
817 //}
818 //}
819 //}
820 }
821
822
817 823
818 824 ode.dunlock(world);
819 825 }
820 ode.dunlock(world); 826 }
821 } 827 }
822 /// <summary> 828 /// <summary>
823 /// Takes a space pointer and zeros out the array we're using to hold the spaces 829 /// Takes a space pointer and zeros out the array we're using to hold the spaces
@@ -1238,6 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1238 catch (StackOverflowException) 1244 catch (StackOverflowException)
1239 { 1245 {
1240 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); 1246 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1247 ode.drelease(world);
1241 base.TriggerPhysicsBasedRestart(); 1248 base.TriggerPhysicsBasedRestart();
1242 } 1249 }
1243 1250
@@ -1249,33 +1256,32 @@ namespace OpenSim.Region.Physics.OdePlugin
1249 1256
1250 while (step_time > 0.0f) 1257 while (step_time > 0.0f)
1251 { 1258 {
1252 foreach (OdeCharacter actor in _characters) 1259 lock (ode)
1253 { 1260 {
1254 actor.Move(timeStep); 1261 if (!ode.lockquery())
1255 actor.collidelock = true; 1262 {
1256 } 1263 ode.dlock(world);
1257 if (!ode.lockquery()) 1264 foreach (OdeCharacter actor in _characters)
1258 { 1265 {
1259 ode.dlock(world); 1266 actor.Move(timeStep);
1267
1268 }
1269
1260 1270
1261 collision_optimized(timeStep); 1271 collision_optimized(timeStep);
1262 1272
1263 d.WorldQuickStep(world, ODE_STEPSIZE); 1273 d.WorldQuickStep(world, ODE_STEPSIZE);
1264
1265 d.JointGroupEmpty(contactgroup);
1266 ode.dunlock(world);
1267 1274
1268 step_time -= ODE_STEPSIZE; 1275 d.JointGroupEmpty(contactgroup);
1269 i++; 1276 ode.dunlock(world);
1270 }
1271 else
1272 {
1273 fps = 0;
1274 }
1275 1277
1276 foreach (OdeCharacter actor in _characters) 1278 step_time -= ODE_STEPSIZE;
1277 { 1279 i++;
1278 actor.collidelock = false; 1280 }
1281 else
1282 {
1283 fps = 0;
1284 }
1279 } 1285 }
1280 } 1286 }
1281 1287