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authorMelanie2011-11-17 19:04:27 +0000
committerMelanie2011-11-17 19:04:27 +0000
commit31736b1aac0387e51fe37ea9bab2e2e8c86988b6 (patch)
tree14fbdc5f9b677185db1fe8080dafe28796c09336 /OpenSim/Region/Physics/OdePlugin/OdeScene.cs
parentMerge branch 'master' into bigmerge (diff)
parentStop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow... (diff)
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Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs91
1 files changed, 52 insertions, 39 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index c3279c6..43d852b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -219,9 +219,14 @@ namespace OpenSim.Region.Physics.OdePlugin
219 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); 219 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
220 220
221 /// <summary> 221 /// <summary>
222 /// A list of actors that should receive collision events. 222 /// A dictionary of actors that should receive collision events.
223 /// </summary> 223 /// </summary>
224 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); 224 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new Dictionary<uint, PhysicsActor>();
225
226 /// <summary>
227 /// A dictionary of collision event changes that are waiting to be processed.
228 /// </summary>
229 private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>();
225 230
226 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); 231 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
227 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); 232 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
@@ -1301,8 +1306,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1301 { 1306 {
1302 case ActorTypes.Agent: 1307 case ActorTypes.Agent:
1303 cc1 = (OdeCharacter)p1; 1308 cc1 = (OdeCharacter)p1;
1304 obj2LocalID = cc1.m_localID; 1309 obj2LocalID = cc1.LocalID;
1305 cc1.AddCollisionEvent(cc2.m_localID, contact); 1310 cc1.AddCollisionEvent(cc2.LocalID, contact);
1306 //ctype = (int)CollisionCategories.Character; 1311 //ctype = (int)CollisionCategories.Character;
1307 1312
1308 //if (cc1.CollidingObj) 1313 //if (cc1.CollidingObj)
@@ -1317,8 +1322,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1317 if (p1 is OdePrim) 1322 if (p1 is OdePrim)
1318 { 1323 {
1319 cp1 = (OdePrim) p1; 1324 cp1 = (OdePrim) p1;
1320 obj2LocalID = cp1.m_localID; 1325 obj2LocalID = cp1.LocalID;
1321 cp1.AddCollisionEvent(cc2.m_localID, contact); 1326 cp1.AddCollisionEvent(cc2.LocalID, contact);
1322 } 1327 }
1323 //ctype = (int)CollisionCategories.Geom; 1328 //ctype = (int)CollisionCategories.Geom;
1324 1329
@@ -1354,8 +1359,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1354 if (p1 is OdeCharacter) 1359 if (p1 is OdeCharacter)
1355 { 1360 {
1356 cc1 = (OdeCharacter) p1; 1361 cc1 = (OdeCharacter) p1;
1357 obj2LocalID = cc1.m_localID; 1362 obj2LocalID = cc1.LocalID;
1358 cc1.AddCollisionEvent(cp2.m_localID, contact); 1363 cc1.AddCollisionEvent(cp2.LocalID, contact);
1359 //ctype = (int)CollisionCategories.Character; 1364 //ctype = (int)CollisionCategories.Character;
1360 1365
1361 //if (cc1.CollidingObj) 1366 //if (cc1.CollidingObj)
@@ -1370,8 +1375,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1370 if (p1 is OdePrim) 1375 if (p1 is OdePrim)
1371 { 1376 {
1372 cp1 = (OdePrim) p1; 1377 cp1 = (OdePrim) p1;
1373 obj2LocalID = cp1.m_localID; 1378 obj2LocalID = cp1.LocalID;
1374 cp1.AddCollisionEvent(cp2.m_localID, contact); 1379 cp1.AddCollisionEvent(cp2.LocalID, contact);
1375 //ctype = (int)CollisionCategories.Geom; 1380 //ctype = (int)CollisionCategories.Geom;
1376 1381
1377 //if (cp1.CollidingObj) 1382 //if (cp1.CollidingObj)
@@ -1633,13 +1638,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1633 /// <param name="obj"></param> 1638 /// <param name="obj"></param>
1634 internal void AddCollisionEventReporting(PhysicsActor obj) 1639 internal void AddCollisionEventReporting(PhysicsActor obj)
1635 { 1640 {
1636// m_log.DebugFormat("[PHYSICS]: Adding {0} to collision event reporting", obj.SOPName); 1641// m_log.DebugFormat("[PHYSICS]: Adding {0} {1} to collision event reporting", obj.SOPName, obj.LocalID);
1637 1642
1638 lock (_collisionEventPrim) 1643 lock (_collisionEventPrimChanges)
1639 { 1644 _collisionEventPrimChanges[obj.LocalID] = obj;
1640 if (!_collisionEventPrim.Contains(obj))
1641 _collisionEventPrim.Add(obj);
1642 }
1643 } 1645 }
1644 1646
1645 /// <summary> 1647 /// <summary>
@@ -1648,10 +1650,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1648 /// <param name="obj"></param> 1650 /// <param name="obj"></param>
1649 internal void RemoveCollisionEventReporting(PhysicsActor obj) 1651 internal void RemoveCollisionEventReporting(PhysicsActor obj)
1650 { 1652 {
1651// m_log.DebugFormat("[PHYSICS]: Removing {0} from collision event reporting", obj.SOPName); 1653// m_log.DebugFormat("[PHYSICS]: Removing {0} {1} from collision event reporting", obj.SOPName, obj.LocalID);
1652 1654
1653 lock (_collisionEventPrim) 1655 lock (_collisionEventPrimChanges)
1654 _collisionEventPrim.Remove(obj); 1656 _collisionEventPrimChanges[obj.LocalID] = null;
1655 } 1657 }
1656 1658
1657 #region Add/Remove Entities 1659 #region Add/Remove Entities
@@ -1752,9 +1754,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1752 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 1754 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1753 Vector3 size, Quaternion rotation, bool isPhysical, uint localid) 1755 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1754 { 1756 {
1755#if SPAM 1757// m_log.DebugFormat("[ODE SCENE]: Adding physics actor to {0} {1}", primName, localid);
1756 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1757#endif
1758 1758
1759 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); 1759 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1760 } 1760 }
@@ -2663,6 +2663,22 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2663// m_physicsiterations = 10; 2663// m_physicsiterations = 10;
2664// } 2664// }
2665 2665
2666 // We change _collisionEventPrimChanges to avoid locking _collisionEventPrim itself and causing potential
2667 // deadlock if the collision event tries to lock something else later on which is already locked by a
2668 // caller that is adding or removing the collision event.
2669 lock (_collisionEventPrimChanges)
2670 {
2671 foreach (KeyValuePair<uint, PhysicsActor> kvp in _collisionEventPrimChanges)
2672 {
2673 if (kvp.Value == null)
2674 _collisionEventPrim.Remove(kvp.Key);
2675 else
2676 _collisionEventPrim[kvp.Key] = kvp.Value;
2677 }
2678
2679 _collisionEventPrimChanges.Clear();
2680 }
2681
2666 if (SupportsNINJAJoints) 2682 if (SupportsNINJAJoints)
2667 { 2683 {
2668 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks 2684 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
@@ -2790,25 +2806,22 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2790 2806
2791 collision_optimized(); 2807 collision_optimized();
2792 2808
2793 lock (_collisionEventPrim) 2809 foreach (PhysicsActor obj in _collisionEventPrim.Values)
2794 { 2810 {
2795 foreach (PhysicsActor obj in _collisionEventPrim) 2811// m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID);
2796 {
2797// m_log.DebugFormat("[PHYSICS]: Assessing {0} for collision events", obj.SOPName);
2798 2812
2799 switch ((ActorTypes)obj.PhysicsActorType) 2813 switch ((ActorTypes)obj.PhysicsActorType)
2800 { 2814 {
2801 case ActorTypes.Agent: 2815 case ActorTypes.Agent:
2802 OdeCharacter cobj = (OdeCharacter)obj; 2816 OdeCharacter cobj = (OdeCharacter)obj;
2803 cobj.AddCollisionFrameTime(100); 2817 cobj.AddCollisionFrameTime(100);
2804 cobj.SendCollisions(); 2818 cobj.SendCollisions();
2805 break; 2819 break;
2806 2820
2807 case ActorTypes.Prim: 2821 case ActorTypes.Prim:
2808 OdePrim pobj = (OdePrim)obj; 2822 OdePrim pobj = (OdePrim)obj;
2809 pobj.SendCollisions(); 2823 pobj.SendCollisions();
2810 break; 2824 break;
2811 }
2812 } 2825 }
2813 } 2826 }
2814 2827
@@ -3731,7 +3744,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3731 { 3744 {
3732 if (prm.CollisionScore > 0) 3745 if (prm.CollisionScore > 0)
3733 { 3746 {
3734 returncolliders.Add(prm.m_localID, prm.CollisionScore); 3747 returncolliders.Add(prm.LocalID, prm.CollisionScore);
3735 cnt++; 3748 cnt++;
3736 prm.CollisionScore = 0f; 3749 prm.CollisionScore = 0f;
3737 if (cnt > 25) 3750 if (cnt > 25)