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authorUbitUmarov2012-05-19 16:35:48 +0100
committerUbitUmarov2012-05-19 16:35:48 +0100
commit10889c86d9d67ca994a090166ad53840ed1dedd0 (patch)
tree21f169cb630f952ccf70072ac1cb73761f16bda5 /OpenSim
parent a bit faster collision sound type verification plus a few fixes/changes (diff)
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reduce useless waste of cpu. Make character collision events be done similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs79
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs121
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs70
4 files changed, 148 insertions, 126 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 06dec8f..be94508 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -4098,6 +4098,7 @@ namespace OpenSim.Region.Framework.Scenes
4098 4098
4099 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata) 4099 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4100 { 4100 {
4101 /*
4101 lock(m_collisionEventLock) 4102 lock(m_collisionEventLock)
4102 { 4103 {
4103 if (m_collisionEventFlag) 4104 if (m_collisionEventFlag)
@@ -4107,6 +4108,7 @@ namespace OpenSim.Region.Framework.Scenes
4107 4108
4108 Util.FireAndForget(delegate(object x) 4109 Util.FireAndForget(delegate(object x)
4109 { 4110 {
4111 */
4110 try 4112 try
4111 { 4113 {
4112 List<uint> thisHitColliders = new List<uint>(); 4114 List<uint> thisHitColliders = new List<uint>();
@@ -4286,7 +4288,7 @@ namespace OpenSim.Region.Framework.Scenes
4286 { 4288 {
4287 m_collisionEventFlag = false; 4289 m_collisionEventFlag = false;
4288 } 4290 }
4289 }); 4291// });
4290 } 4292 }
4291 4293
4292 private void TeleportFlagsDebug() { 4294 private void TeleportFlagsDebug() {
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index b36b933..ca294b8 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -128,9 +128,10 @@ namespace OpenSim.Region.Physics.OdePlugin
128 public d.Mass ShellMass; 128 public d.Mass ShellMass;
129// public bool collidelock = false; 129// public bool collidelock = false;
130 130
131 private bool m_haseventsubscription = false;
132 public int m_eventsubscription = 0; 131 public int m_eventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); 132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
134 135
135 // unique UUID of this character object 136 // unique UUID of this character object
136 public UUID m_uuid; 137 public UUID m_uuid;
@@ -1120,47 +1121,72 @@ namespace OpenSim.Region.Physics.OdePlugin
1120 1121
1121 public override void SubscribeEvents(int ms) 1122 public override void SubscribeEvents(int ms)
1122 { 1123 {
1123 m_requestedUpdateFrequency = ms;
1124 m_eventsubscription = ms; 1124 m_eventsubscription = ms;
1125 _parent_scene.AddCollisionEventReporting(this); 1125 m_cureventsubscription = 0;
1126 m_haseventsubscription = true; 1126 if (CollisionEventsThisFrame == null)
1127 CollisionEventsThisFrame = new CollisionEventUpdate();
1128 SentEmptyCollisionsEvent = false;
1127 } 1129 }
1128 1130
1129 public override void UnSubscribeEvents() 1131 public override void UnSubscribeEvents()
1130 { 1132 {
1131 m_haseventsubscription = false; 1133 if (CollisionEventsThisFrame != null)
1132 _parent_scene.RemoveCollisionEventReporting(this); 1134 {
1133 m_requestedUpdateFrequency = 0; 1135 CollisionEventsThisFrame.Clear();
1136 CollisionEventsThisFrame = null;
1137 }
1134 m_eventsubscription = 0; 1138 m_eventsubscription = 0;
1135 } 1139 }
1136 1140
1137 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) 1141 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1138 { 1142 {
1139 if (m_haseventsubscription) 1143 if (CollisionEventsThisFrame == null)
1140 { 1144 CollisionEventsThisFrame = new CollisionEventUpdate();
1141 // m_log.DebugFormat( 1145 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1142 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1143
1144 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1145 }
1146 } 1146 }
1147 1147
1148 public void SendCollisions() 1148 public void SendCollisions()
1149 { 1149 {
1150 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency) 1150 if (CollisionEventsThisFrame == null)
1151 return;
1152
1153 if (m_cureventsubscription < m_eventsubscription)
1154 return;
1155
1156 m_cureventsubscription = 0;
1157
1158 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1159
1160 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1151 { 1161 {
1152 if (CollisionEventsThisFrame != null) 1162 base.SendCollisionUpdate(CollisionEventsThisFrame);
1163
1164 if (ncolisions == 0)
1153 { 1165 {
1154 base.SendCollisionUpdate(CollisionEventsThisFrame); 1166 SentEmptyCollisionsEvent = true;
1167 _parent_scene.RemoveCollisionEventReporting(this);
1155 } 1168 }
1156 CollisionEventsThisFrame = new CollisionEventUpdate(); 1169 else
1157 m_eventsubscription = 0; 1170 {
1158 } 1171 SentEmptyCollisionsEvent = false;
1172 CollisionEventsThisFrame.Clear();
1173 }
1174 }
1175 }
1176
1177 internal void AddCollisionFrameTime(int t)
1178 {
1179 // protect it from overflow crashing
1180 if (m_cureventsubscription + t >= int.MaxValue)
1181 m_cureventsubscription = 0;
1182 m_cureventsubscription += t;
1159 } 1183 }
1160 1184
1161 public override bool SubscribedEvents() 1185 public override bool SubscribedEvents()
1162 { 1186 {
1163 return m_haseventsubscription; 1187 if (m_eventsubscription > 0)
1188 return true;
1189 return false;
1164 } 1190 }
1165 1191
1166 private void changePhysicsStatus(bool NewStatus) 1192 private void changePhysicsStatus(bool NewStatus)
@@ -1466,14 +1492,5 @@ namespace OpenSim.Region.Physics.OdePlugin
1466 { 1492 {
1467 _parent_scene.AddChange((PhysicsActor)this, what, arg); 1493 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1468 } 1494 }
1469
1470
1471 internal void AddCollisionFrameTime(int p)
1472 {
1473 // protect it from overflow crashing
1474 if (m_eventsubscription + p >= int.MaxValue)
1475 m_eventsubscription = 0;
1476 m_eventsubscription += p;
1477 }
1478 } 1495 }
1479} 1496}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
index 5db4f17..b2af180 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -477,58 +477,58 @@ namespace OpenSim.Region.Physics.OdePlugin
477 477
478 // if(childPrim) we only know about physical linksets 478 // if(childPrim) we only know about physical linksets
479 return Ptot; 479 return Ptot;
480 /* 480/*
481 float tmass = _mass; 481 float tmass = _mass;
482 Ptot *= tmass; 482 Ptot *= tmass;
483 483
484 float m; 484 float m;
485 485
486 foreach (OdePrim prm in childrenPrim) 486 foreach (OdePrim prm in childrenPrim)
487 { 487 {
488 m = prm._mass; 488 m = prm._mass;
489 Ptot += prm.CenterOfMass * m; 489 Ptot += prm.CenterOfMass * m;
490 tmass += m; 490 tmass += m;
491 } 491 }
492 492
493 if (tmass == 0) 493 if (tmass == 0)
494 tmass = 0; 494 tmass = 0;
495 else 495 else
496 tmass = 1.0f / tmass; 496 tmass = 1.0f / tmass;
497 497
498 Ptot *= tmass; 498 Ptot *= tmass;
499 return Ptot; 499 return Ptot;
500 */ 500*/
501 } 501 }
502 else 502 else
503 return _position; 503 return _position;
504 } 504 }
505 } 505 }
506 } 506 }
507 /* 507/*
508 public override Vector3 PrimOOBsize 508 public override Vector3 PrimOOBsize
509 { 509 {
510 get 510 get
511 { 511 {
512 return primOOBsize; 512 return primOOBsize;
513 } 513 }
514 } 514 }
515 515
516 public override Vector3 PrimOOBoffset 516 public override Vector3 PrimOOBoffset
517 { 517 {
518 get 518 get
519 { 519 {
520 return primOOBoffset; 520 return primOOBoffset;
521 } 521 }
522 } 522 }
523 523
524 public override float PrimOOBRadiusSQ 524 public override float PrimOOBRadiusSQ
525 { 525 {
526 get 526 get
527 { 527 {
528 return primOOBradiusSQ; 528 return primOOBradiusSQ;
529 } 529 }
530 } 530 }
531 */ 531*/
532 public override PrimitiveBaseShape Shape 532 public override PrimitiveBaseShape Shape
533 { 533 {
534 set 534 set
@@ -582,7 +582,7 @@ namespace OpenSim.Region.Physics.OdePlugin
582 if (value.IsFinite()) 582 if (value.IsFinite())
583 { 583 {
584 AddChange(changes.Velocity, value); 584 AddChange(changes.Velocity, value);
585 // _velocity = value; 585// _velocity = value;
586 586
587 } 587 }
588 else 588 else
@@ -937,12 +937,10 @@ namespace OpenSim.Region.Physics.OdePlugin
937 if (CollisionEventsThisFrame == null) 937 if (CollisionEventsThisFrame == null)
938 CollisionEventsThisFrame = new CollisionEventUpdate(); 938 CollisionEventsThisFrame = new CollisionEventUpdate();
939 SentEmptyCollisionsEvent = false; 939 SentEmptyCollisionsEvent = false;
940 _parent_scene.AddCollisionEventReporting(this);
941 } 940 }
942 941
943 public override void UnSubscribeEvents() 942 public override void UnSubscribeEvents()
944 { 943 {
945 _parent_scene.RemoveCollisionEventReporting(this);
946 if (CollisionEventsThisFrame != null) 944 if (CollisionEventsThisFrame != null)
947 { 945 {
948 CollisionEventsThisFrame.Clear(); 946 CollisionEventsThisFrame.Clear();
@@ -975,7 +973,10 @@ namespace OpenSim.Region.Physics.OdePlugin
975 base.SendCollisionUpdate(CollisionEventsThisFrame); 973 base.SendCollisionUpdate(CollisionEventsThisFrame);
976 974
977 if (ncolisions == 0) 975 if (ncolisions == 0)
976 {
978 SentEmptyCollisionsEvent = true; 977 SentEmptyCollisionsEvent = true;
978 _parent_scene.RemoveCollisionEventReporting(this);
979 }
979 else 980 else
980 { 981 {
981 SentEmptyCollisionsEvent = false; 982 SentEmptyCollisionsEvent = false;
@@ -1735,8 +1736,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1735 1736
1736 d.BodySetAutoDisableFlag(Body, true); 1737 d.BodySetAutoDisableFlag(Body, true);
1737 d.BodySetAutoDisableSteps(Body, body_autodisable_frames); 1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1738 // d.BodySetLinearDampingThreshold(Body, 0.01f); 1739// d.BodySetLinearDampingThreshold(Body, 0.01f);
1739 // d.BodySetAngularDampingThreshold(Body, 0.001f); 1740// d.BodySetAngularDampingThreshold(Body, 0.001f);
1740 d.BodySetDamping(Body, .002f, .002f); 1741 d.BodySetDamping(Body, .002f, .002f);
1741 1742
1742 if (m_targetSpace != IntPtr.Zero) 1743 if (m_targetSpace != IntPtr.Zero)
@@ -2966,7 +2967,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2966 givefakepos--; 2967 givefakepos--;
2967 if (givefakepos < 0) 2968 if (givefakepos < 0)
2968 givefakepos = 0; 2969 givefakepos = 0;
2969 // changeSelectedStatus(); 2970// changeSelectedStatus();
2970 resetCollisionAccounting(); 2971 resetCollisionAccounting();
2971 } 2972 }
2972 2973
@@ -2981,14 +2982,14 @@ namespace OpenSim.Region.Physics.OdePlugin
2981 { 2982 {
2982 _orientation = newOri; 2983 _orientation = newOri;
2983 } 2984 }
2984 /* 2985/*
2985 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero) 2986 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2986 { 2987 {
2987 FixInertia(_position, newOri); 2988 FixInertia(_position, newOri);
2988 if (!d.BodyIsEnabled(Body)) 2989 if (!d.BodyIsEnabled(Body))
2989 d.BodyEnable(Body); 2990 d.BodyEnable(Body);
2990 } 2991 }
2991 */ 2992*/
2992 } 2993 }
2993 else 2994 else
2994 { 2995 {
@@ -3939,12 +3940,12 @@ namespace OpenSim.Region.Physics.OdePlugin
3939 changevelocity((Vector3)arg); 3940 changevelocity((Vector3)arg);
3940 break; 3941 break;
3941 3942
3942 // case changes.Acceleration: 3943// case changes.Acceleration:
3943 // changeacceleration((Vector3)arg); 3944// changeacceleration((Vector3)arg);
3944 // break; 3945// break;
3945 // case changes.AngVelocity: 3946// case changes.AngVelocity:
3946 // changeangvelocity((Vector3)arg); 3947// changeangvelocity((Vector3)arg);
3947 // break; 3948// break;
3948 3949
3949 case changes.Force: 3950 case changes.Force:
3950 changeForce((Vector3)arg); 3951 changeForce((Vector3)arg);
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
index 11638d7..0f341b9 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -247,6 +247,7 @@ namespace OpenSim.Region.Physics.OdePlugin
247 /// A list of actors that should receive collision events. 247 /// A list of actors that should receive collision events.
248 /// </summary> 248 /// </summary>
249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); 249 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
250 private readonly List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
250 251
251 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); 252 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
252 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); 253 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
@@ -1073,6 +1074,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1073 if (!(p2events || p1events)) 1074 if (!(p2events || p1events))
1074 return; 1075 return;
1075 1076
1077 if (p1events)
1078 AddCollisionEventReporting(p1);
1079
1080 if (p2events)
1081 AddCollisionEventReporting(p2);
1082
1076 Vector3 vel = Vector3.Zero; 1083 Vector3 vel = Vector3.Zero;
1077 if (p2 != null && p2.IsPhysical) 1084 if (p2 != null && p2.IsPhysical)
1078 vel = p2.Velocity; 1085 vel = p2.Velocity;
@@ -1255,20 +1262,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1255 } 1262 }
1256 1263
1257 #endregion 1264 #endregion
1258
1259
1260
1261 /// <summary> 1265 /// <summary>
1262 /// Add actor to the list that should receive collision events in the simulate loop. 1266 /// Add actor to the list that should receive collision events in the simulate loop.
1263 /// </summary> 1267 /// </summary>
1264 /// <param name="obj"></param> 1268 /// <param name="obj"></param>
1265 public void AddCollisionEventReporting(PhysicsActor obj) 1269 public void AddCollisionEventReporting(PhysicsActor obj)
1266 { 1270 {
1267 lock (_collisionEventPrim) 1271 if (!_collisionEventPrim.Contains(obj))
1268 { 1272 _collisionEventPrim.Add(obj);
1269 if (!_collisionEventPrim.Contains(obj))
1270 _collisionEventPrim.Add(obj);
1271 }
1272 } 1273 }
1273 1274
1274 /// <summary> 1275 /// <summary>
@@ -1277,13 +1278,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1277 /// <param name="obj"></param> 1278 /// <param name="obj"></param>
1278 public void RemoveCollisionEventReporting(PhysicsActor obj) 1279 public void RemoveCollisionEventReporting(PhysicsActor obj)
1279 { 1280 {
1280 lock (_collisionEventPrim) 1281 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1281 { 1282 _collisionEventPrimRemove.Add(obj);
1282 if (_collisionEventPrim.Contains(obj))
1283 _collisionEventPrim.Remove(obj);
1284 }
1285 } 1283 }
1286 1284
1285
1287 #region Add/Remove Entities 1286 #region Add/Remove Entities
1288 1287
1289 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) 1288 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
@@ -1472,6 +1471,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1472 { 1471 {
1473// lock (OdeLock) 1472// lock (OdeLock)
1474 { 1473 {
1474
1475 OdePrim p = (OdePrim)prim; 1475 OdePrim p = (OdePrim)prim;
1476 p.setPrimForRemoval(); 1476 p.setPrimForRemoval();
1477 } 1477 }
@@ -1890,33 +1890,35 @@ namespace OpenSim.Region.Physics.OdePlugin
1890 1890
1891 collision_optimized(); 1891 collision_optimized();
1892 1892
1893 lock (_collisionEventPrim) 1893 foreach (PhysicsActor obj in _collisionEventPrim)
1894 { 1894 {
1895 foreach (PhysicsActor obj in _collisionEventPrim) 1895 if (obj == null)
1896 continue;
1897
1898 switch ((ActorTypes)obj.PhysicsActorType)
1896 { 1899 {
1897 if (obj == null) 1900 case ActorTypes.Agent:
1898 continue; 1901 OdeCharacter cobj = (OdeCharacter)obj;
1902 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE * 1000.0f));
1903 cobj.SendCollisions();
1904 break;
1899 1905
1900 switch ((ActorTypes)obj.PhysicsActorType) 1906 case ActorTypes.Prim:
1901 { 1907 OdePrim pobj = (OdePrim)obj;
1902 case ActorTypes.Agent: 1908 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1903 OdeCharacter cobj = (OdeCharacter)obj; 1909 {
1904 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f)); 1910 pobj.AddCollisionFrameTime((int)(ODE_STEPSIZE * 1000.0f));
1905 cobj.SendCollisions(); 1911 pobj.SendCollisions();
1906 break; 1912 }
1907 1913 break;
1908 case ActorTypes.Prim:
1909 OdePrim pobj = (OdePrim)obj;
1910 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1911 {
1912 pobj.AddCollisionFrameTime((int)(ODE_STEPSIZE * 1000.0f));
1913 pobj.SendCollisions();
1914 }
1915 break;
1916 }
1917 } 1914 }
1918 } 1915 }
1919 1916
1917 foreach (PhysicsActor obj in _collisionEventPrimRemove)
1918 _collisionEventPrim.Remove(obj);
1919
1920 _collisionEventPrimRemove.Clear();
1921
1920 // do a ode simulation step 1922 // do a ode simulation step
1921 d.WorldQuickStep(world, ODE_STEPSIZE); 1923 d.WorldQuickStep(world, ODE_STEPSIZE);
1922 d.JointGroupEmpty(contactgroup); 1924 d.JointGroupEmpty(contactgroup);