diff options
author | Robert Adams | 2012-08-09 15:17:19 -0700 |
---|---|---|
committer | Robert Adams | 2012-08-09 15:17:19 -0700 |
commit | 320982cae388814b8e7e9e9fe62724caa9621d90 (patch) | |
tree | ef2d7bd50cfb5276b7573022867d812446a2e54e /OpenSim | |
parent | BulletSim: separate out the constraints by type. The linksets use (diff) | |
download | opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.zip opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.gz opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.bz2 opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.xz |
BulletSim: add an identifier to the TaintObject call so exceptions that happen when the taint is invoked can be debugged
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 22 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 49 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 34 |
4 files changed, 57 insertions, 52 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 8149a53..d49a578 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -122,7 +122,7 @@ public class BSCharacter : PhysicsActor | |||
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | 122 | shapeData.Restitution = _scene.Params.avatarRestitution; |
123 | 123 | ||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject(delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 128 | ||
@@ -138,7 +138,7 @@ public class BSCharacter : PhysicsActor | |||
138 | public void Destroy() | 138 | public void Destroy() |
139 | { | 139 | { |
140 | // DetailLog("{0},Destroy", LocalID); | 140 | // DetailLog("{0},Destroy", LocalID); |
141 | _scene.TaintedObject(delegate() | 141 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 142 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
144 | }); | 144 | }); |
@@ -169,7 +169,7 @@ public class BSCharacter : PhysicsActor | |||
169 | 169 | ||
170 | ComputeAvatarVolumeAndMass(); | 170 | ComputeAvatarVolumeAndMass(); |
171 | 171 | ||
172 | _scene.TaintedObject(delegate() | 172 | _scene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 173 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); |
175 | }); | 175 | }); |
@@ -207,7 +207,7 @@ public class BSCharacter : PhysicsActor | |||
207 | _position = value; | 207 | _position = value; |
208 | PositionSanityCheck(); | 208 | PositionSanityCheck(); |
209 | 209 | ||
210 | _scene.TaintedObject(delegate() | 210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 211 | { |
212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -246,7 +246,7 @@ public class BSCharacter : PhysicsActor | |||
246 | set { | 246 | set { |
247 | _force = value; | 247 | _force = value; |
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject(delegate() | 249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 250 | { |
251 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); | 251 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); |
@@ -273,7 +273,7 @@ public class BSCharacter : PhysicsActor | |||
273 | set { | 273 | set { |
274 | _velocity = value; | 274 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject(delegate() | 276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 277 | { |
278 | DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); | 278 | DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); |
@@ -299,7 +299,7 @@ public class BSCharacter : PhysicsActor | |||
299 | set { | 299 | set { |
300 | _orientation = value; | 300 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject(delegate() | 302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 303 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -366,7 +366,7 @@ public class BSCharacter : PhysicsActor | |||
366 | public override float Buoyancy { | 366 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 367 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 368 | set { _buoyancy = value; |
369 | _scene.TaintedObject(delegate() | 369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 370 | { |
371 | DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 371 | DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); |
@@ -413,7 +413,7 @@ public class BSCharacter : PhysicsActor | |||
413 | _force.Y += force.Y; | 413 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 414 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject(delegate() | 416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 417 | { |
418 | DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); | 418 | DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); |
@@ -439,7 +439,7 @@ public class BSCharacter : PhysicsActor | |||
439 | // make sure first collision happens | 439 | // make sure first collision happens |
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | 440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; |
441 | 441 | ||
442 | Scene.TaintedObject(delegate() | 442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() |
443 | { | 443 | { |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
445 | }); | 445 | }); |
@@ -449,7 +449,7 @@ public class BSCharacter : PhysicsActor | |||
449 | public override void UnSubscribeEvents() { | 449 | public override void UnSubscribeEvents() { |
450 | _subscribedEventsMs = 0; | 450 | _subscribedEventsMs = 0; |
451 | // Avatars get all their collision events | 451 | // Avatars get all their collision events |
452 | // Scene.TaintedObject(delegate() | 452 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() |
453 | // { | 453 | // { |
454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
455 | // }); | 455 | // }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index e265d6d..bf262c5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -236,7 +236,7 @@ public class BSLinkset | |||
236 | { | 236 | { |
237 | m_children.Add(child); | 237 | m_children.Add(child); |
238 | 238 | ||
239 | m_scene.TaintedObject(delegate() | 239 | m_scene.TaintedObject("AddChildToLinkset", delegate() |
240 | { | 240 | { |
241 | DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 241 | DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); |
242 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID); | 242 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID); |
@@ -265,7 +265,7 @@ public class BSLinkset | |||
265 | 265 | ||
266 | if (m_children.Remove(child)) | 266 | if (m_children.Remove(child)) |
267 | { | 267 | { |
268 | m_scene.TaintedObject(delegate() | 268 | m_scene.TaintedObject("RemoveChildFromLinkset", delegate() |
269 | { | 269 | { |
270 | DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 270 | DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); |
271 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID); | 271 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e0f6ed2..988e03b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -145,7 +145,7 @@ public sealed class BSPrim : PhysicsActor | |||
145 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(this); // add vehicleness |
146 | _mass = CalculateMass(); | 146 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
148 | _scene.TaintedObject(delegate() | 148 | _scene.TaintedObject("BSPrim.create", delegate() |
149 | { | 149 | { |
150 | RecreateGeomAndObject(); | 150 | RecreateGeomAndObject(); |
151 | 151 | ||
@@ -166,7 +166,7 @@ public sealed class BSPrim : PhysicsActor | |||
166 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | 166 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); |
167 | _scene.RemoveVehiclePrim(this); // just to make sure | 167 | _scene.RemoveVehiclePrim(this); // just to make sure |
168 | 168 | ||
169 | _scene.TaintedObject(delegate() | 169 | _scene.TaintedObject("BSPrim.destroy", delegate() |
170 | { | 170 | { |
171 | // Undo any links between me and any other object | 171 | // Undo any links between me and any other object |
172 | _linkset = _linkset.RemoveMeFromLinkset(this); | 172 | _linkset = _linkset.RemoveMeFromLinkset(this); |
@@ -183,7 +183,7 @@ public sealed class BSPrim : PhysicsActor | |||
183 | get { return _size; } | 183 | get { return _size; } |
184 | set { | 184 | set { |
185 | _size = value; | 185 | _size = value; |
186 | _scene.TaintedObject(delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
@@ -195,7 +195,7 @@ public sealed class BSPrim : PhysicsActor | |||
195 | public override PrimitiveBaseShape Shape { | 195 | public override PrimitiveBaseShape Shape { |
196 | set { | 196 | set { |
197 | _pbs = value; | 197 | _pbs = value; |
198 | _scene.TaintedObject(delegate() | 198 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 199 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 200 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 201 | RecreateGeomAndObject(); |
@@ -213,7 +213,7 @@ public sealed class BSPrim : PhysicsActor | |||
213 | public override bool Selected { | 213 | public override bool Selected { |
214 | set { | 214 | set { |
215 | _isSelected = value; | 215 | _isSelected = value; |
216 | _scene.TaintedObject(delegate() | 216 | _scene.TaintedObject("BSPrim.setSelected", delegate() |
217 | { | 217 | { |
218 | SetObjectDynamic(); | 218 | SetObjectDynamic(); |
219 | }); | 219 | }); |
@@ -281,7 +281,7 @@ public sealed class BSPrim : PhysicsActor | |||
281 | set { | 281 | set { |
282 | _position = value; | 282 | _position = value; |
283 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 283 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
284 | _scene.TaintedObject(delegate() | 284 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
285 | { | 285 | { |
286 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 286 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
287 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 287 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -318,7 +318,7 @@ public sealed class BSPrim : PhysicsActor | |||
318 | get { return _force; } | 318 | get { return _force; } |
319 | set { | 319 | set { |
320 | _force = value; | 320 | _force = value; |
321 | _scene.TaintedObject(delegate() | 321 | _scene.TaintedObject("BSPrim.setForce", delegate() |
322 | { | 322 | { |
323 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); | 323 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); |
324 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 324 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
@@ -333,7 +333,7 @@ public sealed class BSPrim : PhysicsActor | |||
333 | } | 333 | } |
334 | set { | 334 | set { |
335 | Vehicle type = (Vehicle)value; | 335 | Vehicle type = (Vehicle)value; |
336 | _scene.TaintedObject(delegate() | 336 | _scene.TaintedObject("BSPrim.setVehicleType", delegate() |
337 | { | 337 | { |
338 | DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); | 338 | DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); |
339 | _vehicle.ProcessTypeChange(type); | 339 | _vehicle.ProcessTypeChange(type); |
@@ -343,12 +343,7 @@ public sealed class BSPrim : PhysicsActor | |||
343 | } | 343 | } |
344 | else | 344 | else |
345 | { | 345 | { |
346 | _scene.TaintedObject(delegate() | 346 | BulletSimAPI.ClearForces2(this.Body.Ptr); |
347 | { | ||
348 | // Tell the physics engine to clear state | ||
349 | BulletSimAPI.ClearForces2(this.Body.Ptr); | ||
350 | }); | ||
351 | |||
352 | // make it so the scene will call us each tick to do vehicle things | 347 | // make it so the scene will call us each tick to do vehicle things |
353 | _scene.AddVehiclePrim(this); | 348 | _scene.AddVehiclePrim(this); |
354 | } | 349 | } |
@@ -358,28 +353,28 @@ public sealed class BSPrim : PhysicsActor | |||
358 | } | 353 | } |
359 | public override void VehicleFloatParam(int param, float value) | 354 | public override void VehicleFloatParam(int param, float value) |
360 | { | 355 | { |
361 | _scene.TaintedObject(delegate() | 356 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
362 | { | 357 | { |
363 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 358 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); |
364 | }); | 359 | }); |
365 | } | 360 | } |
366 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 361 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
367 | { | 362 | { |
368 | _scene.TaintedObject(delegate() | 363 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
369 | { | 364 | { |
370 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 365 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); |
371 | }); | 366 | }); |
372 | } | 367 | } |
373 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
374 | { | 369 | { |
375 | _scene.TaintedObject(delegate() | 370 | _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
376 | { | 371 | { |
377 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 372 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
378 | }); | 373 | }); |
379 | } | 374 | } |
380 | public override void VehicleFlags(int param, bool remove) | 375 | public override void VehicleFlags(int param, bool remove) |
381 | { | 376 | { |
382 | _scene.TaintedObject(delegate() | 377 | _scene.TaintedObject("BSPrim.VehicleFlags", delegate() |
383 | { | 378 | { |
384 | _vehicle.ProcessVehicleFlags(param, remove); | 379 | _vehicle.ProcessVehicleFlags(param, remove); |
385 | }); | 380 | }); |
@@ -397,7 +392,7 @@ public sealed class BSPrim : PhysicsActor | |||
397 | public override void SetVolumeDetect(int param) { | 392 | public override void SetVolumeDetect(int param) { |
398 | bool newValue = (param != 0); | 393 | bool newValue = (param != 0); |
399 | _isVolumeDetect = newValue; | 394 | _isVolumeDetect = newValue; |
400 | _scene.TaintedObject(delegate() | 395 | _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
401 | { | 396 | { |
402 | SetObjectDynamic(); | 397 | SetObjectDynamic(); |
403 | }); | 398 | }); |
@@ -408,7 +403,7 @@ public sealed class BSPrim : PhysicsActor | |||
408 | get { return _velocity; } | 403 | get { return _velocity; } |
409 | set { | 404 | set { |
410 | _velocity = value; | 405 | _velocity = value; |
411 | _scene.TaintedObject(delegate() | 406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
412 | { | 407 | { |
413 | DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); | 408 | DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); |
414 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
@@ -442,7 +437,7 @@ public sealed class BSPrim : PhysicsActor | |||
442 | set { | 437 | set { |
443 | _orientation = value; | 438 | _orientation = value; |
444 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 439 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
445 | _scene.TaintedObject(delegate() | 440 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
446 | { | 441 | { |
447 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
448 | DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 443 | DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
@@ -459,7 +454,7 @@ public sealed class BSPrim : PhysicsActor | |||
459 | get { return _isPhysical; } | 454 | get { return _isPhysical; } |
460 | set { | 455 | set { |
461 | _isPhysical = value; | 456 | _isPhysical = value; |
462 | _scene.TaintedObject(delegate() | 457 | _scene.TaintedObject("BSPrim.setIsPhysical", delegate() |
463 | { | 458 | { |
464 | SetObjectDynamic(); | 459 | SetObjectDynamic(); |
465 | }); | 460 | }); |
@@ -547,7 +542,7 @@ public sealed class BSPrim : PhysicsActor | |||
547 | set { | 542 | set { |
548 | _rotationalVelocity = value; | 543 | _rotationalVelocity = value; |
549 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 544 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
550 | _scene.TaintedObject(delegate() | 545 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
551 | { | 546 | { |
552 | DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 547 | DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
553 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 548 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
@@ -564,7 +559,7 @@ public sealed class BSPrim : PhysicsActor | |||
564 | get { return _buoyancy; } | 559 | get { return _buoyancy; } |
565 | set { | 560 | set { |
566 | _buoyancy = value; | 561 | _buoyancy = value; |
567 | _scene.TaintedObject(delegate() | 562 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
568 | { | 563 | { |
569 | DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 564 | DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
570 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 565 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
@@ -618,7 +613,7 @@ public sealed class BSPrim : PhysicsActor | |||
618 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 613 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); |
619 | return; | 614 | return; |
620 | } | 615 | } |
621 | _scene.TaintedObject(delegate() | 616 | _scene.TaintedObject("BSPrim.AddForce", delegate() |
622 | { | 617 | { |
623 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 618 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
624 | lock (m_accumulatedForces) | 619 | lock (m_accumulatedForces) |
@@ -648,7 +643,7 @@ public sealed class BSPrim : PhysicsActor | |||
648 | // make sure first collision happens | 643 | // make sure first collision happens |
649 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | 644 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; |
650 | 645 | ||
651 | Scene.TaintedObject(delegate() | 646 | Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() |
652 | { | 647 | { |
653 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 648 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
654 | }); | 649 | }); |
@@ -656,7 +651,7 @@ public sealed class BSPrim : PhysicsActor | |||
656 | } | 651 | } |
657 | public override void UnSubscribeEvents() { | 652 | public override void UnSubscribeEvents() { |
658 | _subscribedEventsMs = 0; | 653 | _subscribedEventsMs = 0; |
659 | Scene.TaintedObject(delegate() | 654 | Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() |
660 | { | 655 | { |
661 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 656 | BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
662 | }); | 657 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 117086a..65a8014 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -162,7 +162,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
162 | } | 162 | } |
163 | 163 | ||
164 | public delegate void TaintCallback(); | 164 | public delegate void TaintCallback(); |
165 | private List<TaintCallback> _taintedObjects; | 165 | private struct TaintCallbackEntry |
166 | { | ||
167 | public String ident; | ||
168 | public TaintCallback callback; | ||
169 | public TaintCallbackEntry(string i, TaintCallback c) | ||
170 | { | ||
171 | ident = i; | ||
172 | callback = c; | ||
173 | } | ||
174 | } | ||
175 | private List<TaintCallbackEntry> _taintedObjects; | ||
166 | private Object _taintLock = new Object(); | 176 | private Object _taintLock = new Object(); |
167 | 177 | ||
168 | // A pointer to an instance if this structure is passed to the C++ code | 178 | // A pointer to an instance if this structure is passed to the C++ code |
@@ -232,7 +242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
232 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | 242 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); |
233 | } | 243 | } |
234 | 244 | ||
235 | _taintedObjects = new List<TaintCallback>(); | 245 | _taintedObjects = new List<TaintCallbackEntry>(); |
236 | 246 | ||
237 | mesher = meshmerizer; | 247 | mesher = meshmerizer; |
238 | // The bounding box for the simulated world | 248 | // The bounding box for the simulated world |
@@ -535,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
535 | 545 | ||
536 | public override void SetTerrain(float[] heightMap) { | 546 | public override void SetTerrain(float[] heightMap) { |
537 | m_heightMap = heightMap; | 547 | m_heightMap = heightMap; |
538 | this.TaintedObject(delegate() | 548 | this.TaintedObject("BSScene.SetTerrain", delegate() |
539 | { | 549 | { |
540 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | 550 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); |
541 | }); | 551 | }); |
@@ -727,12 +737,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
727 | // Calls to the PhysicsActors can't directly call into the physics engine | 737 | // Calls to the PhysicsActors can't directly call into the physics engine |
728 | // because it might be busy. We delay changes to a known time. | 738 | // because it might be busy. We delay changes to a known time. |
729 | // We rely on C#'s closure to save and restore the context for the delegate. | 739 | // We rely on C#'s closure to save and restore the context for the delegate. |
730 | public void TaintedObject(TaintCallback callback) | 740 | public void TaintedObject(String ident, TaintCallback callback) |
731 | { | 741 | { |
732 | if (!m_initialized) return; | 742 | if (!m_initialized) return; |
733 | 743 | ||
734 | lock (_taintLock) | 744 | lock (_taintLock) |
735 | _taintedObjects.Add(callback); | 745 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
736 | return; | 746 | return; |
737 | } | 747 | } |
738 | 748 | ||
@@ -744,22 +754,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
744 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process | 754 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process |
745 | { | 755 | { |
746 | // swizzle a new list into the list location so we can process what's there | 756 | // swizzle a new list into the list location so we can process what's there |
747 | List<TaintCallback> oldList; | 757 | List<TaintCallbackEntry> oldList; |
748 | lock (_taintLock) | 758 | lock (_taintLock) |
749 | { | 759 | { |
750 | oldList = _taintedObjects; | 760 | oldList = _taintedObjects; |
751 | _taintedObjects = new List<TaintCallback>(); | 761 | _taintedObjects = new List<TaintCallbackEntry>(); |
752 | } | 762 | } |
753 | 763 | ||
754 | foreach (TaintCallback callback in oldList) | 764 | foreach (TaintCallbackEntry tcbe in oldList) |
755 | { | 765 | { |
756 | try | 766 | try |
757 | { | 767 | { |
758 | callback(); | 768 | tcbe.callback(); |
759 | } | 769 | } |
760 | catch (Exception e) | 770 | catch (Exception e) |
761 | { | 771 | { |
762 | m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e); | 772 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); |
763 | } | 773 | } |
764 | } | 774 | } |
765 | oldList.Clear(); | 775 | oldList.Clear(); |
@@ -1248,7 +1258,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1248 | List<uint> objectIDs = lIDs; | 1258 | List<uint> objectIDs = lIDs; |
1249 | string xparm = parm.ToLower(); | 1259 | string xparm = parm.ToLower(); |
1250 | float xval = val; | 1260 | float xval = val; |
1251 | TaintedObject(delegate() { | 1261 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1252 | foreach (uint lID in objectIDs) | 1262 | foreach (uint lID in objectIDs) |
1253 | { | 1263 | { |
1254 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1264 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); |
@@ -1268,7 +1278,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1268 | uint xlocalID = localID; | 1278 | uint xlocalID = localID; |
1269 | string xparm = parm.ToLower(); | 1279 | string xparm = parm.ToLower(); |
1270 | float xval = val; | 1280 | float xval = val; |
1271 | TaintedObject(delegate() { | 1281 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1272 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1282 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); |
1273 | }); | 1283 | }); |
1274 | } | 1284 | } |