diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 17 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 34 |
2 files changed, 48 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index b876fc6..2a69ee1 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -423,6 +423,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
423 | private int landMS; | 423 | private int landMS; |
424 | private int spareMS; | 424 | private int spareMS; |
425 | 425 | ||
426 | // A temporary configuration flag to enable using FireAndForget to process | ||
427 | // collisions from the physics engine. There is a problem with collisions | ||
428 | // stopping sometimes and MB's suspicion is some race condition passing | ||
429 | // collisions from the physics engine callback to the script engine. | ||
430 | // This causes the collision events to be passed with a FireAndForget | ||
431 | // call which should eliminate that linkage. Testers can turn this on | ||
432 | // and see if collisions stop. If they don't, the problem is somewhere else. | ||
433 | // This feature defaults to 'off' so, by default, the simulator operation | ||
434 | // is not changed. | ||
435 | public bool ShouldUseFireAndForgetForCollisions = false; | ||
436 | |||
426 | /// <summary> | 437 | /// <summary> |
427 | /// Tick at which the last frame was processed. | 438 | /// Tick at which the last frame was processed. |
428 | /// </summary> | 439 | /// </summary> |
@@ -1075,8 +1086,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
1075 | m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences); | 1086 | m_update_presences = startupConfig.GetInt("UpdateAgentsEveryNFrames", m_update_presences); |
1076 | m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain); | 1087 | m_update_terrain = startupConfig.GetInt("UpdateTerrainEveryNFrames", m_update_terrain); |
1077 | m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); | 1088 | m_update_temp_cleaning = startupConfig.GetInt("UpdateTempCleaningEveryNSeconds", m_update_temp_cleaning); |
1089 | |||
1090 | if (startupConfig.Contains("ShouldUseFireAndForgetForCollisions")) | ||
1091 | { | ||
1092 | ShouldUseFireAndForgetForCollisions = startupConfig.GetBoolean("ShouldUseFireAndForgetForCollisions", false); | ||
1093 | } | ||
1078 | } | 1094 | } |
1079 | 1095 | ||
1096 | |||
1080 | // FIXME: Ultimately this should be in a module. | 1097 | // FIXME: Ultimately this should be in a module. |
1081 | SendPeriodicAppearanceUpdates = false; | 1098 | SendPeriodicAppearanceUpdates = false; |
1082 | 1099 | ||
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 781c20c..f52c9c8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -126,6 +126,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
126 | 126 | ||
127 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 127 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
128 | 128 | ||
129 | private bool shouldUseFireAndForgetForCollisions = true; | ||
130 | |||
129 | /// <summary> | 131 | /// <summary> |
130 | /// Dynamic attributes can be created and deleted as required. | 132 | /// Dynamic attributes can be created and deleted as required. |
131 | /// </summary> | 133 | /// </summary> |
@@ -2392,7 +2394,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2392 | CollidingMessage = CreateColliderArgs(this, colliders); | 2394 | CollidingMessage = CreateColliderArgs(this, colliders); |
2393 | 2395 | ||
2394 | if (CollidingMessage.Colliders.Count > 0) | 2396 | if (CollidingMessage.Colliders.Count > 0) |
2395 | notify(LocalId, CollidingMessage); | 2397 | DoNotify(notify, LocalId, CollidingMessage); |
2396 | 2398 | ||
2397 | if (PassCollisions) | 2399 | if (PassCollisions) |
2398 | sendToRoot = true; | 2400 | sendToRoot = true; |
@@ -2406,7 +2408,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2406 | { | 2408 | { |
2407 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); | 2409 | CollidingMessage = CreateColliderArgs(ParentGroup.RootPart, colliders); |
2408 | if (CollidingMessage.Colliders.Count > 0) | 2410 | if (CollidingMessage.Colliders.Count > 0) |
2409 | notify(ParentGroup.RootPart.LocalId, CollidingMessage); | 2411 | DoNotify(notify, ParentGroup.RootPart.LocalId, CollidingMessage); |
2410 | } | 2412 | } |
2411 | } | 2413 | } |
2412 | } | 2414 | } |
@@ -2421,7 +2423,33 @@ namespace OpenSim.Region.Framework.Scenes | |||
2421 | colliding.Add(CreateDetObjectForGround()); | 2423 | colliding.Add(CreateDetObjectForGround()); |
2422 | LandCollidingMessage.Colliders = colliding; | 2424 | LandCollidingMessage.Colliders = colliding; |
2423 | 2425 | ||
2424 | notify(LocalId, LandCollidingMessage); | 2426 | DoNotify(notify, LocalId, LandCollidingMessage); |
2427 | } | ||
2428 | } | ||
2429 | |||
2430 | private void DoNotify(ScriptCollidingNotification notify, uint id, ColliderArgs collargs) | ||
2431 | { | ||
2432 | if (m_parentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.ShouldUseFireAndForgetForCollisions) | ||
2433 | { | ||
2434 | // For those learning C#, FireAndForget takes a function, an object to pass | ||
2435 | // to that function and an ID string. The "oo => {}" construct is a lambda expression | ||
2436 | // for a function with one arguement ('oo'). The 'new Object[] {}" construct creates an Object | ||
2437 | // that is an object array and initializes it with three items (the parameters | ||
2438 | // being passed). The parameters passed are the function to call ('notify') and | ||
2439 | // its two arguements. Finally, once in the function (called later by the FireAndForget | ||
2440 | // thread scheduler), the passed object is cast to an object array and then each | ||
2441 | // of its items (aoo[0] to aoo[2]) are individually cast to what they are and | ||
2442 | // then used in a call of the passed ScriptCollidingNotification function. | ||
2443 | Util.FireAndForget(oo => | ||
2444 | { | ||
2445 | Object[] aoo = (Object[])oo; | ||
2446 | ((ScriptCollidingNotification)aoo[0])((uint)aoo[1], (ColliderArgs)aoo[2]); | ||
2447 | |||
2448 | }, new Object[] { notify, id, collargs }, "SOP.Collision"); | ||
2449 | } | ||
2450 | else | ||
2451 | { | ||
2452 | notify(id, collargs); | ||
2425 | } | 2453 | } |
2426 | } | 2454 | } |
2427 | 2455 | ||