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-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs59
1 files changed, 14 insertions, 45 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index c1a3e61..6ceb106 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -205,27 +205,9 @@ namespace OpenSim.Region.Physics.OdePlugin
205 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); 205 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
206 206
207 /// <summary> 207 /// <summary>
208 /// Used to lock on manipulation of _taintedPrimL and _taintedPrimH 208 /// Prims that the simulator has created/deleted/updated and so need updating in ODE.
209 /// </summary> 209 /// </summary>
210 private readonly Object _taintedPrimLock = new Object(); 210 private readonly HashSet<OdePrim> _taintedPrims = new HashSet<OdePrim>();
211
212 /// <summary>
213 /// List of tainted prims.
214 /// </summary>
215 /// <remarks>
216 /// A tainted prim is one that has taints to process before performing any other operations. The list is
217 /// cleared after processing.
218 /// </remarks>
219 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
220
221 /// <summary>
222 /// HashSet of tainted prims.
223 /// </summary>
224 /// <remarks>
225 /// A tainted prim is one that has taints to process before performing any other operations. The hashset is
226 /// cleared after processing.
227 /// </remarks>
228 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
229 211
230 /// <summary> 212 /// <summary>
231 /// Record a character that has taints to be processed. 213 /// Record a character that has taints to be processed.
@@ -767,7 +749,7 @@ namespace OpenSim.Region.Physics.OdePlugin
767 } 749 }
768 catch (AccessViolationException) 750 catch (AccessViolationException)
769 { 751 {
770 m_log.Warn("[ODE SCENE]: Unable to collide test a space"); 752 m_log.Error("[ODE SCENE]: Unable to collide test a space");
771 return; 753 return;
772 } 754 }
773 //Colliding a space or a geom with a space or a geom. so drill down 755 //Colliding a space or a geom with a space or a geom. so drill down
@@ -829,7 +811,7 @@ namespace OpenSim.Region.Physics.OdePlugin
829 } 811 }
830 catch (Exception e) 812 catch (Exception e)
831 { 813 {
832 m_log.WarnFormat("[ODE SCENE]: Unable to collide test an object: {0}", e.Message); 814 m_log.ErrorFormat("[ODE SCENE]: Unable to collide test an object: {0}", e.Message);
833 return; 815 return;
834 } 816 }
835 817
@@ -1554,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1554 } 1536 }
1555 catch (AccessViolationException) 1537 catch (AccessViolationException)
1556 { 1538 {
1557 m_log.WarnFormat("[ODE SCENE]: Unable to space collide {0}", Name); 1539 m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", Name);
1558 } 1540 }
1559 1541
1560 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); 1542 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
@@ -1585,13 +1567,14 @@ namespace OpenSim.Region.Physics.OdePlugin
1585 removeprims = new List<OdePrim>(); 1567 removeprims = new List<OdePrim>();
1586 } 1568 }
1587 removeprims.Add(chr); 1569 removeprims.Add(chr);
1588 m_log.Debug("[ODE SCENE]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!"); 1570 m_log.Error(
1571 "[ODE SCENE]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1589 } 1572 }
1590 } 1573 }
1591 } 1574 }
1592 catch (AccessViolationException) 1575 catch (AccessViolationException)
1593 { 1576 {
1594 m_log.Warn("[ODE SCENE]: Unable to space collide"); 1577 m_log.Error("[ODE SCENE]: Unable to space collide");
1595 } 1578 }
1596 } 1579 }
1597 } 1580 }
@@ -2621,17 +2604,8 @@ namespace OpenSim.Region.Physics.OdePlugin
2621 if (actor is OdePrim) 2604 if (actor is OdePrim)
2622 { 2605 {
2623 OdePrim taintedprim = ((OdePrim)actor); 2606 OdePrim taintedprim = ((OdePrim)actor);
2624 lock (_taintedPrimLock) 2607 lock (_taintedPrims)
2625 { 2608 _taintedPrims.Add(taintedprim);
2626 if (!(_taintedPrimH.Contains(taintedprim)))
2627 {
2628#if SPAM
2629Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2630#endif
2631 _taintedPrimH.Add(taintedprim); // HashSet for searching
2632 _taintedPrimL.Add(taintedprim); // List for ordered readout
2633 }
2634 }
2635 } 2609 }
2636 else if (actor is OdeCharacter) 2610 else if (actor is OdeCharacter)
2637 { 2611 {
@@ -2750,9 +2724,9 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2750 } 2724 }
2751 } 2725 }
2752 2726
2753 lock (_taintedPrimLock) 2727 lock (_taintedPrims)
2754 { 2728 {
2755 foreach (OdePrim prim in _taintedPrimL) 2729 foreach (OdePrim prim in _taintedPrims)
2756 { 2730 {
2757 if (prim.m_taintremove) 2731 if (prim.m_taintremove)
2758 { 2732 {
@@ -2777,12 +2751,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2777 if (SupportsNINJAJoints) 2751 if (SupportsNINJAJoints)
2778 SimulatePendingNINJAJoints(); 2752 SimulatePendingNINJAJoints();
2779 2753
2780 if (_taintedPrimL.Count > 0) 2754 _taintedPrims.Clear();
2781 {
2782//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2783 _taintedPrimH.Clear();
2784 _taintedPrimL.Clear();
2785 }
2786 } 2755 }
2787 2756
2788 // Move characters 2757 // Move characters
@@ -2854,7 +2823,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2854 foreach (OdeCharacter actor in _characters) 2823 foreach (OdeCharacter actor in _characters)
2855 { 2824 {
2856 if (actor.bad) 2825 if (actor.bad)
2857 m_log.WarnFormat("[ODE SCENE]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); 2826 m_log.ErrorFormat("[ODE SCENE]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
2858 2827
2859 actor.UpdatePositionAndVelocity(defects); 2828 actor.UpdatePositionAndVelocity(defects);
2860 } 2829 }