From 633f4bb3d80decf4773ee577bacb153fbb4be738 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 3 Apr 2012 09:28:17 +0100
Subject: remove possible PhysActor unexpectedly null race conditions when
changing prim collision status
factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
---
OpenSim/Region/Framework/Scenes/Scene.cs | 6 -
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 131 ++++++++++++---------
2 files changed, 74 insertions(+), 63 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 29825a2..d8cac66 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -2163,12 +2163,6 @@ namespace OpenSim.Region.Framework.Scenes
part.RemoveFromPhysics();
}
}
-
-// if (rootPart.PhysActor != null)
-// {
-// PhysicsScene.RemovePrim(rootPart.PhysActor);
-// rootPart.PhysActor = null;
-// }
if (UnlinkSceneObject(group, false))
{
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2b1fba0..9e65f5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1488,40 +1488,17 @@ namespace OpenSim.Region.Framework.Scenes
if (VolumeDetectActive)
isPhantom = false;
- // Added clarification.. since A rigid body is an object that you can kick around, etc.
- bool RigidBody = isPhysical && !isPhantom;
-
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
- try
- {
- PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
- string.Format("{0}/{1}", Name, UUID),
- Shape,
- AbsolutePosition,
- Scale,
- RotationOffset,
- RigidBody,
- m_localId);
- }
- catch
- {
- m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
- PhysActor = null;
- }
+ // Added clarification.. since A rigid body is an object that you can kick around, etc.
+ bool rigidBody = isPhysical && !isPhantom;
- // Basic Physics can also return null as well as an exception catch.
- PhysicsActor pa = PhysActor;
+ PhysicsActor pa = AddToPhysics(rigidBody);
if (pa != null)
- {
- pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
- pa.SetMaterial(Material);
- DoPhysicsPropertyUpdate(RigidBody, true);
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
- }
}
}
}
@@ -4322,41 +4299,36 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.Scene == null)
return;
- if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
+ if (ParentGroup.Scene.CollidablePrims && pa == null)
{
- // It's not phantom anymore. So make sure the physics engine get's knowledge of it
- PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
- string.Format("{0}/{1}", Name, UUID),
- Shape,
- AbsolutePosition,
- Scale,
- RotationOffset,
- UsePhysics,
- m_localId);
+ pa = AddToPhysics(UsePhysics);
- PhysActor.SetMaterial(Material);
- DoPhysicsPropertyUpdate(UsePhysics, true);
-
- if (!ParentGroup.IsDeleted)
+ if (pa != null)
{
- if (LocalId == ParentGroup.RootPart.LocalId)
+ pa.SetMaterial(Material);
+ DoPhysicsPropertyUpdate(UsePhysics, true);
+
+ if (!ParentGroup.IsDeleted)
{
- ParentGroup.CheckSculptAndLoad();
+ if (LocalId == ParentGroup.RootPart.LocalId)
+ {
+ ParentGroup.CheckSculptAndLoad();
+ }
+ }
+
+ if (
+ ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
+ ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
+ ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
+ ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
+ ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
+ ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
+ (CollisionSound != UUID.Zero)
+ )
+ {
+ pa.OnCollisionUpdate += PhysicsCollision;
+ pa.SubscribeEvents(1000);
}
- }
-
- if (
- ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
- ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
- ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
- (CollisionSound != UUID.Zero)
- )
- {
- PhysActor.OnCollisionUpdate += PhysicsCollision;
- PhysActor.SubscribeEvents(1000);
}
}
else // it already has a physical representation
@@ -4418,7 +4390,52 @@ namespace OpenSim.Region.Framework.Scenes
}
///
- /// This removes the part from physics
+ /// Adds this part to the physics scene.
+ ///
+ /// This method also sets the PhysActor property.
+ /// Add this prim with a rigid body.
+ ///
+ /// The physics actor. null if there was a failure.
+ ///
+ private PhysicsActor AddToPhysics(bool rigidBody)
+ {
+ PhysicsActor pa;
+
+ try
+ {
+ pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
+ string.Format("{0}/{1}", Name, UUID),
+ Shape,
+ AbsolutePosition,
+ Scale,
+ RotationOffset,
+ rigidBody,
+ m_localId);
+ }
+ catch
+ {
+ m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
+ pa = null;
+ }
+
+ // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
+ // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
+ // being set.
+ PhysActor = pa;
+
+ // Basic Physics can also return null as well as an exception catch.
+ if (pa != null)
+ {
+ pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
+ pa.SetMaterial(Material);
+ DoPhysicsPropertyUpdate(rigidBody, true);
+ }
+
+ return pa;
+ }
+
+ ///
+ /// This removes the part from the physics scene.
///
///
/// This isn't the same as turning off physical, since even without being physical the prim has a physics
--
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