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author | Melanie | 2013-03-27 01:17:59 +0000 |
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committer | Melanie | 2013-03-27 01:17:59 +0000 |
commit | e320046683ec4e851502ce0b7be1ddb797fa2de6 (patch) | |
tree | 9f6c02bddde5a35f1a9cb04461d45fa9318cdf23 /OpenSim/Region/Physics | |
parent | Merge commit '3f0f313a764213e928aeb57968efbdd0e4c851cd' into careminster (diff) | |
parent | Add admin_get_agents xmlrpc method. (diff) | |
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 116 |
1 files changed, 64 insertions, 52 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 7609578..220fbbc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -931,67 +931,79 @@ public sealed class BSShapeCollection : IDisposable | |||
931 | if (newShape.HasPhysicalShape) | 931 | if (newShape.HasPhysicalShape) |
932 | return newShape; | 932 | return newShape; |
933 | 933 | ||
934 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 934 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been |
935 | if (prim.BaseShape.SculptEntry | 935 | // fetched but we end up here again, the meshing of the asset must have failed. |
936 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 936 | // Prevent trying to keep fetching the mesh by declaring failure. |
937 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 937 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
938 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
939 | ) | ||
940 | { | 938 | { |
941 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); | 939 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
942 | // Multiple requestors will know we're waiting for this asset | 940 | PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", |
943 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | 941 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
942 | } | ||
943 | else | ||
944 | { | ||
945 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
946 | if (prim.BaseShape.SculptEntry | ||
947 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | ||
948 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | ||
949 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
950 | ) | ||
951 | { | ||
952 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); | ||
953 | // Multiple requestors will know we're waiting for this asset | ||
954 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | ||
944 | 955 | ||
945 | BSPhysObject xprim = prim; | 956 | BSPhysObject xprim = prim; |
946 | Util.FireAndForget(delegate | 957 | Util.FireAndForget(delegate |
947 | { | ||
948 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | ||
949 | if (assetProvider != null) | ||
950 | { | 958 | { |
951 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | 959 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
952 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | 960 | if (assetProvider != null) |
953 | { | 961 | { |
954 | bool assetFound = false; | 962 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. |
955 | string mismatchIDs = String.Empty; // DEBUG DEBUG | 963 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) |
956 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
957 | { | 964 | { |
958 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | 965 | bool assetFound = false; |
966 | string mismatchIDs = String.Empty; // DEBUG DEBUG | ||
967 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
959 | { | 968 | { |
960 | yprim.BaseShape.SculptData = asset.Data; | 969 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) |
961 | // This will cause the prim to see that the filler shape is not the right | 970 | { |
962 | // one and try again to build the object. | 971 | yprim.BaseShape.SculptData = asset.Data; |
963 | // No race condition with the normal shape setting since the rebuild is at taint time. | 972 | // This will cause the prim to see that the filler shape is not the right |
964 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | 973 | // one and try again to build the object. |
965 | assetFound = true; | 974 | // No race condition with the normal shape setting since the rebuild is at taint time. |
975 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | ||
976 | assetFound = true; | ||
977 | } | ||
978 | else | ||
979 | { | ||
980 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | ||
981 | } | ||
966 | } | 982 | } |
983 | if (assetFound) | ||
984 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
967 | else | 985 | else |
968 | { | 986 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
969 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | 987 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", |
970 | } | 988 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); |
971 | } | 989 | |
972 | if (assetFound) | 990 | }); |
973 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | 991 | } |
974 | else | 992 | else |
975 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 993 | { |
976 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | 994 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
977 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | 995 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", |
978 | 996 | LogHeader, PhysicsScene.Name); | |
979 | }); | 997 | } |
980 | } | 998 | }); |
981 | else | 999 | } |
982 | { | 1000 | else |
983 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
984 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | ||
985 | LogHeader, PhysicsScene.Name); | ||
986 | } | ||
987 | }); | ||
988 | } | ||
989 | else | ||
990 | { | ||
991 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | ||
992 | { | 1001 | { |
993 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | 1002 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) |
994 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | 1003 | { |
1004 | PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | ||
1005 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
1006 | } | ||
995 | } | 1007 | } |
996 | } | 1008 | } |
997 | 1009 | ||