diff options
author | Robert Adams | 2013-08-20 09:20:48 -0700 |
---|---|---|
committer | Robert Adams | 2013-09-11 09:12:03 -0700 |
commit | 995314f91f72eef0048a58f30e8dd8051f6bf14e (patch) | |
tree | 205482d66e5cadbb7341d4d248e784902c048e5f /OpenSim/Region/Physics | |
parent | BulletSim: Extension parameters passed through the classes made to pass just ... (diff) | |
download | opensim-SC_OLD-995314f91f72eef0048a58f30e8dd8051f6bf14e.zip opensim-SC_OLD-995314f91f72eef0048a58f30e8dd8051f6bf14e.tar.gz opensim-SC_OLD-995314f91f72eef0048a58f30e8dd8051f6bf14e.tar.bz2 opensim-SC_OLD-995314f91f72eef0048a58f30e8dd8051f6bf14e.tar.xz |
BulletSim: add ID parameter to TaintedObject calls so logging will include LocalID of object which created the taint.
Diffstat (limited to 'OpenSim/Region/Physics')
8 files changed, 89 insertions, 70 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 68bc1b9..04a4a32 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor | |||
105 | // into the movement motor. | 105 | // into the movement motor. |
106 | public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) | 106 | public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) |
107 | { | 107 | { |
108 | m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() | 108 | m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate() |
109 | { | 109 | { |
110 | if (m_velocityMotor != null) | 110 | if (m_velocityMotor != null) |
111 | { | 111 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 28b2a7e..fc18960 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject | |||
93 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); | 93 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); |
94 | 94 | ||
95 | // do actual creation in taint time | 95 | // do actual creation in taint time |
96 | PhysScene.TaintedObject("BSCharacter.create", delegate() | 96 | PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() |
97 | { | 97 | { |
98 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 98 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
99 | // New body and shape into PhysBody and PhysShape | 99 | // New body and shape into PhysBody and PhysShape |
@@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject | |||
121 | base.Destroy(); | 121 | base.Destroy(); |
122 | 122 | ||
123 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 123 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
124 | PhysScene.TaintedObject("BSCharacter.destroy", delegate() | 124 | PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() |
125 | { | 125 | { |
126 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); | 126 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
127 | PhysBody.Clear(); | 127 | PhysBody.Clear(); |
@@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject | |||
209 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 209 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
210 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); | 210 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
211 | 211 | ||
212 | PhysScene.TaintedObject("BSCharacter.setSize", delegate() | 212 | PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() |
213 | { | 213 | { |
214 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) | 214 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) |
215 | { | 215 | { |
@@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject | |||
257 | _rotationalVelocity = OMV.Vector3.Zero; | 257 | _rotationalVelocity = OMV.Vector3.Zero; |
258 | 258 | ||
259 | // Zero some other properties directly into the physics engine | 259 | // Zero some other properties directly into the physics engine |
260 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 260 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
261 | { | 261 | { |
262 | if (PhysBody.HasPhysicalBody) | 262 | if (PhysBody.HasPhysicalBody) |
263 | PhysScene.PE.ClearAllForces(PhysBody); | 263 | PhysScene.PE.ClearAllForces(PhysBody); |
@@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject | |||
267 | { | 267 | { |
268 | _rotationalVelocity = OMV.Vector3.Zero; | 268 | _rotationalVelocity = OMV.Vector3.Zero; |
269 | 269 | ||
270 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 270 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
271 | { | 271 | { |
272 | if (PhysBody.HasPhysicalBody) | 272 | if (PhysBody.HasPhysicalBody) |
273 | { | 273 | { |
@@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject | |||
291 | set { | 291 | set { |
292 | RawPosition = value; | 292 | RawPosition = value; |
293 | 293 | ||
294 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() | 294 | PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate() |
295 | { | 295 | { |
296 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 296 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
297 | PositionSanityCheck(); | 297 | PositionSanityCheck(); |
@@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject | |||
363 | { | 363 | { |
364 | // The new position value must be pushed into the physics engine but we can't | 364 | // The new position value must be pushed into the physics engine but we can't |
365 | // just assign to "Position" because of potential call loops. | 365 | // just assign to "Position" because of potential call loops. |
366 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 366 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() |
367 | { | 367 | { |
368 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 368 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
369 | ForcePosition = RawPosition; | 369 | ForcePosition = RawPosition; |
@@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject | |||
390 | set { | 390 | set { |
391 | RawForce = value; | 391 | RawForce = value; |
392 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 392 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
393 | PhysScene.TaintedObject("BSCharacter.SetForce", delegate() | 393 | PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate() |
394 | { | 394 | { |
395 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); | 395 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
396 | if (PhysBody.HasPhysicalBody) | 396 | if (PhysBody.HasPhysicalBody) |
@@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject | |||
438 | set { | 438 | set { |
439 | RawVelocity = value; | 439 | RawVelocity = value; |
440 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); | 440 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); |
441 | PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() | 441 | PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() |
442 | { | 442 | { |
443 | if (m_moveActor != null) | 443 | if (m_moveActor != null) |
444 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); | 444 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); |
@@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject | |||
480 | if (RawOrientation != value) | 480 | if (RawOrientation != value) |
481 | { | 481 | { |
482 | RawOrientation = value; | 482 | RawOrientation = value; |
483 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() | 483 | PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate() |
484 | { | 484 | { |
485 | // Bullet assumes we know what we are doing when forcing orientation | 485 | // Bullet assumes we know what we are doing when forcing orientation |
486 | // so it lets us go against all the rules and just compensates for them later. | 486 | // so it lets us go against all the rules and just compensates for them later. |
@@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject | |||
560 | public override bool FloatOnWater { | 560 | public override bool FloatOnWater { |
561 | set { | 561 | set { |
562 | _floatOnWater = value; | 562 | _floatOnWater = value; |
563 | PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 563 | PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate() |
564 | { | 564 | { |
565 | if (PhysBody.HasPhysicalBody) | 565 | if (PhysBody.HasPhysicalBody) |
566 | { | 566 | { |
@@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject | |||
588 | public override float Buoyancy { | 588 | public override float Buoyancy { |
589 | get { return _buoyancy; } | 589 | get { return _buoyancy; } |
590 | set { _buoyancy = value; | 590 | set { _buoyancy = value; |
591 | PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 591 | PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate() |
592 | { | 592 | { |
593 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 593 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
594 | ForceBuoyancy = _buoyancy; | 594 | ForceBuoyancy = _buoyancy; |
@@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject | |||
633 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 633 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
634 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 634 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
635 | 635 | ||
636 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 636 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate() |
637 | { | 637 | { |
638 | // Bullet adds this central force to the total force for this tick | 638 | // Bullet adds this central force to the total force for this tick |
639 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 639 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 87716b4..b2a9501 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -297,7 +297,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
297 | rootx.LocalID, rootx.PhysBody.AddrString, | 297 | rootx.LocalID, rootx.PhysBody.AddrString, |
298 | childx.LocalID, childx.PhysBody.AddrString); | 298 | childx.LocalID, childx.PhysBody.AddrString); |
299 | 299 | ||
300 | m_physicsScene.TaintedObject(inTaintTime, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 300 | m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
301 | { | 301 | { |
302 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 302 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
303 | }); | 303 | }); |
@@ -508,7 +508,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
508 | BSPrimLinkable child = pParams[0] as BSPrimLinkable; | 508 | BSPrimLinkable child = pParams[0] as BSPrimLinkable; |
509 | if (child != null) | 509 | if (child != null) |
510 | { | 510 | { |
511 | m_physicsScene.TaintedObject("BSLinksetConstraint.PhysFunctChangeLinkType", delegate() | 511 | m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate() |
512 | { | 512 | { |
513 | // Pick up all the constraints currently created. | 513 | // Pick up all the constraints currently created. |
514 | RemoveDependencies(child); | 514 | RemoveDependencies(child); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 4e92e6d..2f1799b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -826,7 +826,7 @@ public static class BSParam | |||
826 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | 826 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) |
827 | { | 827 | { |
828 | BSScene physScene = pPhysScene; | 828 | BSScene physScene = pPhysScene; |
829 | physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() | 829 | physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate() |
830 | { | 830 | { |
831 | physScene.PE.ResetConstraintSolver(physScene.World); | 831 | physScene.PE.ResetConstraintSolver(physScene.World); |
832 | }); | 832 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 9dc52d5..2efb1a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
121 | public virtual void Destroy() | 121 | public virtual void Destroy() |
122 | { | 122 | { |
123 | PhysicalActors.Enable(false); | 123 | PhysicalActors.Enable(false); |
124 | PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() | 124 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() |
125 | { | 125 | { |
126 | PhysicalActors.Dispose(); | 126 | PhysicalActors.Dispose(); |
127 | }); | 127 | }); |
@@ -509,7 +509,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
509 | // make sure first collision happens | 509 | // make sure first collision happens |
510 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 510 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
511 | 511 | ||
512 | PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 512 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() |
513 | { | 513 | { |
514 | if (PhysBody.HasPhysicalBody) | 514 | if (PhysBody.HasPhysicalBody) |
515 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 515 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
@@ -524,7 +524,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
524 | public override void UnSubscribeEvents() { | 524 | public override void UnSubscribeEvents() { |
525 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 525 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
526 | SubscribedEventsMs = 0; | 526 | SubscribedEventsMs = 0; |
527 | PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 527 | PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() |
528 | { | 528 | { |
529 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 529 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
530 | if (PhysBody.HasPhysicalBody) | 530 | if (PhysBody.HasPhysicalBody) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 45056bc..15b7090 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject | |||
102 | 102 | ||
103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); | 103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
104 | // do the actual object creation at taint time | 104 | // do the actual object creation at taint time |
105 | PhysScene.TaintedObject("BSPrim.create", delegate() | 105 | PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() |
106 | { | 106 | { |
107 | // Make sure the object is being created with some sanity. | 107 | // Make sure the object is being created with some sanity. |
108 | ExtremeSanityCheck(true /* inTaintTime */); | 108 | ExtremeSanityCheck(true /* inTaintTime */); |
@@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject | |||
126 | // Undo any vehicle properties | 126 | // Undo any vehicle properties |
127 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 127 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
128 | 128 | ||
129 | PhysScene.TaintedObject("BSPrim.Destroy", delegate() | 129 | PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() |
130 | { | 130 | { |
131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
132 | // If there are physical body and shape, release my use of same. | 132 | // If there are physical body and shape, release my use of same. |
@@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject | |||
161 | } | 161 | } |
162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
163 | { | 163 | { |
164 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | 164 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() |
165 | { | 165 | { |
166 | _mass = CalculateMass(); // changing the shape changes the mass | 166 | _mass = CalculateMass(); // changing the shape changes the mass |
167 | CreateGeomAndObject(true); | 167 | CreateGeomAndObject(true); |
@@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject | |||
178 | if (value != _isSelected) | 178 | if (value != _isSelected) |
179 | { | 179 | { |
180 | _isSelected = value; | 180 | _isSelected = value; |
181 | PhysScene.TaintedObject("BSPrim.setSelected", delegate() | 181 | PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() |
182 | { | 182 | { |
183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | 183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
184 | SetObjectDynamic(false); | 184 | SetObjectDynamic(false); |
@@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject | |||
224 | _rotationalVelocity = OMV.Vector3.Zero; | 224 | _rotationalVelocity = OMV.Vector3.Zero; |
225 | 225 | ||
226 | // Zero some other properties in the physics engine | 226 | // Zero some other properties in the physics engine |
227 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 227 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
228 | { | 228 | { |
229 | if (PhysBody.HasPhysicalBody) | 229 | if (PhysBody.HasPhysicalBody) |
230 | PhysScene.PE.ClearAllForces(PhysBody); | 230 | PhysScene.PE.ClearAllForces(PhysBody); |
@@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject | |||
234 | { | 234 | { |
235 | _rotationalVelocity = OMV.Vector3.Zero; | 235 | _rotationalVelocity = OMV.Vector3.Zero; |
236 | // Zero some other properties in the physics engine | 236 | // Zero some other properties in the physics engine |
237 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 237 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
238 | { | 238 | { |
239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
240 | if (PhysBody.HasPhysicalBody) | 240 | if (PhysBody.HasPhysicalBody) |
@@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject | |||
262 | }); | 262 | }); |
263 | 263 | ||
264 | // Update parameters so the new actor's Refresh() action is called at the right time. | 264 | // Update parameters so the new actor's Refresh() action is called at the right time. |
265 | PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 265 | PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate() |
266 | { | 266 | { |
267 | UpdatePhysicalParameters(); | 267 | UpdatePhysicalParameters(); |
268 | }); | 268 | }); |
@@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject | |||
287 | RawPosition = value; | 287 | RawPosition = value; |
288 | PositionSanityCheck(false); | 288 | PositionSanityCheck(false); |
289 | 289 | ||
290 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 290 | PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() |
291 | { | 291 | { |
292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
293 | ForcePosition = RawPosition; | 293 | ForcePosition = RawPosition; |
@@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject | |||
531 | set { | 531 | set { |
532 | Vehicle type = (Vehicle)value; | 532 | Vehicle type = (Vehicle)value; |
533 | 533 | ||
534 | PhysScene.TaintedObject("setVehicleType", delegate() | 534 | PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() |
535 | { | 535 | { |
536 | // Some vehicle scripts change vehicle type on the fly as an easy way to | 536 | // Some vehicle scripts change vehicle type on the fly as an easy way to |
537 | // change all the parameters. Like a plane changing to CAR when on the | 537 | // change all the parameters. Like a plane changing to CAR when on the |
@@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject | |||
561 | } | 561 | } |
562 | public override void VehicleFloatParam(int param, float value) | 562 | public override void VehicleFloatParam(int param, float value) |
563 | { | 563 | { |
564 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 564 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() |
565 | { | 565 | { |
566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
567 | if (vehicleActor != null) | 567 | if (vehicleActor != null) |
@@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject | |||
573 | } | 573 | } |
574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
575 | { | 575 | { |
576 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 576 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() |
577 | { | 577 | { |
578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
579 | if (vehicleActor != null) | 579 | if (vehicleActor != null) |
@@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject | |||
585 | } | 585 | } |
586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
587 | { | 587 | { |
588 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 588 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() |
589 | { | 589 | { |
590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
591 | if (vehicleActor != null) | 591 | if (vehicleActor != null) |
@@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject | |||
597 | } | 597 | } |
598 | public override void VehicleFlags(int param, bool remove) | 598 | public override void VehicleFlags(int param, bool remove) |
599 | { | 599 | { |
600 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 600 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() |
601 | { | 601 | { |
602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
603 | if (vehicleActor != null) | 603 | if (vehicleActor != null) |
@@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject | |||
613 | if (_isVolumeDetect != newValue) | 613 | if (_isVolumeDetect != newValue) |
614 | { | 614 | { |
615 | _isVolumeDetect = newValue; | 615 | _isVolumeDetect = newValue; |
616 | PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 616 | PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() |
617 | { | 617 | { |
618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | 618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); |
619 | SetObjectDynamic(true); | 619 | SetObjectDynamic(true); |
@@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject | |||
628 | public override void SetMaterial(int material) | 628 | public override void SetMaterial(int material) |
629 | { | 629 | { |
630 | base.SetMaterial(material); | 630 | base.SetMaterial(material); |
631 | PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() | 631 | PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() |
632 | { | 632 | { |
633 | UpdatePhysicalParameters(); | 633 | UpdatePhysicalParameters(); |
634 | }); | 634 | }); |
@@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject | |||
641 | if (base.Friction != value) | 641 | if (base.Friction != value) |
642 | { | 642 | { |
643 | base.Friction = value; | 643 | base.Friction = value; |
644 | PhysScene.TaintedObject("BSPrim.setFriction", delegate() | 644 | PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() |
645 | { | 645 | { |
646 | UpdatePhysicalParameters(); | 646 | UpdatePhysicalParameters(); |
647 | }); | 647 | }); |
@@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject | |||
656 | if (base.Restitution != value) | 656 | if (base.Restitution != value) |
657 | { | 657 | { |
658 | base.Restitution = value; | 658 | base.Restitution = value; |
659 | PhysScene.TaintedObject("BSPrim.setRestitution", delegate() | 659 | PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() |
660 | { | 660 | { |
661 | UpdatePhysicalParameters(); | 661 | UpdatePhysicalParameters(); |
662 | }); | 662 | }); |
@@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject | |||
673 | if (base.Density != value) | 673 | if (base.Density != value) |
674 | { | 674 | { |
675 | base.Density = value; | 675 | base.Density = value; |
676 | PhysScene.TaintedObject("BSPrim.setDensity", delegate() | 676 | PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() |
677 | { | 677 | { |
678 | UpdatePhysicalParameters(); | 678 | UpdatePhysicalParameters(); |
679 | }); | 679 | }); |
@@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject | |||
688 | if (base.GravModifier != value) | 688 | if (base.GravModifier != value) |
689 | { | 689 | { |
690 | base.GravModifier = value; | 690 | base.GravModifier = value; |
691 | PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() | 691 | PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() |
692 | { | 692 | { |
693 | UpdatePhysicalParameters(); | 693 | UpdatePhysicalParameters(); |
694 | }); | 694 | }); |
@@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject | |||
699 | get { return RawVelocity; } | 699 | get { return RawVelocity; } |
700 | set { | 700 | set { |
701 | RawVelocity = value; | 701 | RawVelocity = value; |
702 | PhysScene.TaintedObject("BSPrim.setVelocity", delegate() | 702 | PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() |
703 | { | 703 | { |
704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); | 704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); |
705 | ForceVelocity = RawVelocity; | 705 | ForceVelocity = RawVelocity; |
@@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject | |||
745 | return; | 745 | return; |
746 | RawOrientation = value; | 746 | RawOrientation = value; |
747 | 747 | ||
748 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 748 | PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() |
749 | { | 749 | { |
750 | ForceOrientation = RawOrientation; | 750 | ForceOrientation = RawOrientation; |
751 | }); | 751 | }); |
@@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject | |||
776 | if (_isPhysical != value) | 776 | if (_isPhysical != value) |
777 | { | 777 | { |
778 | _isPhysical = value; | 778 | _isPhysical = value; |
779 | PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() | 779 | PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() |
780 | { | 780 | { |
781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
782 | SetObjectDynamic(true); | 782 | SetObjectDynamic(true); |
@@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject | |||
1020 | public override bool FloatOnWater { | 1020 | public override bool FloatOnWater { |
1021 | set { | 1021 | set { |
1022 | _floatOnWater = value; | 1022 | _floatOnWater = value; |
1023 | PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 1023 | PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() |
1024 | { | 1024 | { |
1025 | if (_floatOnWater) | 1025 | if (_floatOnWater) |
1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
@@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject | |||
1037 | _rotationalVelocity = value; | 1037 | _rotationalVelocity = value; |
1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | 1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); |
1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
1040 | PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 1040 | PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() |
1041 | { | 1041 | { |
1042 | ForceRotationalVelocity = _rotationalVelocity; | 1042 | ForceRotationalVelocity = _rotationalVelocity; |
1043 | }); | 1043 | }); |
@@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject | |||
1068 | get { return _buoyancy; } | 1068 | get { return _buoyancy; } |
1069 | set { | 1069 | set { |
1070 | _buoyancy = value; | 1070 | _buoyancy = value; |
1071 | PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 1071 | PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() |
1072 | { | 1072 | { |
1073 | ForceBuoyancy = _buoyancy; | 1073 | ForceBuoyancy = _buoyancy; |
1074 | }); | 1074 | }); |
@@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject | |||
1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1143 | 1143 | ||
1144 | OMV.Vector3 addForce = force; | 1144 | OMV.Vector3 addForce = force; |
1145 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1145 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() |
1146 | { | 1146 | { |
1147 | // Bullet adds this central force to the total force for this tick. | 1147 | // Bullet adds this central force to the total force for this tick. |
1148 | // Deep down in Bullet: | 1148 | // Deep down in Bullet: |
@@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject | |||
1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); | 1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); |
1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | 1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); |
1174 | 1174 | ||
1175 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() | 1175 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() |
1176 | { | 1176 | { |
1177 | // Bullet adds this impulse immediately to the velocity | 1177 | // Bullet adds this impulse immediately to the velocity |
1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); | 1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); |
@@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject | |||
1197 | if (force.IsFinite()) | 1197 | if (force.IsFinite()) |
1198 | { | 1198 | { |
1199 | OMV.Vector3 angForce = force; | 1199 | OMV.Vector3 angForce = force; |
1200 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | 1200 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() |
1201 | { | 1201 | { |
1202 | if (PhysBody.HasPhysicalBody) | 1202 | if (PhysBody.HasPhysicalBody) |
1203 | { | 1203 | { |
@@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject | |||
1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | 1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) |
1222 | { | 1222 | { |
1223 | OMV.Vector3 applyImpulse = impulse; | 1223 | OMV.Vector3 applyImpulse = impulse; |
1224 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1224 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() |
1225 | { | 1225 | { |
1226 | if (PhysBody.HasPhysicalBody) | 1226 | if (PhysBody.HasPhysicalBody) |
1227 | { | 1227 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 531f8fb..840265b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
108 | set | 108 | set |
109 | { | 109 | { |
110 | base.Position = value; | 110 | base.Position = value; |
111 | PhysScene.TaintedObject("BSPrimLinkable.setPosition", delegate() | 111 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate() |
112 | { | 112 | { |
113 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | 113 | Linkset.UpdateProperties(UpdatedProperties.Position, this); |
114 | }); | 114 | }); |
@@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
122 | set | 122 | set |
123 | { | 123 | { |
124 | base.Orientation = value; | 124 | base.Orientation = value; |
125 | PhysScene.TaintedObject("BSPrimLinkable.setOrientation", delegate() | 125 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate() |
126 | { | 126 | { |
127 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | 127 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); |
128 | }); | 128 | }); |
@@ -304,7 +304,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
304 | BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; | 304 | BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; |
305 | if (Linkset.IsRoot(this)) | 305 | if (Linkset.IsRoot(this)) |
306 | { | 306 | { |
307 | PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() | 307 | PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() |
308 | { | 308 | { |
309 | // Cause the linkset type to change | 309 | // Cause the linkset type to change |
310 | DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", | 310 | DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index b2ec0e5..24233cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
157 | public delegate void TaintCallback(); | 157 | public delegate void TaintCallback(); |
158 | private struct TaintCallbackEntry | 158 | private struct TaintCallbackEntry |
159 | { | 159 | { |
160 | public String originator; | ||
160 | public String ident; | 161 | public String ident; |
161 | public TaintCallback callback; | 162 | public TaintCallback callback; |
162 | public TaintCallbackEntry(string i, TaintCallback c) | 163 | public TaintCallbackEntry(string pIdent, TaintCallback pCallBack) |
163 | { | 164 | { |
164 | ident = i; | 165 | originator = BSScene.DetailLogZero; |
165 | callback = c; | 166 | ident = pIdent; |
167 | callback = pCallBack; | ||
168 | } | ||
169 | public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack) | ||
170 | { | ||
171 | originator = pOrigin; | ||
172 | ident = pIdent; | ||
173 | callback = pCallBack; | ||
166 | } | 174 | } |
167 | } | 175 | } |
168 | private Object _taintLock = new Object(); // lock for using the next object | 176 | private Object _taintLock = new Object(); // lock for using the next object |
@@ -888,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
888 | // Calls to the PhysicsActors can't directly call into the physics engine | 896 | // Calls to the PhysicsActors can't directly call into the physics engine |
889 | // because it might be busy. We delay changes to a known time. | 897 | // because it might be busy. We delay changes to a known time. |
890 | // We rely on C#'s closure to save and restore the context for the delegate. | 898 | // We rely on C#'s closure to save and restore the context for the delegate. |
891 | public void TaintedObject(String ident, TaintCallback callback) | 899 | public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) |
892 | { | 900 | { |
893 | if (!m_initialized) return; | 901 | TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); |
894 | 902 | } | |
895 | lock (_taintLock) | 903 | public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) |
896 | { | 904 | { |
897 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | 905 | TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); |
898 | } | 906 | } |
899 | 907 | public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback) | |
900 | return; | 908 | { |
909 | TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback); | ||
910 | } | ||
911 | public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback) | ||
912 | { | ||
913 | TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
901 | } | 914 | } |
902 | |||
903 | // Sometimes a potentially tainted operation can be used in and out of taint time. | 915 | // Sometimes a potentially tainted operation can be used in and out of taint time. |
904 | // This routine executes the command immediately if in taint-time otherwise it is queued. | 916 | // This routine executes the command immediately if in taint-time otherwise it is queued. |
905 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | 917 | public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) |
906 | { | 918 | { |
919 | if (!m_initialized) return; | ||
920 | |||
907 | if (inTaintTime) | 921 | if (inTaintTime) |
908 | callback(); | 922 | pCallback(); |
909 | else | 923 | else |
910 | TaintedObject(ident, callback); | 924 | { |
925 | lock (_taintLock) | ||
926 | { | ||
927 | _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); | ||
928 | } | ||
929 | } | ||
911 | } | 930 | } |
912 | 931 | ||
913 | private void TriggerPreStepEvent(float timeStep) | 932 | private void TriggerPreStepEvent(float timeStep) |
@@ -951,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
951 | { | 970 | { |
952 | try | 971 | try |
953 | { | 972 | { |
954 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | 973 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG |
955 | tcbe.callback(); | 974 | tcbe.callback(); |
956 | } | 975 | } |
957 | catch (Exception e) | 976 | catch (Exception e) |
@@ -1081,7 +1100,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1081 | string xval = val; | 1100 | string xval = val; |
1082 | List<uint> xlIDs = lIDs; | 1101 | List<uint> xlIDs = lIDs; |
1083 | string xparm = parm; | 1102 | string xparm = parm; |
1084 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1103 | TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() { |
1085 | BSParam.ParameterDefnBase thisParam; | 1104 | BSParam.ParameterDefnBase thisParam; |
1086 | if (BSParam.TryGetParameter(xparm, out thisParam)) | 1105 | if (BSParam.TryGetParameter(xparm, out thisParam)) |
1087 | { | 1106 | { |