diff options
author | Justin Clark-Casey (justincc) | 2012-04-03 06:01:05 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2012-04-03 06:01:05 +0100 |
commit | e480e25d8bee9180c4421834df0d898171d4c3f1 (patch) | |
tree | 0241de12d10ab1304d79831933693aaa8346b231 /OpenSim/Region/ScriptEngine/Shared | |
parent | Eliminate race condition where many callers would check SOP.PhysicsActor != n... (diff) | |
download | opensim-SC_OLD-e480e25d8bee9180c4421834df0d898171d4c3f1.zip opensim-SC_OLD-e480e25d8bee9180c4421834df0d898171d4c3f1.tar.gz opensim-SC_OLD-e480e25d8bee9180c4421834df0d898171d4c3f1.tar.bz2 opensim-SC_OLD-e480e25d8bee9180c4421834df0d898171d4c3f1.tar.xz |
Fix more SOP.PhysActor race conditions in LSL_Api
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 26 |
1 files changed, 19 insertions, 7 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index b502ab8..8d25a62 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -1362,7 +1362,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1362 | if (scale.z < 0.01) | 1362 | if (scale.z < 0.01) |
1363 | scale.z = 0.01; | 1363 | scale.z = 0.01; |
1364 | 1364 | ||
1365 | if (part.ParentGroup.RootPart.PhysActor != null && part.ParentGroup.RootPart.PhysActor.IsPhysical) | 1365 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; |
1366 | |||
1367 | if (pa != null && pa.IsPhysical) | ||
1366 | { | 1368 | { |
1367 | if (scale.x > World.m_maxPhys) | 1369 | if (scale.x > World.m_maxPhys) |
1368 | scale.x = World.m_maxPhys; | 1370 | scale.x = World.m_maxPhys; |
@@ -2088,7 +2090,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2088 | // but only if the object is not physial and active. This is important for rotating doors. | 2090 | // but only if the object is not physial and active. This is important for rotating doors. |
2089 | // without the absoluteposition = absoluteposition happening, the doors do not move in the physics | 2091 | // without the absoluteposition = absoluteposition happening, the doors do not move in the physics |
2090 | // scene | 2092 | // scene |
2091 | if (part.PhysActor != null && !part.PhysActor.IsPhysical) | 2093 | PhysicsActor pa = part.PhysActor; |
2094 | |||
2095 | if (pa != null && !pa.IsPhysical) | ||
2092 | { | 2096 | { |
2093 | part.ParentGroup.ResetChildPrimPhysicsPositions(); | 2097 | part.ParentGroup.ResetChildPrimPhysicsPositions(); |
2094 | } | 2098 | } |
@@ -2819,7 +2823,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2819 | 2823 | ||
2820 | float groupmass = new_group.GetMass(); | 2824 | float groupmass = new_group.GetMass(); |
2821 | 2825 | ||
2822 | if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero) | 2826 | PhysicsActor pa = new_group.RootPart.PhysActor; |
2827 | |||
2828 | if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) | ||
2823 | { | 2829 | { |
2824 | //Recoil. | 2830 | //Recoil. |
2825 | llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); | 2831 | llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); |
@@ -2860,12 +2866,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2860 | 2866 | ||
2861 | // we need to convert from a vector describing | 2867 | // we need to convert from a vector describing |
2862 | // the angles of rotation in radians into rotation value | 2868 | // the angles of rotation in radians into rotation value |
2863 | |||
2864 | LSL_Rotation rot = llEuler2Rot(angle); | 2869 | LSL_Rotation rot = llEuler2Rot(angle); |
2865 | 2870 | ||
2866 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply | 2871 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply |
2867 | // set the rotation of the object, copy that behavior | 2872 | // set the rotation of the object, copy that behavior |
2868 | if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) | 2873 | PhysicsActor pa = m_host.PhysActor; |
2874 | |||
2875 | if (strength == 0 || pa == null || !pa.IsPhysical) | ||
2869 | { | 2876 | { |
2870 | llSetRot(rot); | 2877 | llSetRot(rot); |
2871 | } | 2878 | } |
@@ -3201,6 +3208,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3201 | public void llSetHoverHeight(double height, int water, double tau) | 3208 | public void llSetHoverHeight(double height, int water, double tau) |
3202 | { | 3209 | { |
3203 | m_host.AddScriptLPS(1); | 3210 | m_host.AddScriptLPS(1); |
3211 | |||
3204 | if (m_host.PhysActor != null) | 3212 | if (m_host.PhysActor != null) |
3205 | { | 3213 | { |
3206 | PIDHoverType hoverType = PIDHoverType.Ground; | 3214 | PIDHoverType hoverType = PIDHoverType.Ground; |
@@ -3251,7 +3259,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3251 | 3259 | ||
3252 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply | 3260 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply |
3253 | // set the rotation of the object, copy that behavior | 3261 | // set the rotation of the object, copy that behavior |
3254 | if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical) | 3262 | PhysicsActor pa = m_host.PhysActor; |
3263 | |||
3264 | if (strength == 0 || pa == null || !pa.IsPhysical) | ||
3255 | { | 3265 | { |
3256 | llSetLocalRot(target); | 3266 | llSetLocalRot(target); |
3257 | } | 3267 | } |
@@ -10728,7 +10738,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
10728 | 10738 | ||
10729 | if (entity is SceneObjectPart) | 10739 | if (entity is SceneObjectPart) |
10730 | { | 10740 | { |
10731 | if (((SceneObjectPart)entity).PhysActor != null && ((SceneObjectPart)entity).PhysActor.IsPhysical) | 10741 | PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; |
10742 | |||
10743 | if (pa != null && pa.IsPhysical) | ||
10732 | { | 10744 | { |
10733 | if (!checkPhysical) | 10745 | if (!checkPhysical) |
10734 | continue; | 10746 | continue; |