diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-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 a6e20a8..b6ac23d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -929,67 +929,79 @@ public sealed class BSShapeCollection : IDisposable | |||
929 | if (newShape.HasPhysicalShape) | 929 | if (newShape.HasPhysicalShape) |
930 | return newShape; | 930 | return newShape; |
931 | 931 | ||
932 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 932 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been |
933 | if (prim.BaseShape.SculptEntry | 933 | // fetched but we end up here again, the meshing of the asset must have failed. |
934 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 934 | // Prevent trying to keep fetching the mesh by declaring failure. |
935 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 935 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
936 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
937 | ) | ||
938 | { | 936 | { |
939 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); | 937 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
940 | // Multiple requestors will know we're waiting for this asset | 938 | PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", |
941 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | 939 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
940 | } | ||
941 | else | ||
942 | { | ||
943 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | ||
944 | if (prim.BaseShape.SculptEntry | ||
945 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | ||
946 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | ||
947 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | ||
948 | ) | ||
949 | { | ||
950 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); | ||
951 | // Multiple requestors will know we're waiting for this asset | ||
952 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | ||
942 | 953 | ||
943 | BSPhysObject xprim = prim; | 954 | BSPhysObject xprim = prim; |
944 | Util.FireAndForget(delegate | 955 | Util.FireAndForget(delegate |
945 | { | ||
946 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | ||
947 | if (assetProvider != null) | ||
948 | { | 956 | { |
949 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. | 957 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
950 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) | 958 | if (assetProvider != null) |
951 | { | 959 | { |
952 | bool assetFound = false; | 960 | BSPhysObject yprim = xprim; // probably not necessary, but, just in case. |
953 | string mismatchIDs = String.Empty; // DEBUG DEBUG | 961 | assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) |
954 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
955 | { | 962 | { |
956 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) | 963 | bool assetFound = false; |
964 | string mismatchIDs = String.Empty; // DEBUG DEBUG | ||
965 | if (asset != null && yprim.BaseShape.SculptEntry) | ||
957 | { | 966 | { |
958 | yprim.BaseShape.SculptData = asset.Data; | 967 | if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) |
959 | // This will cause the prim to see that the filler shape is not the right | 968 | { |
960 | // one and try again to build the object. | 969 | yprim.BaseShape.SculptData = asset.Data; |
961 | // No race condition with the normal shape setting since the rebuild is at taint time. | 970 | // This will cause the prim to see that the filler shape is not the right |
962 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | 971 | // one and try again to build the object. |
963 | assetFound = true; | 972 | // No race condition with the normal shape setting since the rebuild is at taint time. |
973 | yprim.ForceBodyShapeRebuild(false /* inTaintTime */); | ||
974 | assetFound = true; | ||
975 | } | ||
976 | else | ||
977 | { | ||
978 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | ||
979 | } | ||
964 | } | 980 | } |
981 | if (assetFound) | ||
982 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | ||
965 | else | 983 | else |
966 | { | 984 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
967 | mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; | 985 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", |
968 | } | 986 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); |
969 | } | 987 | |
970 | if (assetFound) | 988 | }); |
971 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; | 989 | } |
972 | else | 990 | else |
973 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 991 | { |
974 | DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | 992 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; |
975 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | 993 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", |
976 | 994 | LogHeader, PhysicsScene.Name); | |
977 | }); | 995 | } |
978 | } | 996 | }); |
979 | else | 997 | } |
980 | { | 998 | else |
981 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | ||
982 | PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | ||
983 | LogHeader, PhysicsScene.Name); | ||
984 | } | ||
985 | }); | ||
986 | } | ||
987 | else | ||
988 | { | ||
989 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | ||
990 | { | 999 | { |
991 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | 1000 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) |
992 | LogHeader, prim.LocalID, prim.BaseShape.SculptTexture); | 1001 | { |
1002 | PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | ||
1003 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
1004 | } | ||
993 | } | 1005 | } |
994 | } | 1006 | } |
995 | 1007 | ||