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(-) (limited to 'OpenSim/Region/Framework/Scenes') 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 -- cgit v1.1 From f2903db39009c7e62f6a07c545183b9588bff775 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 6 Apr 2012 21:14:19 +0100 Subject: For llGetMass(), return the mass of the avatar is the object is attached. As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet). --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 19dab32..a21c66f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -3514,6 +3514,22 @@ namespace OpenSim.Region.Framework.Scenes }); } + /// + /// Gets the mass. + /// + /// + /// The mass. + /// + public float GetMass() + { + PhysicsActor pa = PhysicsActor; + + if (pa != null) + return pa.Mass; + else + return 0; + } + internal void PushForce(Vector3 impulse) { if (PhysicsActor != null) -- cgit v1.1 From 3af1cd65f91db87778096196bfd985dc48c72d87 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 6 Apr 2012 22:41:35 +0100 Subject: Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene or attachments. Return relative position to root prim rather than 0,0,0. Should fix same issue with llGetLocalPos() http://opensimulator.org/mantis/view.php?id=5951 --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9e65f5d..5ec0ed9 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -125,12 +125,14 @@ namespace OpenSim.Region.Framework.Scenes private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// - /// Is this sop a root part? + /// Is this a root part? /// - + /// + /// This will return true even if the whole object is attached to an avatar. + /// public bool IsRoot { - get { return ParentGroup.RootPart == this; } + get { return ParentGroup.RootPart == this; } } #region Fields @@ -1112,6 +1114,14 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// The parent ID of this part. + /// + /// + /// If this is a root part which is not attached to an avatar then the value will be 0. + /// If this is a root part which is attached to an avatar then the value is the local id of that avatar. + /// If this is a child part then the value is the local ID of the root part. + /// public uint ParentID { get { return _parentID; } -- cgit v1.1 From 70b5a2dacede6b44327856970185471adf808f3c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 6 Apr 2012 23:49:23 +0100 Subject: refactor: Eliminate unnecessary SOP.m_physActor --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 11 +---------- 1 file changed, 1 insertion(+), 10 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 5ec0ed9..2fcce1c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -161,15 +161,7 @@ namespace OpenSim.Region.Framework.Scenes /// If another thread is simultaneously turning physics off on this part then this refernece could become /// null at any time. /// - public PhysicsActor PhysActor - { - get { return m_physActor; } - set - { -// m_log.DebugFormat("[SOP]: PhysActor set to {0} for {1} {2}", value, Name, UUID); - m_physActor = value; - } - } + public PhysicsActor PhysActor { get; set; } //Xantor 20080528 Sound stuff: // Note: This isn't persisted in the database right now, as the fields for that aren't just there yet. @@ -268,7 +260,6 @@ namespace OpenSim.Region.Framework.Scenes private bool m_passTouches; - private PhysicsActor m_physActor; protected Vector3 m_acceleration; protected Vector3 m_angularVelocity; -- cgit v1.1 From 7d8bb33c5b2420d4e744269f67a25dd2b9746a35 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 7 Apr 2012 00:33:02 +0100 Subject: Store FromItemID for attachments once on SOG instead of on every SOP and only ever using the root part entry. This eliminates some pointless memory use. --- OpenSim/Region/Framework/Scenes/Scene.cs | 2 +- .../Region/Framework/Scenes/SceneObjectGroup.cs | 28 ++++++++++------------ OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 -- 3 files changed, 13 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index d8cac66..e488fe1 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -2566,7 +2566,7 @@ namespace OpenSim.Region.Framework.Scenes SceneObjectGroup grp = sceneObject; m_log.DebugFormat( - "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.GetFromItemID(), grp.UUID); + "[ATTACHMENT]: Received attachment {0}, inworld asset id {1}", grp.FromItemID, grp.UUID); m_log.DebugFormat( "[ATTACHMENT]: Attach to avatar {0} at position {1}", sp.UUID, grp.AbsolutePosition); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 87fdc41..3586e95 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -571,7 +571,9 @@ namespace OpenSim.Region.Framework.Scenes set { m_LoopSoundSlavePrims = value; } } - // The UUID for the Region this Object is in. + /// + /// The UUID for the region this object is in. + /// public UUID RegionUUID { get @@ -584,6 +586,11 @@ namespace OpenSim.Region.Framework.Scenes } } + /// + /// The item ID that this object was rezzed from, if applicable. + /// + public UUID FromItemID { get; set; } + #endregion // ~SceneObjectGroup() @@ -646,18 +653,6 @@ namespace OpenSim.Region.Framework.Scenes } } - public void SetFromItemID(UUID AssetId) - { - SceneObjectPart[] parts = m_parts.GetArray(); - for (int i = 0; i < parts.Length; i++) - parts[i].FromItemID = AssetId; - } - - public UUID GetFromItemID() - { - return m_rootPart.FromItemID; - } - /// /// Hooks this object up to the backup event so that it is persisted to the database when the update thread executes. /// @@ -2687,6 +2682,7 @@ namespace OpenSim.Region.Framework.Scenes { m_rootPart.AttachedPos = pos; } + if (RootPart.GetStatusSandbox()) { if (Util.GetDistanceTo(RootPart.StatusSandboxPos, pos) > 10) @@ -2697,8 +2693,8 @@ namespace OpenSim.Region.Framework.Scenes ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); } } - AbsolutePosition = pos; + AbsolutePosition = pos; HasGroupChanged = true; } @@ -3270,7 +3266,7 @@ namespace OpenSim.Region.Framework.Scenes public virtual string ExtraToXmlString() { - return "" + GetFromItemID().ToString() + ""; + return "" + FromItemID.ToString() + ""; } public virtual void ExtraFromXmlString(string xmlstr) @@ -3282,7 +3278,7 @@ namespace OpenSim.Region.Framework.Scenes UUID uuid = UUID.Zero; UUID.TryParse(id, out uuid); - SetFromItemID(uuid); + FromItemID = uuid; } #endregion diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 2fcce1c..fffaa06 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -181,8 +181,6 @@ namespace OpenSim.Region.Framework.Scenes public uint TimeStampLastActivity; // Will be used for AutoReturn public uint TimeStampTerse; - - public UUID FromItemID; public UUID FromFolderID; -- cgit v1.1 From cce760dbfcd375a700e38b8279b0c19c5624e720 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 7 Apr 2012 00:40:55 +0100 Subject: Rather than having a FromFolderID property on every single prim and only ever using the root prim one, store on SOG instead. This reduces pointless memory usage. --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 19 +++++++++++++++---- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 -- 2 files changed, 15 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 3586e95..17f3be7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -586,10 +586,21 @@ namespace OpenSim.Region.Framework.Scenes } } - /// - /// The item ID that this object was rezzed from, if applicable. - /// - public UUID FromItemID { get; set; } + /// + /// The item ID that this object was rezzed from, if applicable. + /// + /// + /// If not applicable will be UUID.Zero + /// + public UUID FromItemID { get; set; } + + /// + /// The folder ID that this object was rezzed from, if applicable. + /// + /// + /// If not applicable will be UUID.Zero + /// + public UUID FromFolderID { get; set; } #endregion diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index fffaa06..046553b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -182,8 +182,6 @@ namespace OpenSim.Region.Framework.Scenes public uint TimeStampTerse; - public UUID FromFolderID; - public int STATUS_ROTATE_X; public int STATUS_ROTATE_Y; -- cgit v1.1