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')
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')
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')
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')
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')
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')
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