From 1fbb3795367185da534938c4c90e8558795fba88 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 21:15:37 +0100 Subject: minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it's an OdePrim --- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 0810ae0..2b29ce4 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -2859,14 +2859,14 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); { //if (timeStep < 0.2f) { - foreach (OdePrim actor in _activeprims) + foreach (OdePrim prim in _activeprims) { - if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) + if (prim.IsPhysical && (d.BodyIsEnabled(prim.Body) || !prim._zeroFlag)) { - actor.UpdatePositionAndVelocity(); + prim.UpdatePositionAndVelocity(); if (SupportsNINJAJoints) - SimulateActorPendingJoints(actor); + SimulateActorPendingJoints(prim); } } } -- cgit v1.1 From 7b6b36cee930c61c5d760bbf6089b90567401468 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 21:38:02 +0100 Subject: Fix bug where collision event listeners were not removed once the listener had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection. --- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 2b29ce4..c3279c6 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -1633,6 +1633,8 @@ namespace OpenSim.Region.Physics.OdePlugin /// internal void AddCollisionEventReporting(PhysicsActor obj) { +// m_log.DebugFormat("[PHYSICS]: Adding {0} to collision event reporting", obj.SOPName); + lock (_collisionEventPrim) { if (!_collisionEventPrim.Contains(obj)) @@ -1646,11 +1648,10 @@ namespace OpenSim.Region.Physics.OdePlugin /// internal void RemoveCollisionEventReporting(PhysicsActor obj) { +// m_log.DebugFormat("[PHYSICS]: Removing {0} from collision event reporting", obj.SOPName); + lock (_collisionEventPrim) - { - if (!_collisionEventPrim.Contains(obj)) - _collisionEventPrim.Remove(obj); - } + _collisionEventPrim.Remove(obj); } #region Add/Remove Entities -- cgit v1.1 From 5d37f0471ea504b1426536987d05c7d64dd199ae Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 22:19:17 +0100 Subject: For ScenePresence collision events, instead of creating a new CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 8 ++++++++ OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 8 +++----- 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 96dcfb6..1659ebd 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -113,6 +113,14 @@ namespace OpenSim.Region.Physics.Manager m_objCollisionList[localID] = contact; } } + + /// + /// Clear added collision events. + /// + public void Clear() + { + m_objCollisionList.Clear(); + } } public abstract class PhysicsActor diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index e9bab66..55e14bc 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1235,11 +1235,9 @@ namespace OpenSim.Region.Physics.OdePlugin { if (m_eventsubscription > m_requestedUpdateFrequency) { - if (CollisionEventsThisFrame != null) - { - base.SendCollisionUpdate(CollisionEventsThisFrame); - } - CollisionEventsThisFrame = new CollisionEventUpdate(); + base.SendCollisionUpdate(CollisionEventsThisFrame); + + CollisionEventsThisFrame.Clear(); m_eventsubscription = 0; } } -- cgit v1.1 From b9f106f484e3b80c4572f10e81c20da254b5cbae Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 22:28:40 +0100 Subject: When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 5 +++++ OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 16 +++------------- 2 files changed, 8 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 1659ebd..44af636 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -70,6 +70,11 @@ namespace OpenSim.Region.Physics.Manager { // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. + /// + /// Number of collision events in this update. + /// + public int Count { get { return m_objCollisionList.Count; } } + public int m_colliderType; public int m_GenericStartEnd; //public uint m_LocalID; diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 3087f8d..4ef731d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -191,7 +191,7 @@ namespace OpenSim.Region.Physics.OdePlugin private d.Mass pMass; private int m_eventsubscription; - private CollisionEventUpdate CollisionEventsThisFrame; + private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); private IntPtr m_linkJoint = IntPtr.Zero; @@ -3020,23 +3020,13 @@ Console.WriteLine(" JointCreateFixed"); public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { - if (CollisionEventsThisFrame == null) - CollisionEventsThisFrame = new CollisionEventUpdate(); - CollisionEventsThisFrame.addCollider(CollidedWith, contact); } public void SendCollisions() { - if (CollisionEventsThisFrame == null) - return; - - base.SendCollisionUpdate(CollisionEventsThisFrame); - - if (CollisionEventsThisFrame.m_objCollisionList.Count == 0) - CollisionEventsThisFrame = null; - else - CollisionEventsThisFrame = new CollisionEventUpdate(); + if (CollisionEventsThisFrame.Count > 0) + base.SendCollisionUpdate(CollisionEventsThisFrame); } public override bool SubscribedEvents() -- cgit v1.1 From c825c9a94588e31c38ba43bf8ea763818e1c02b6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 22:35:00 +0100 Subject: Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 44af636..8f5abde 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -140,7 +140,13 @@ namespace OpenSim.Region.Physics.Manager public event VelocityUpdate OnVelocityUpdate; public event OrientationUpdate OnOrientationUpdate; public event RequestTerseUpdate OnRequestTerseUpdate; + + /// + /// Subscribers to this event must synchronously handle the dictionary of collisions received, since the event + /// object is reused in subsequent physics frames. + /// public event CollisionUpdate OnCollisionUpdate; + public event OutOfBounds OnOutOfBounds; #pragma warning restore 67 -- cgit v1.1 From 0f83f87233544972ad6799cb78e5f21845c53fbd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 22:39:08 +0100 Subject: Remove unused fields from CollisionEventUpdate --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 30 +++++----------------- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 2 +- OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 2 +- 5 files changed, 10 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 682eb80..9a6857b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -443,7 +443,7 @@ public class BSCharacter : PhysicsActor Dictionary contactPoints = new Dictionary(); contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); + CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); base.SendCollisionUpdate(args); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index bb8d601..8782e62 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1350,7 +1350,7 @@ public sealed class BSPrim : PhysicsActor // create the event for the collision Dictionary contactPoints = new Dictionary(); contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); + CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); base.SendCollisionUpdate(args); } } diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 8f5abde..362f997 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -66,47 +66,29 @@ namespace OpenSim.Region.Physics.Manager } } + /// + /// Used to pass collision information to OnCollisionUpdate listeners. + /// public class CollisionEventUpdate : EventArgs { - // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. - /// /// Number of collision events in this update. /// public int Count { get { return m_objCollisionList.Count; } } - public int m_colliderType; - public int m_GenericStartEnd; - //public uint m_LocalID; - public Dictionary m_objCollisionList = new Dictionary(); + public Dictionary m_objCollisionList; - public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary objCollisionList) + public CollisionEventUpdate(Dictionary objCollisionList) { - m_colliderType = colliderType; - m_GenericStartEnd = GenericStartEnd; m_objCollisionList = objCollisionList; } public CollisionEventUpdate() { - m_colliderType = (int) ActorTypes.Unknown; - m_GenericStartEnd = 1; m_objCollisionList = new Dictionary(); } - public int collidertype - { - get { return m_colliderType; } - set { m_colliderType = value; } - } - - public int GenericStartEnd - { - get { return m_GenericStartEnd; } - set { m_GenericStartEnd = value; } - } - - public void addCollider(uint localID, ContactPoint contact) + public void AddCollider(uint localID, ContactPoint contact) { if (!m_objCollisionList.ContainsKey(localID)) { diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 55e14bc..b6e1c4e 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1227,7 +1227,7 @@ namespace OpenSim.Region.Physics.OdePlugin // m_log.DebugFormat( // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); - CollisionEventsThisFrame.addCollider(CollidedWith, contact); + CollisionEventsThisFrame.AddCollider(CollidedWith, contact); } } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 4ef731d..0363885 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -3020,7 +3020,7 @@ Console.WriteLine(" JointCreateFixed"); public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { - CollisionEventsThisFrame.addCollider(CollidedWith, contact); + CollisionEventsThisFrame.AddCollider(CollidedWith, contact); } public void SendCollisions() -- cgit v1.1 From 6a74a4c12b769742f9e6ee328fd7557faa826e50 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 25 Oct 2011 22:46:42 +0100 Subject: Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from collision events --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index b6e1c4e..c22d27f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1210,11 +1210,13 @@ namespace OpenSim.Region.Physics.OdePlugin { m_requestedUpdateFrequency = ms; m_eventsubscription = ms; + CollisionEventsThisFrame.Clear(); _parent_scene.AddCollisionEventReporting(this); } public override void UnSubscribeEvents() { + CollisionEventsThisFrame.Clear(); _parent_scene.RemoveCollisionEventReporting(this); m_requestedUpdateFrequency = 0; m_eventsubscription = 0; -- cgit v1.1