/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using System.Text; using System.Threading; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.CoreModules; using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; using OpenSim.Region.Physics.Manager; using Nini.Config; using log4net; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BSScene : PhysicsScene, IPhysicsParameters { internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); internal static readonly string LogHeader = "[BULLETS SCENE]"; // The name of the region we're working for. public string RegionName { get; private set; } public string BulletSimVersion = "?"; // The handle to the underlying managed or unmanaged version of Bullet being used. public string BulletEngineName { get; private set; } public BSAPITemplate PE; public Dictionary PhysObjects; public BSShapeCollection Shapes; // Keeping track of the objects with collisions so we can report begin and end of a collision public HashSet ObjectsWithCollisions = new HashSet(); public HashSet ObjectsWithNoMoreCollisions = new HashSet(); // Keep track of all the avatars so we can send them a collision event // every tick so OpenSim will update its animation. private HashSet m_avatars = new HashSet(); // let my minuions use my logger public ILog Logger { get { return m_log; } } public IMesher mesher; public uint WorldID { get; private set; } public BulletWorld World { get; private set; } // All the constraints that have been allocated in this instance. public BSConstraintCollection Constraints { get; private set; } // Simulation parameters internal int m_maxSubSteps; internal float m_fixedTimeStep; internal long m_simulationStep = 0; internal float NominalFrameRate { get; set; } public long SimulationStep { get { return m_simulationStep; } } internal float LastTimeStep { get; private set; } // Physical objects can register for prestep or poststep events public delegate void PreStepAction(float timeStep); public delegate void PostStepAction(float timeStep); public event PreStepAction BeforeStep; public event PreStepAction AfterStep; // A value of the time now so all the collision and update routines do not have to get their own // Set to 'now' just before all the prims and actors are called for collisions and updates public int SimulationNowTime { get; private set; } // True if initialized and ready to do simulation steps private bool m_initialized = false; // Flag which is true when processing taints. // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. public bool InTaintTime { get; private set; } // Pinned memory used to pass step information between managed and unmanaged internal int m_maxCollisionsPerFrame; internal CollisionDesc[] m_collisionArray; internal int m_maxUpdatesPerFrame; internal EntityProperties[] m_updateArray; public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero public const uint GROUNDPLANE_ID = 1; public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here public float SimpleWaterLevel { get; set; } public BSTerrainManager TerrainManager { get; private set; } public ConfigurationParameters Params { get { return UnmanagedParams[0]; } } public Vector3 DefaultGravity { get { return new Vector3(0f, 0f, Params.gravity); } } // Just the Z value of the gravity public float DefaultGravityZ { get { return Params.gravity; } } // When functions in the unmanaged code must be called, it is only // done at a known time just before the simulation step. The taint // system saves all these function calls and executes them in // order before the simulation. public delegate void TaintCallback(); private struct TaintCallbackEntry { public String ident; public TaintCallback callback; public TaintCallbackEntry(string i, TaintCallback c) { ident = i; callback = c; } } private Object _taintLock = new Object(); // lock for using the next object private List _taintOperations; private Dictionary _postTaintOperations; private List _postStepOperations; // A pointer to an instance if this structure is passed to the C++ code // Used to pass basic configuration values to the unmanaged code. internal ConfigurationParameters[] UnmanagedParams; // Sometimes you just have to log everything. public Logging.LogWriter PhysicsLogging; private bool m_physicsLoggingEnabled; private string m_physicsLoggingDir; private string m_physicsLoggingPrefix; private int m_physicsLoggingFileMinutes; private bool m_physicsLoggingDoFlush; private bool m_physicsPhysicalDumpEnabled; public float PhysicsMetricDumpFrames { get; set; } // 'true' of the vehicle code is to log lots of details public bool VehicleLoggingEnabled { get; private set; } public bool VehiclePhysicalLoggingEnabled { get; private set; } #region Construction and Initialization public BSScene(string engineType, string identifier) { m_initialized = false; // The name of the region we're working for is passed to us. Keep for identification. RegionName = identifier; // Set identifying variables in the PhysicsScene interface. EngineType = engineType; Name = EngineType + "/" + RegionName; } public override void Initialise(IMesher meshmerizer, IConfigSource config) { mesher = meshmerizer; _taintOperations = new List(); _postTaintOperations = new Dictionary(); _postStepOperations = new List(); PhysObjects = new Dictionary(); Shapes = new BSShapeCollection(this); // Allocate pinned memory to pass parameters. UnmanagedParams = new ConfigurationParameters[1]; // Set default values for physics parameters plus any overrides from the ini file GetInitialParameterValues(config); // Get the connection to the physics engine (could be native or one of many DLLs) PE = SelectUnderlyingBulletEngine(BulletEngineName); // Enable very detailed logging. // By creating an empty logger when not logging, the log message invocation code // can be left in and every call doesn't have to check for null. if (m_physicsLoggingEnabled) { PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. } else { PhysicsLogging = new Logging.LogWriter(); } // Allocate memory for returning of the updates and collisions from the physics engine m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; // The bounding box for the simulated world. The origin is 0,0,0 unless we're // a child in a mega-region. // Bullet actually doesn't care about the extents of the simulated // area. It tracks active objects no matter where they are. Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; } // All default parameter values are set here. There should be no values set in the // variable definitions. private void GetInitialParameterValues(IConfigSource config) { ConfigurationParameters parms = new ConfigurationParameters(); UnmanagedParams[0] = parms; BSParam.SetParameterDefaultValues(this); if (config != null) { // If there are specifications in the ini file, use those values IConfig pConfig = config.Configs["BulletSim"]; if (pConfig != null) { BSParam.SetParameterConfigurationValues(this, pConfig); // There are two Bullet implementations to choose from BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); // Very detailed logging for physics debugging // TODO: the boolean values can be moved to the normal parameter processing. m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); // Very detailed logging for vehicle debugging VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); // Do any replacements in the parameters m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } // The material characteristics. BSMaterials.InitializeFromDefaults(Params); if (pConfig != null) { // Let the user add new and interesting material property values. BSMaterials.InitializefromParameters(pConfig); } } } // A helper function that handles a true/false parameter and returns the proper float number encoding float ParamBoolean(IConfig config, string parmName, float deflt) { float ret = deflt; if (config.Contains(parmName)) { ret = ConfigurationParameters.numericFalse; if (config.GetBoolean(parmName, false)) { ret = ConfigurationParameters.numericTrue; } } return ret; } // Select the connection to the actual Bullet implementation. // The main engine selection is the engineName up to the first hypen. // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name // is passed to the engine to do its special selection, etc. private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) { // For the moment, do a simple switch statement. // Someday do fancyness with looking up the interfaces in the assembly. BSAPITemplate ret = null; string selectionName = engineName.ToLower(); int hyphenIndex = engineName.IndexOf("-"); if (hyphenIndex > 0) selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); switch (selectionName) { case "bulletunmanaged": ret = new BSAPIUnman(engineName, this); break; case "bulletxna": ret = new BSAPIXNA(engineName, this); break; } if (ret == null) { m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); } else { m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); } return ret; } public override void Dispose() { // m_log.DebugFormat("{0}: Dispose()", LogHeader); // make sure no stepping happens while we're deleting stuff m_initialized = false; foreach (KeyValuePair kvp in PhysObjects) { kvp.Value.Destroy(); } PhysObjects.Clear(); // Now that the prims are all cleaned up, there should be no constraints left if (Constraints != null) { Constraints.Dispose(); Constraints = null; } if (Shapes != null) { Shapes.Dispose(); Shapes = null; } if (TerrainManager != null) { TerrainManager.ReleaseGroundPlaneAndTerrain(); TerrainManager.Dispose(); TerrainManager = null; } // Anything left in the unmanaged code should be cleaned out PE.Shutdown(World); // Not logging any more PhysicsLogging.Close(); } #endregion // Construction and Initialization #region Prim and Avatar addition and removal public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); return null; } public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) { // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); if (!m_initialized) return null; BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); lock (PhysObjects) PhysObjects.Add(localID, actor); // TODO: Remove kludge someday. // We must generate a collision for avatars whether they collide or not. // This is required by OpenSim to update avatar animations, etc. lock (m_avatars) m_avatars.Add(actor); return actor; } public override void RemoveAvatar(PhysicsActor actor) { // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); if (!m_initialized) return; BSCharacter bsactor = actor as BSCharacter; if (bsactor != null) { try { lock (PhysObjects) PhysObjects.Remove(bsactor.LocalID); // Remove kludge someday lock (m_avatars) m_avatars.Remove(bsactor); } catch (Exception e) { m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); } bsactor.Destroy(); // bsactor.dispose(); } else { m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}", LogHeader, actor.LocalID, actor.GetType().Name); } } public override void RemovePrim(PhysicsActor prim) { if (!m_initialized) return; BSPrim bsprim = prim as BSPrim; if (bsprim != null) { DetailLog("{0},RemovePrim,call", bsprim.LocalID); // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); try { lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); } catch (Exception e) { m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); } bsprim.Destroy(); // bsprim.dispose(); } else { m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); } } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); if (!m_initialized) return null; DetailLog("{0},AddPrimShape,call", localID); BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (PhysObjects) PhysObjects.Add(localID, prim); return prim; } // This is a call from the simulator saying that some physical property has been updated. // The BulletSim driver senses the changing of relevant properties so this taint // information call is not needed. public override void AddPhysicsActorTaint(PhysicsActor prim) { } #endregion // Prim and Avatar addition and removal #region Simulation // Simulate one timestep public override float Simulate(float timeStep) { // prevent simulation until we've been initialized if (!m_initialized) return 5.0f; LastTimeStep = timeStep; int updatedEntityCount = 0; int collidersCount = 0; int beforeTime = 0; int simTime = 0; // update the prim states while we know the physics engine is not busy int numTaints = _taintOperations.Count; InTaintTime = true; // Only used for debugging so locking is not necessary. ProcessTaints(); // Some of the physical objects requre individual, pre-step calls // (vehicles and avatar movement, in particular) TriggerPreStepEvent(timeStep); // the prestep actions might have added taints numTaints += _taintOperations.Count; ProcessTaints(); InTaintTime = false; // Only used for debugging so locking is not necessary. // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Only enable this in a limited test world with few objects. if (m_physicsPhysicalDumpEnabled) PE.DumpAllInfo(World); // step the physical world one interval m_simulationStep++; int numSubSteps = 0; try { if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); if (PhysicsLogging.Enabled) { simTime = Util.EnvironmentTickCountSubtract(beforeTime); DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); } } catch (Exception e) { m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); updatedEntityCount = 0; collidersCount = 0; } if ((m_simulationStep % PhysicsMetricDumpFrames) == 0) PE.DumpPhysicsStatistics(World); // Get a value for 'now' so all the collision and update routines don't have to get their own. SimulationNowTime = Util.EnvironmentTickCount(); // If there were collisions, process them by sending the event to the prim. // Collisions must be processed before updates. if (collidersCount > 0) { for (int ii = 0; ii < collidersCount; ii++) { uint cA = m_collisionArray[ii].aID; uint cB = m_collisionArray[ii].bID; Vector3 point = m_collisionArray[ii].point; Vector3 normal = m_collisionArray[ii].normal; SendCollision(cA, cB, point, normal, 0.01f); SendCollision(cB, cA, point, -normal, 0.01f); } } // The above SendCollision's batch up the collisions on the objects. // Now push the collisions into the simulator. if (ObjectsWithCollisions.Count > 0) { foreach (BSPhysObject bsp in ObjectsWithCollisions) if (!bsp.SendCollisions()) { // If the object is done colliding, see that it's removed from the colliding list ObjectsWithNoMoreCollisions.Add(bsp); } } // This is a kludge to get avatar movement updates. // The simulator expects collisions for avatars even if there are have been no collisions. // The event updates avatar animations and stuff. // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. foreach (BSPhysObject bsp in m_avatars) if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice bsp.SendCollisions(); // Objects that are done colliding are removed from the ObjectsWithCollisions list. // Not done above because it is inside an iteration of ObjectWithCollisions. // This complex collision processing is required to create an empty collision // event call after all real collisions have happened on an object. This enables // the simulator to generate the 'collision end' event. if (ObjectsWithNoMoreCollisions.Count > 0) { foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) ObjectsWithCollisions.Remove(po); ObjectsWithNoMoreCollisions.Clear(); } // Done with collisions. // If any of the objects had updated properties, tell the object it has been changed by the physics engine if (updatedEntityCount > 0) { for (int ii = 0; ii < updatedEntityCount; ii++) { EntityProperties entprop = m_updateArray[ii]; BSPhysObject pobj; if (PhysObjects.TryGetValue(entprop.ID, out pobj)) { pobj.UpdateProperties(entprop); } } } TriggerPostStepEvent(timeStep); // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Only enable this in a limited test world with few objects. if (m_physicsPhysicalDumpEnabled) PE.DumpAllInfo(World); // The physics engine returns the number of milliseconds it simulated this call. // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; } // Something has collided private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) { if (localID <= TerrainManager.HighestTerrainID) { return; // don't send collisions to the terrain } BSPhysObject collider; if (!PhysObjects.TryGetValue(localID, out collider)) { // If the object that is colliding cannot be found, just ignore the collision. DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); return; } // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. BSPhysObject collidee = null; PhysObjects.TryGetValue(collidingWith, out collidee); // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) { // If a collision was posted, remember to send it to the simulator ObjectsWithCollisions.Add(collider); } return; } #endregion // Simulation public override void GetResults() { } #region Terrain public override void SetTerrain(float[] heightMap) { TerrainManager.SetTerrain(heightMap); } public override void SetWaterLevel(float baseheight) { SimpleWaterLevel = baseheight; } public override void DeleteTerrain() { // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); } // Although no one seems to check this, I do support combining. public override bool SupportsCombining() { return TerrainManager.SupportsCombining(); } // This call says I am a child to region zero in a mega-region. 'pScene' is that // of region zero, 'offset' is my offset from regions zero's origin, and // 'extents' is the largest XY that is handled in my region. public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) { TerrainManager.Combine(pScene, offset, extents); } // Unhook all the combining that I know about. public override void UnCombine(PhysicsScene pScene) { TerrainManager.UnCombine(pScene); } #endregion // Terrain public override Dictionary GetTopColliders() { return new Dictionary(); } public override bool IsThreaded { get { return false; } } #region Taints // The simulation execution order is: // Simulate() // DoOneTimeTaints // TriggerPreStepEvent // DoOneTimeTaints // Step() // ProcessAndForwardCollisions // ProcessAndForwardPropertyUpdates // TriggerPostStepEvent // Calls to the PhysicsActors can't directly call into the physics engine // because it might be busy. We delay changes to a known time. // We rely on C#'s closure to save and restore the context for the delegate. public void TaintedObject(String ident, TaintCallback callback) { if (!m_initialized) return; lock (_taintLock) { _taintOperations.Add(new TaintCallbackEntry(ident, callback)); } return; } // Sometimes a potentially tainted operation can be used in and out of taint time. // This routine executes the command immediately if in taint-time otherwise it is queued. public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) { if (inTaintTime) callback(); else TaintedObject(ident, callback); } private void TriggerPreStepEvent(float timeStep) { PreStepAction actions = BeforeStep; if (actions != null) actions(timeStep); } private void TriggerPostStepEvent(float timeStep) { PreStepAction actions = AfterStep; if (actions != null) actions(timeStep); } // When someone tries to change a property on a BSPrim or BSCharacter, the object queues // a callback into itself to do the actual property change. That callback is called // here just before the physics engine is called to step the simulation. public void ProcessTaints() { ProcessRegularTaints(); ProcessPostTaintTaints(); } private void ProcessRegularTaints() { if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process { // swizzle a new list into the list location so we can process what's there List oldList; lock (_taintLock) { oldList = _taintOperations; _taintOperations = new List(); } foreach (TaintCallbackEntry tcbe in oldList) { try { DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG tcbe.callback(); } catch (Exception e) { m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); } } oldList.Clear(); } } // Schedule an update to happen after all the regular taints are processed. // Note that new requests for the same operation ("ident") for the same object ("ID") // will replace any previous operation by the same object. public void PostTaintObject(String ident, uint ID, TaintCallback callback) { string uniqueIdent = ident + "-" + ID.ToString(); lock (_taintLock) { _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); } return; } // Taints that happen after the normal taint processing but before the simulation step. private void ProcessPostTaintTaints() { if (_postTaintOperations.Count > 0) { Dictionary oldList; lock (_taintLock) { oldList = _postTaintOperations; _postTaintOperations = new Dictionary(); } foreach (KeyValuePair kvp in oldList) { try { DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG kvp.Value.callback(); } catch (Exception e) { m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); } } oldList.Clear(); } } // Only used for debugging. Does not change state of anything so locking is not necessary. public bool AssertInTaintTime(string whereFrom) { if (!InTaintTime) { DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); Util.PrintCallStack(DetailLog); } return InTaintTime; } #endregion // Taints #region INI and command line parameter processing #region IPhysicsParameters // Get the list of parameters this physics engine supports public PhysParameterEntry[] GetParameterList() { BSParam.BuildParameterTable(); return BSParam.SettableParameters; } // Set parameter on a specific or all instances. // Return 'false' if not able to set the parameter. // Setting the value in the m_params block will change the value the physics engine // will use the next time since it's pinned and shared memory. // Some of the values require calling into the physics engine to get the new // value activated ('terrainFriction' for instance). public bool SetPhysicsParameter(string parm, float val, uint localID) { bool ret = false; BSParam.ParameterDefn theParam; if (BSParam.TryGetParameter(parm, out theParam)) { theParam.setter(this, parm, localID, val); ret = true; } return ret; } // update all the localIDs specified // If the local ID is APPLY_TO_NONE, just change the default value // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs // If the localID is a specific object, apply the parameter change to only that object internal delegate void AssignVal(float x); internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) { List objectIDs = new List(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: setDefault(val); // setting only the default value // This will cause a call into the physical world if some operation is specified (SetOnObject). objectIDs.Add(TERRAIN_ID); TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: setDefault(val); // setting ALL also sets the default value lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); TaintedUpdateParameter(parm, objectIDs, val); break; default: // setting only one localID objectIDs.Add(localID); TaintedUpdateParameter(parm, objectIDs, val); break; } } // schedule the actual updating of the paramter to when the phys engine is not busy private void TaintedUpdateParameter(string parm, List lIDs, float val) { float xval = val; List xlIDs = lIDs; string xparm = parm; TaintedObject("BSScene.UpdateParameterSet", delegate() { BSParam.ParameterDefn thisParam; if (BSParam.TryGetParameter(xparm, out thisParam)) { if (thisParam.onObject != null) { foreach (uint lID in xlIDs) { BSPhysObject theObject = null; PhysObjects.TryGetValue(lID, out theObject); thisParam.onObject(this, theObject, xval); } } } }); } // Get parameter. // Return 'false' if not able to get the parameter. public bool GetPhysicsParameter(string parm, out float value) { float val = 0f; bool ret = false; BSParam.ParameterDefn theParam; if (BSParam.TryGetParameter(parm, out theParam)) { val = theParam.getter(this); ret = true; } value = val; return ret; } #endregion IPhysicsParameters #endregion Runtime settable parameters // Invoke the detailed logger and output something if it's enabled. public void DetailLog(string msg, params Object[] args) { PhysicsLogging.Write(msg, args); // Add the Flush() if debugging crashes. Gets all the messages written out. if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); } // Used to fill in the LocalID when there isn't one. It's the correct number of characters. public const string DetailLogZero = "0000000000"; } }