* One more attempt at the NullRef In The OdePlugin. This might fix it, but it will definitely get us closer to the root cause.
parent
5de657cf5d
commit
0079d0a7c4
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@ -1109,10 +1109,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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try
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{
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vec = d.BodyGetPosition(Body);
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}
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catch (NullReferenceException)
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{
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_parent_scene.BadCharacter(this);
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vec = new d.Vector3(_position.X, _position.Y, _position.Z);
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base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
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m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar: {0}", m_name);
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@ -242,6 +242,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
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private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
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private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
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private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
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public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
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public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
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private bool m_NINJA_physics_joints_enabled = false;
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@ -1677,6 +1678,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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public void BadCharacter(OdeCharacter chr)
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{
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lock (_badCharacter)
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{
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if (!_badCharacter.Contains(chr))
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_badCharacter.Add(chr);
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}
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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@ -2975,6 +2984,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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lock (_badCharacter)
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{
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if (_badCharacter.Count > 0)
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{
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foreach (OdeCharacter chr in _badCharacter)
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{
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RemoveCharacter(chr);
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}
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_badCharacter.Clear();
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}
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}
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lock (_activeprims)
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{
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//if (timeStep < 0.2f)
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