Fixing race conditions in the SceneObjectPart properties

0.6.8-post-fixes
John Hurliman 2009-11-02 11:40:57 -08:00
parent 67ac9881fa
commit 0e8b5c7ffa
1 changed files with 53 additions and 56 deletions

View File

@ -507,20 +507,17 @@ namespace OpenSim.Region.Framework.Scenes
get
{
// If this is a linkset, we don't want the physics engine mucking up our group position here.
if (PhysActor != null && _parentID == 0)
PhysicsActor actor = PhysActor;
if (actor != null && _parentID == 0)
{
m_groupPosition.X = PhysActor.Position.X;
m_groupPosition.Y = PhysActor.Position.Y;
m_groupPosition.Z = PhysActor.Position.Z;
m_groupPosition = actor.Position;
}
if (IsAttachment)
{
ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar);
if (sp != null)
{
return sp.AbsolutePosition;
}
}
return m_groupPosition;
@ -531,26 +528,25 @@ namespace OpenSim.Region.Framework.Scenes
m_groupPosition = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim actually goes at Position
if (_parentID == 0)
{
PhysActor.Position = value;
actor.Position = value;
}
else
{
// To move the child prim in respect to the group position and rotation we have to calculate
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
}
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
catch (Exception e)
{
@ -583,15 +579,14 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup != null && !ParentGroup.IsDeleted)
{
if (_parentID != 0 && PhysActor != null)
PhysicsActor actor = PhysActor;
if (_parentID != 0 && actor != null)
{
Vector3 resultingposition = GetWorldPosition();
PhysActor.Position = resultingposition;
Quaternion resultingrot = GetWorldRotation();
PhysActor.Orientation = resultingrot;
actor.Position = GetWorldPosition();
actor.Orientation = GetWorldRotation();
// Tell the physics engines that this prim changed.
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@ -602,12 +597,13 @@ namespace OpenSim.Region.Framework.Scenes
get
{
// We don't want the physics engine mucking up the rotations in a linkset
if ((_parentID == 0) && (Shape.PCode != 9 || Shape.State == 0) && (PhysActor != null))
PhysicsActor actor = PhysActor;
if (_parentID == 0 && (Shape.PCode != 9 || Shape.State == 0) && actor != null)
{
if (PhysActor.Orientation.X != 0 || PhysActor.Orientation.Y != 0
|| PhysActor.Orientation.Z != 0 || PhysActor.Orientation.W != 0)
if (actor.Orientation.X != 0f || actor.Orientation.Y != 0f
|| actor.Orientation.Z != 0f || actor.Orientation.W != 0f)
{
m_rotationOffset = PhysActor.Orientation;
m_rotationOffset = actor.Orientation;
}
}
@ -619,24 +615,25 @@ namespace OpenSim.Region.Framework.Scenes
StoreUndoState();
m_rotationOffset = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
try
{
// Root prim gets value directly
if (_parentID == 0)
{
PhysActor.Orientation = value;
//m_log.Info("[PART]: RO1:" + PhysActor.Orientation.ToString());
actor.Orientation = value;
//m_log.Info("[PART]: RO1:" + actor.Orientation.ToString());
}
else
{
// Child prim we have to calculate it's world rotationwel
Quaternion resultingrotation = GetWorldRotation();
PhysActor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + PhysActor.Orientation.ToString());
actor.Orientation = resultingrotation;
//m_log.Info("[PART]: RO2:" + actor.Orientation.ToString());
}
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
//}
}
catch (Exception ex)
@ -653,16 +650,12 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
//if (PhysActor.Velocity.X != 0 || PhysActor.Velocity.Y != 0
//|| PhysActor.Velocity.Z != 0)
//{
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (PhysActor.IsPhysical)
if (actor.IsPhysical)
{
m_velocity.X = PhysActor.Velocity.X;
m_velocity.Y = PhysActor.Velocity.Y;
m_velocity.Z = PhysActor.Velocity.Z;
m_velocity = actor.Velocity;
}
}
@ -672,12 +665,14 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_velocity = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
if (PhysActor.IsPhysical)
if (actor.IsPhysical)
{
PhysActor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
actor.Velocity = value;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@ -688,9 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
{
get
{
if ((PhysActor != null) && PhysActor.IsPhysical)
PhysicsActor actor = PhysActor;
if ((actor != null) && actor.IsPhysical)
{
m_angularVelocity.FromBytes(PhysActor.RotationalVelocity.GetBytes(), 0);
m_angularVelocity = actor.RotationalVelocity;
}
return m_angularVelocity;
}
@ -710,9 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_description = value;
if (PhysActor != null)
PhysicsActor actor = PhysActor;
if (actor != null)
{
PhysActor.SOPDescription = value;
actor.SOPDescription = value;
}
}
}
@ -803,21 +800,23 @@ namespace OpenSim.Region.Framework.Scenes
set
{
StoreUndoState();
if (m_shape != null) {
m_shape.Scale = value;
if (PhysActor != null && m_parentGroup != null)
if (m_shape != null)
{
if (m_parentGroup.Scene != null)
m_shape.Scale = value;
PhysicsActor actor = PhysActor;
if (actor != null && m_parentGroup != null)
{
if (m_parentGroup.Scene.PhysicsScene != null)
if (m_parentGroup.Scene != null)
{
PhysActor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
if (m_parentGroup.Scene.PhysicsScene != null)
{
actor.Size = m_shape.Scale;
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
}
}
TriggerScriptChangedEvent(Changed.SCALE);
}
}
@ -1051,8 +1050,6 @@ if (m_shape != null) {
#endregion Public Properties with only Get
#region Private Methods
private uint ApplyMask(uint val, bool set, uint mask)