From 5edffc9ecd8f50b9e1f6b267d2ad60f5b8a43dd7 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 20 Jun 2014 21:42:08 -0700 Subject: [PATCH] BulletSim: add some locking for collision lists to prevent collsions from locking up when running BulletSim on a separate thread. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 9 +++++++-- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 10 ++++++++-- 2 files changed, 15 insertions(+), 4 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f89b376543..7a4655071d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -462,7 +462,10 @@ public abstract class BSPhysObject : PhysicsActor // If someone has subscribed for collision events log the collision so it will be reported up if (SubscribedEvents()) { - CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + lock (PhysScene.CollisionLock) + { + CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + } DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); @@ -474,12 +477,14 @@ public abstract class BSPhysObject : PhysicsActor // Send the collected collisions into the simulator. // Called at taint time from within the Step() function thus no locking problems // with CollisionCollection and ObjectsWithNoMoreCollisions. + // Called with BSScene.CollisionLock locked to protect the collision lists. // Return 'true' if there were some actual collisions passed up public virtual bool SendCollisions() { bool ret = true; - // If the 'no collision' call, force it to happen right now so quick collision_end + // If no collisions this call but there were collisions last call, force the collision + // event to be happen right now so quick collision_end. bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 23bada9927..17d26a98c2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -705,7 +705,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // this is is under UpdateLock. public void PostUpdate(BSPhysObject updatee) { - ObjectsWithUpdates.Add(updatee); + lock (UpdateLock) + { + ObjectsWithUpdates.Add(updatee); + } } // The simulator thinks it is physics time so return all the collisions and position @@ -803,7 +806,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) { // If a collision was 'good', remember to send it to the simulator - ObjectsWithCollisions.Add(collider); + lock (CollisionLock) + { + ObjectsWithCollisions.Add(collider); + } } }