* Fixing thread safety of avatar adding and removing from the Physics Scene in the ODEPlugin
* This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).0.6.5-rc1
parent
f88d755f96
commit
6522b4f5d4
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@ -985,9 +985,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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_parent_scene.AddCharacter(this);
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}
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else
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{
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_parent_scene.RemoveCharacter(this);
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// destroy avatar capsule and related ODE data
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// Kill the Amotor
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@ -1365,6 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Don't need to re-enable body.. it's done in SetMesh
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
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// createmesh returns null when it's a shape that isn't a cube.
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m_log.Debug(m_localID);
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}
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}
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@ -1339,18 +1339,37 @@ namespace OpenSim.Region.Physics.OdePlugin
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OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
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newAv.Flying = isFlying;
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newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
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_characters.Add(newAv);
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return newAv;
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}
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public void AddCharacter(OdeCharacter chr)
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{
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lock (_characters)
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{
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if (!_characters.Contains(chr))
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{
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_characters.Add(chr);
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}
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}
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}
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public void RemoveCharacter(OdeCharacter chr)
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{
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lock (_characters)
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{
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if (_characters.Contains(chr))
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{
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_characters.Remove(chr);
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}
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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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lock (OdeLock)
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{
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//m_log.Debug("[PHYSICS]:ODELOCK");
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((OdeCharacter) actor).Destroy();
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_characters.Remove((OdeCharacter) actor);
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}
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//m_log.Debug("[PHYSICS]:ODELOCK");
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((OdeCharacter) actor).Destroy();
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}
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private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
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