* A Few physical prim + linkset fixes. Prevent some crashes
parent
b32f72a438
commit
6f7a560c04
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@ -700,6 +700,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyDestroy(Body);
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lock (childrenPrim)
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{
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if (childrenPrim.Count > 0)
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{
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foreach (OdePrim prm in childrenPrim)
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{
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_parent_scene.remActivePrim(prm);
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prm.Body = IntPtr.Zero;
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}
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}
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}
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Body = IntPtr.Zero;
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}
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}
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@ -971,6 +982,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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prm.m_collisionCategories |= CollisionCategories.Body;
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prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
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if (prm.prim_geom == IntPtr.Zero)
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{
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m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
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continue;
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}
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d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
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d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
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@ -1345,31 +1362,46 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (m_isphysical)
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{
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// This is a fallback.. May no longer be necessary.
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if (Body == IntPtr.Zero)
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enableBody();
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//Prim auto disable after 20 frames,
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//if you move it, re-enable the prim manually.
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if (_parent != null)
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if (!m_disabled && !m_taintremove && !childPrim)
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{
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if (m_linkJoint != IntPtr.Zero)
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if (Body == IntPtr.Zero)
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enableBody();
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//Prim auto disable after 20 frames,
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//if you move it, re-enable the prim manually.
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if (_parent != null)
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{
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d.JointDestroy(m_linkJoint);
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m_linkJoint = IntPtr.Zero;
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if (m_linkJoint != IntPtr.Zero)
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{
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d.JointDestroy(m_linkJoint);
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m_linkJoint = IntPtr.Zero;
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}
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}
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if (Body != IntPtr.Zero)
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{
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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if (_parent != null)
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{
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OdePrim odParent = (OdePrim)_parent;
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if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
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{
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m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
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d.JointAttach(m_linkJoint, Body, odParent.Body);
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d.JointSetFixed(m_linkJoint);
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}
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}
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d.BodyEnable(Body);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
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}
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}
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
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if (_parent != null)
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{
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OdePrim odParent = (OdePrim)_parent;
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if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
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{
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m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
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d.JointAttach(m_linkJoint, Body, odParent.Body);
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d.JointSetFixed(m_linkJoint);
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}
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}
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d.BodyEnable(Body);
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//else
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// {
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//m_log.Debug("[BUG]: race!");
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//}
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}
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else
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{
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