diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 54acbc4359..c261943a3c 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs @@ -129,6 +129,9 @@ namespace OpenSim.Region.CoreModules.World.Archiver successfulAssetRestores++; else failedAssetRestores++; + + if ((successfulAssetRestores + failedAssetRestores) % 250 == 0) + m_log.Debug("[ARCHIVER]: Loaded " + successfulAssetRestores + " assets and failed to load " + failedAssetRestores + " assets..."); } else if (!m_merge && filePath.StartsWith(ArchiveConstants.TERRAINS_PATH)) { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index cf1c394325..3d41666b54 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1817,7 +1817,7 @@ if (m_shape != null) { } CollisionEventUpdate a = (CollisionEventUpdate)e; - Dictionary collissionswith = a.m_objCollisionList; + Dictionary collissionswith = a.m_objCollisionList; List thisHitColliders = new List(); List endedColliders = new List(); List startedColliders = new List(); diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 1ea4585907..91044be08d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2367,9 +2367,11 @@ namespace OpenSim.Region.Framework.Scenes if (m_isChildAgent == false) { + Vector3 velocity = m_physicsActor.Velocity; + // Throw away duplicate or insignificant updates if (!m_bodyRot.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || - !m_velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || + !velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) { @@ -2378,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes // Update the "last" values m_lastPosition = m_pos; m_lastRotation = m_bodyRot; - m_lastVelocity = m_velocity; + m_lastVelocity = velocity; m_lastTerseSent = Environment.TickCount; } @@ -2411,7 +2413,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.DebugFormat("[SCENEPRESENCE]: TerseUpdate: Pos={0} Rot={1} Vel={2}", m_pos, m_bodyRot, m_velocity); remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, - pos, m_velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient))); + pos, m_physicsActor.Velocity, Vector3.Zero, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(remoteClient))); m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS); m_scene.StatsReporter.AddAgentUpdates(1); @@ -3355,15 +3357,17 @@ namespace OpenSim.Region.Framework.Scenes // as of this comment the interval is set in AddToPhysicalScene UpdateMovementAnimations(); + CollisionEventUpdate collisionData = (CollisionEventUpdate)e; + Dictionary coldata = collisionData.m_objCollisionList; + if (m_invulnerable) return; - CollisionEventUpdate collisionData = (CollisionEventUpdate)e; - Dictionary coldata = collisionData.m_objCollisionList; + float starthealth = Health; uint killerObj = 0; foreach (uint localid in coldata.Keys) { - if (coldata[localid] <= 0.10f || m_invulnerable) + if (coldata[localid].PenetrationDepth <= 0.10f || m_invulnerable) continue; //if (localid == 0) //continue; @@ -3373,9 +3377,9 @@ namespace OpenSim.Region.Framework.Scenes if (part != null && part.ParentGroup.Damage != -1.0f) Health -= part.ParentGroup.Damage; else - Health -= coldata[localid] * 5; + Health -= coldata[localid].PenetrationDepth * 5.0f; - if (Health <= 0) + if (Health <= 0.0f) { if (localid != 0) killerObj = localid; diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index 6bfdff2807..f58129d241 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -52,6 +52,20 @@ namespace OpenSim.Region.Physics.Manager , Absolute } + public struct ContactPoint + { + public Vector3 Position; + public Vector3 SurfaceNormal; + public float PenetrationDepth; + + public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) + { + Position = position; + SurfaceNormal = surfaceNormal; + PenetrationDepth = penetrationDepth; + } + } + public class CollisionEventUpdate : EventArgs { // Raising the event on the object, so don't need to provide location.. further up the tree knows that info. @@ -59,9 +73,9 @@ namespace OpenSim.Region.Physics.Manager public int m_colliderType; public int m_GenericStartEnd; //public uint m_LocalID; - public Dictionary m_objCollisionList = new Dictionary(); + public Dictionary m_objCollisionList = new Dictionary(); - public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary objCollisionList) + public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary objCollisionList) { m_colliderType = colliderType; m_GenericStartEnd = GenericStartEnd; @@ -72,8 +86,7 @@ namespace OpenSim.Region.Physics.Manager { m_colliderType = (int) ActorTypes.Unknown; m_GenericStartEnd = 1; - // m_objCollisionList = null; - m_objCollisionList = new Dictionary(); + m_objCollisionList = new Dictionary(); } public int collidertype @@ -88,16 +101,16 @@ namespace OpenSim.Region.Physics.Manager set { m_GenericStartEnd = value; } } - public void addCollider(uint localID, float depth) + public void addCollider(uint localID, ContactPoint contact) { if (!m_objCollisionList.ContainsKey(localID)) { - m_objCollisionList.Add(localID, depth); + m_objCollisionList.Add(localID, contact); } else { - if (m_objCollisionList[localID] < depth) - m_objCollisionList[localID] = depth; + if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth) + m_objCollisionList[localID] = contact; } } } diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index c86bc62b92..1bc4a25351 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1209,11 +1209,11 @@ namespace OpenSim.Region.Physics.OdePlugin m_requestedUpdateFrequency = 0; m_eventsubscription = 0; } - public void AddCollisionEvent(uint CollidedWith, float depth) + public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { if (m_eventsubscription > 0) { - CollisionEventsThisFrame.addCollider(CollidedWith, depth); + CollisionEventsThisFrame.addCollider(CollidedWith, contact); } } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 5ff9d32bc1..f4b502a467 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -2958,11 +2958,11 @@ Console.WriteLine(" JointCreateFixed"); m_eventsubscription = 0; } - public void AddCollisionEvent(uint CollidedWith, float depth) + public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { if (CollisionEventsThisFrame == null) CollisionEventsThisFrame = new CollisionEventUpdate(); - CollisionEventsThisFrame.addCollider(CollidedWith,depth); + CollisionEventsThisFrame.addCollider(CollidedWith, contact); } public void SendCollisions() diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 7caaa145ad..a8e006bfa5 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -807,7 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin p2 = PANull; } - float max_collision_depth = 0f; + ContactPoint maxDepthContact = new ContactPoint(); if (p1.CollisionScore + count >= float.MaxValue) p1.CollisionScore = 0; p1.CollisionScore += count; @@ -818,9 +818,17 @@ namespace OpenSim.Region.Physics.OdePlugin for (int i = 0; i < count; i++) { + d.ContactGeom curContact = contacts[i]; + if (curContact.depth > maxDepthContact.PenetrationDepth) + { + maxDepthContact = new ContactPoint( + new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), + new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), + curContact.depth + ); + } - max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; //m_log.Warn("[CCOUNT]: " + count); IntPtr joint; // If we're colliding with terrain, use 'TerrainContact' instead of contact. @@ -853,14 +861,14 @@ namespace OpenSim.Region.Physics.OdePlugin #region InterPenetration Handling - Unintended physics explosions # region disabled code1 - if (contacts[i].depth >= 0.08f) + if (curContact.depth >= 0.08f) { //This is disabled at the moment only because it needs more tweaking //It will eventually be uncommented /* - if (contacts[i].depth >= 1.00f) + if (contact.depth >= 1.00f) { - //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); + //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); } //If you interpenetrate a prim with an agent @@ -870,37 +878,37 @@ namespace OpenSim.Region.Physics.OdePlugin p2.PhysicsActorType == (int) ActorTypes.Prim)) { - //contacts[i].depth = contacts[i].depth * 4.15f; + //contact.depth = contact.depth * 4.15f; /* if (p2.PhysicsActorType == (int) ActorTypes.Agent) { p2.CollidingObj = true; - contacts[i].depth = 0.003f; + contact.depth = 0.003f; p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); OdeCharacter character = (OdeCharacter) p2; character.SetPidStatus(true); - contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); + contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); } else { - //contacts[i].depth = 0.0000000f; + //contact.depth = 0.0000000f; } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { p1.CollidingObj = true; - contacts[i].depth = 0.003f; + contact.depth = 0.003f; p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); - contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); + contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); OdeCharacter character = (OdeCharacter)p1; character.SetPidStatus(true); } else { - //contacts[i].depth = 0.0000000f; + //contact.depth = 0.0000000f; } @@ -925,7 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin //AddPhysicsActorTaint(p2); //} - //if (contacts[i].depth >= 0.25f) + //if (contact.depth >= 0.25f) //{ // Don't collide, one or both prim will expld. @@ -943,21 +951,21 @@ namespace OpenSim.Region.Physics.OdePlugin //AddPhysicsActorTaint(p2); //} - //contacts[i].depth = contacts[i].depth / 8f; - //contacts[i].normal = new d.Vector3(0, 0, 1); + //contact.depth = contact.depth / 8f; + //contact.normal = new d.Vector3(0, 0, 1); //} //if (op1.m_disabled || op2.m_disabled) //{ //Manually disabled objects stay disabled - //contacts[i].depth = 0f; + //contact.depth = 0f; //} #endregion } */ #endregion - if (contacts[i].depth >= 1.00f) + if (curContact.depth >= 1.00f) { - //m_log.Info("[P]: " + contacts[i].depth.ToString()); + //m_log.Info("[P]: " + contact.depth.ToString()); if ((p2.PhysicsActorType == (int) ActorTypes.Agent && p1.PhysicsActorType == (int) ActorTypes.Unknown) || (p1.PhysicsActorType == (int) ActorTypes.Agent && @@ -970,12 +978,12 @@ namespace OpenSim.Region.Physics.OdePlugin OdeCharacter character = (OdeCharacter) p2; //p2.CollidingObj = true; - contacts[i].depth = 0.00000003f; + curContact.depth = 0.00000003f; p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); - contacts[i].pos = - new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), - contacts[i].pos.Y + (p1.Size.Y/2), - contacts[i].pos.Z + (p1.Size.Z/2)); + curContact.pos = + new d.Vector3(curContact.pos.X + (p1.Size.X/2), + curContact.pos.Y + (p1.Size.Y/2), + curContact.pos.Z + (p1.Size.Z/2)); character.SetPidStatus(true); } } @@ -988,12 +996,12 @@ namespace OpenSim.Region.Physics.OdePlugin OdeCharacter character = (OdeCharacter) p1; //p2.CollidingObj = true; - contacts[i].depth = 0.00000003f; + curContact.depth = 0.00000003f; p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); - contacts[i].pos = - new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), - contacts[i].pos.Y + (p1.Size.Y/2), - contacts[i].pos.Z + (p1.Size.Z/2)); + curContact.pos = + new d.Vector3(curContact.pos.X + (p1.Size.X/2), + curContact.pos.Y + (p1.Size.Y/2), + curContact.pos.Z + (p1.Size.Z/2)); character.SetPidStatus(true); } } @@ -1015,16 +1023,15 @@ namespace OpenSim.Region.Physics.OdePlugin if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) skipThisContact = true; // No collision on volume detect prims - if (!skipThisContact && contacts[i].depth < 0f) + if (!skipThisContact && curContact.depth < 0f) skipThisContact = true; - if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType)) + if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) skipThisContact = true; const int maxContactsbeforedeath = 4000; joint = IntPtr.Zero; - if (!skipThisContact) { // If we're colliding against terrain @@ -1035,8 +1042,8 @@ namespace OpenSim.Region.Physics.OdePlugin (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { // Use the movement terrain contact - AvatarMovementTerrainContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); + AvatarMovementTerrainContact.geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); @@ -1048,8 +1055,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (p2.PhysicsActorType == (int)ActorTypes.Agent) { // Use the non moving terrain contact - TerrainContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); + TerrainContact.geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); @@ -1074,8 +1081,8 @@ namespace OpenSim.Region.Physics.OdePlugin material = ((OdePrim)p2).m_material; //m_log.DebugFormat("Material: {0}", material); - m_materialContacts[material, movintYN].geom = contacts[i]; - _perloopContact.Add(contacts[i]); + m_materialContacts[material, movintYN].geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { @@ -1100,8 +1107,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (p2 is OdePrim) material = ((OdePrim)p2).m_material; //m_log.DebugFormat("Material: {0}", material); - m_materialContacts[material, movintYN].geom = contacts[i]; - _perloopContact.Add(contacts[i]); + m_materialContacts[material, movintYN].geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { @@ -1129,20 +1136,20 @@ namespace OpenSim.Region.Physics.OdePlugin */ //WaterContact.surface.soft_cfm = 0.0000f; //WaterContact.surface.soft_erp = 0.00000f; - if (contacts[i].depth > 0.1f) + if (curContact.depth > 0.1f) { - contacts[i].depth *= 52; - //contacts[i].normal = new d.Vector3(0, 0, 1); - //contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f); + curContact.depth *= 52; + //contact.normal = new d.Vector3(0, 0, 1); + //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); } - WaterContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); + WaterContact.geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { joint = d.JointCreateContact(world, contactgroup, ref WaterContact); m_global_contactcount++; } - //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); + //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); } else { @@ -1153,8 +1160,8 @@ namespace OpenSim.Region.Physics.OdePlugin if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { // Use the Movement prim contact - AvatarMovementprimContact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); + AvatarMovementprimContact.geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); @@ -1164,8 +1171,8 @@ namespace OpenSim.Region.Physics.OdePlugin else { // Use the non movement contact - contact.geom = contacts[i]; - _perloopContact.Add(contacts[i]); + contact.geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { @@ -1183,8 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin material = ((OdePrim)p2).m_material; //m_log.DebugFormat("Material: {0}", material); - m_materialContacts[material, 0].geom = contacts[i]; - _perloopContact.Add(contacts[i]); + m_materialContacts[material, 0].geom = curContact; + _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) { @@ -1202,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } - collision_accounting_events(p1, p2, max_collision_depth); + collision_accounting_events(p1, p2, maxDepthContact); if (count > geomContactPointsStartthrottle) { // If there are more then 3 contact points, it's likely @@ -1286,7 +1293,7 @@ namespace OpenSim.Region.Physics.OdePlugin return result; } - private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) + private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) { // obj1LocalID = 0; //returncollisions = false; @@ -1307,7 +1314,7 @@ namespace OpenSim.Region.Physics.OdePlugin case ActorTypes.Agent: cc1 = (OdeCharacter)p1; obj2LocalID = cc1.m_localID; - cc1.AddCollisionEvent(cc2.m_localID, collisiondepth); + cc1.AddCollisionEvent(cc2.m_localID, contact); //ctype = (int)CollisionCategories.Character; //if (cc1.CollidingObj) @@ -1322,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin { cp1 = (OdePrim) p1; obj2LocalID = cp1.m_localID; - cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); + cp1.AddCollisionEvent(cc2.m_localID, contact); } //ctype = (int)CollisionCategories.Geom; @@ -1342,7 +1349,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; } - cc2.AddCollisionEvent(obj2LocalID, collisiondepth); + cc2.AddCollisionEvent(obj2LocalID, contact); break; case ActorTypes.Prim: @@ -1358,7 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin { cc1 = (OdeCharacter) p1; obj2LocalID = cc1.m_localID; - cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); + cc1.AddCollisionEvent(cp2.m_localID, contact); //ctype = (int)CollisionCategories.Character; //if (cc1.CollidingObj) @@ -1374,7 +1381,7 @@ namespace OpenSim.Region.Physics.OdePlugin { cp1 = (OdePrim) p1; obj2LocalID = cp1.m_localID; - cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); + cp1.AddCollisionEvent(cp2.m_localID, contact); //ctype = (int)CollisionCategories.Geom; //if (cp1.CollidingObj) @@ -1395,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; } - cp2.AddCollisionEvent(obj2LocalID, collisiondepth); + cp2.AddCollisionEvent(obj2LocalID, contact); } break; }