Try to prevent threading issues in SP.SetAppearance by locking it

avinationmerge
Melanie 2010-09-27 19:34:16 +02:00
parent 5b2aa02fd9
commit 841c84831f
1 changed files with 58 additions and 53 deletions

View File

@ -229,6 +229,8 @@ namespace OpenSim.Region.Framework.Scenes
private const int NumMovementsBetweenRayCast = 5; private const int NumMovementsBetweenRayCast = 5;
private List<uint> m_lastColliders = new List<uint>(); private List<uint> m_lastColliders = new List<uint>();
private object m_syncRoot = new Object();
private bool CameraConstraintActive; private bool CameraConstraintActive;
//private int m_moveToPositionStateStatus; //private int m_moveToPositionStateStatus;
//***************************************************** //*****************************************************
@ -2861,66 +2863,69 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="visualParam"></param> /// <param name="visualParam"></param>
public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams) public void SetAppearance(Primitive.TextureEntry textureEntry, byte[] visualParams)
{ {
if (m_physicsActor != null) lock (m_syncRoot)
{ {
if (!IsChildAgent) if (m_physicsActor != null)
{ {
// This may seem like it's redundant, remove the avatar from the physics scene if (!IsChildAgent)
// just to add it back again, but it saves us from having to update
// 3 variables 10 times a second.
bool flyingTemp = m_physicsActor.Flying;
RemoveFromPhysicalScene();
//m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
//PhysicsActor = null;
AddToPhysicalScene(flyingTemp);
}
}
#region Bake Cache Check
if (textureEntry != null)
{
for (int i = 0; i < BAKE_INDICES.Length; i++)
{
int j = BAKE_INDICES[i];
Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{ {
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null) // This may seem like it's redundant, remove the avatar from the physics scene
{ // just to add it back again, but it saves us from having to update
m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name); // 3 variables 10 times a second.
this.ControllingClient.SendRebakeAvatarTextures(face.TextureID); bool flyingTemp = m_physicsActor.Flying;
} RemoveFromPhysicalScene();
//m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
//PhysicsActor = null;
AddToPhysicalScene(flyingTemp);
} }
} }
#region Bake Cache Check
if (textureEntry != null)
{
for (int i = 0; i < BAKE_INDICES.Length; i++)
{
int j = BAKE_INDICES[i];
Primitive.TextureEntryFace face = textureEntry.FaceTextures[j];
if (face != null && face.TextureID != AppearanceManager.DEFAULT_AVATAR_TEXTURE)
{
if (m_scene.AssetService.Get(face.TextureID.ToString()) == null)
{
m_log.Warn("[APPEARANCE]: Missing baked texture " + face.TextureID + " (" + j + ") for avatar " + this.Name);
this.ControllingClient.SendRebakeAvatarTextures(face.TextureID);
}
}
}
}
#endregion Bake Cache Check
m_appearance.SetAppearance(textureEntry, visualParams);
if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
// This is not needed, because only the transient data changed
//AvatarData adata = new AvatarData(m_appearance);
//m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
SendAppearanceToAllOtherAgents();
if (!m_startAnimationSet)
{
Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
Vector3 pos = m_pos;
pos.Z += m_appearance.HipOffset;
m_controllingClient.SendAvatarDataImmediate(this);
} }
#endregion Bake Cache Check
m_appearance.SetAppearance(textureEntry, visualParams);
if (m_appearance.AvatarHeight > 0)
SetHeight(m_appearance.AvatarHeight);
// This is not needed, because only the transient data changed
//AvatarData adata = new AvatarData(m_appearance);
//m_scene.AvatarService.SetAvatar(m_controllingClient.AgentId, adata);
SendAppearanceToAllOtherAgents();
if (!m_startAnimationSet)
{
Animator.UpdateMovementAnimations();
m_startAnimationSet = true;
}
Vector3 pos = m_pos;
pos.Z += m_appearance.HipOffset;
m_controllingClient.SendAvatarDataImmediate(this);
} }
public void SetWearable(int wearableId, AvatarWearable wearable) public void SetWearable(int wearableId, AvatarWearable wearable)