remove possible PhysActor unexpectedly null race conditions when changing prim collision status

factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
0.7.3-extended
Justin Clark-Casey (justincc) 2012-04-03 09:28:17 +01:00
parent 54e59099b7
commit 84d4b390f1
2 changed files with 74 additions and 63 deletions

View File

@ -2162,12 +2162,6 @@ namespace OpenSim.Region.Framework.Scenes
part.RemoveFromPhysics();
}
}
// if (rootPart.PhysActor != null)
// {
// PhysicsScene.RemovePrim(rootPart.PhysActor);
// rootPart.PhysActor = null;
// }
if (UnlinkSceneObject(group, false))
{

View File

@ -1488,40 +1488,17 @@ namespace OpenSim.Region.Framework.Scenes
if (VolumeDetectActive)
isPhantom = false;
// Added clarification.. since A rigid body is an object that you can kick around, etc.
bool RigidBody = isPhysical && !isPhantom;
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
// or flexible
if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
{
try
{
PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
RotationOffset,
RigidBody,
m_localId);
}
catch
{
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
PhysActor = null;
}
// Added clarification.. since A rigid body is an object that you can kick around, etc.
bool rigidBody = isPhysical && !isPhantom;
// Basic Physics can also return null as well as an exception catch.
PhysicsActor pa = PhysActor;
PhysicsActor pa = AddToPhysics(rigidBody);
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(RigidBody, true);
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
}
}
}
}
@ -4325,41 +4302,36 @@ namespace OpenSim.Region.Framework.Scenes
if (ParentGroup.Scene == null)
return;
if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
if (ParentGroup.Scene.CollidablePrims && pa == null)
{
// It's not phantom anymore. So make sure the physics engine get's knowledge of it
PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
RotationOffset,
UsePhysics,
m_localId);
pa = AddToPhysics(UsePhysics);
PhysActor.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true);
if (!ParentGroup.IsDeleted)
if (pa != null)
{
if (LocalId == ParentGroup.RootPart.LocalId)
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(UsePhysics, true);
if (!ParentGroup.IsDeleted)
{
ParentGroup.CheckSculptAndLoad();
if (LocalId == ParentGroup.RootPart.LocalId)
{
ParentGroup.CheckSculptAndLoad();
}
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
(CollisionSound != UUID.Zero)
)
{
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
}
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
(CollisionSound != UUID.Zero)
)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
}
}
else // it already has a physical representation
@ -4421,7 +4393,52 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// This removes the part from physics
/// Adds this part to the physics scene.
/// </summary>
/// <remarks>This method also sets the PhysActor property.</remarks>
/// <param name="rigidBody">Add this prim with a rigid body.</param>
/// <returns>
/// The physics actor. null if there was a failure.
/// </returns>
private PhysicsActor AddToPhysics(bool rigidBody)
{
PhysicsActor pa;
try
{
pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
string.Format("{0}/{1}", Name, UUID),
Shape,
AbsolutePosition,
Scale,
RotationOffset,
rigidBody,
m_localId);
}
catch
{
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
pa = null;
}
// FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
// properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
// being set.
PhysActor = pa;
// Basic Physics can also return null as well as an exception catch.
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(rigidBody, true);
}
return pa;
}
/// <summary>
/// This removes the part from the physics scene.
/// </summary>
/// <remarks>
/// This isn't the same as turning off physical, since even without being physical the prim has a physics