When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove the actor reference in OdeScene.actor_name_map rather than leaving it dangling.

This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
iar_mods
Justin Clark-Casey (justincc) 2011-11-21 18:27:41 +00:00
parent cead87005b
commit 898904d83d
2 changed files with 23 additions and 10 deletions

View File

@ -599,13 +599,11 @@ namespace OpenSim.Region.Physics.OdePlugin
d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
}
d.GeomSetRotation(Shell, ref m_caprot);
d.BodySetRotation(Body, ref m_caprot);
d.GeomSetBody(Shell, Body);
// The purpose of the AMotor here is to keep the avatar's physical
// surrogate from rotating while moving
Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
@ -660,7 +658,6 @@ namespace OpenSim.Region.Physics.OdePlugin
//standupStraight();
}
//
/// <summary>
/// Uses the capped cyllinder volume formula to calculate the avatar's mass.
/// This may be used in calculations in the scene/scenepresence
@ -1162,14 +1159,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{
//kill the body
d.BodyDestroy(Body);
Body = IntPtr.Zero;
}
if (Shell != IntPtr.Zero)
{
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
}
@ -1279,10 +1274,8 @@ namespace OpenSim.Region.Physics.OdePlugin
+ (Body!=IntPtr.Zero ? "Body ":"")
+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
}
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
_parent_scene.geom_name_map[Shell] = Name;
_parent_scene.actor_name_map[Shell] = this;
_parent_scene.AddCharacter(this);
}
else
@ -1318,7 +1311,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// Velocity = Vector3.Zero;
_parent_scene.geom_name_map[Shell] = Name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
_parent_scene.actor_name_map[Shell] = this;
}
else
{

View File

@ -238,8 +238,23 @@ namespace OpenSim.Region.Physics.OdePlugin
private readonly Dictionary<uint, PhysicsActor> _collisionEventPrimChanges = new Dictionary<uint, PhysicsActor>();
private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
/// <summary>
/// Maps a unique geometry id (a memory location) to a physics actor name.
/// </summary>
/// <remarks>
/// Only actors participating in collisions have geometries.
/// </remarks>
public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
/// <summary>
/// Maps a unique geometry id (a memory location) to a physics actor.
/// </summary>
/// <remarks>
/// Only actors participating in collisions have geometries.
/// </remarks>
public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
private bool m_NINJA_physics_joints_enabled = false;
//private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
@ -1699,8 +1714,11 @@ namespace OpenSim.Region.Physics.OdePlugin
if (!_characters.Contains(chr))
{
_characters.Add(chr);
geom_name_map[chr.Shell] = Name;
actor_name_map[chr.Shell] = chr;
if (chr.bad)
m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
m_log.ErrorFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
}
}
}
@ -1712,6 +1730,8 @@ namespace OpenSim.Region.Physics.OdePlugin
if (_characters.Contains(chr))
{
_characters.Remove(chr);
geom_name_map.Remove(chr.Shell);
actor_name_map.Remove(chr.Shell);
}
}
}