Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter

Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly.
Add commented out log lines for future use.
Use automatic property for PhysicsActor for better code readability and simplicity
iar_mods
Justin Clark-Casey (justincc) 2011-12-15 21:57:22 +00:00
parent 6f2d80cc93
commit 937c06db54
3 changed files with 56 additions and 35 deletions

View File

@ -285,16 +285,10 @@ namespace OpenSim.Region.Framework.Scenes
#region Properties #region Properties
protected PhysicsActor m_physicsActor;
/// <summary> /// <summary>
/// Physical scene representation of this Avatar. /// Physical scene representation of this Avatar.
/// </summary> /// </summary>
public PhysicsActor PhysicsActor public PhysicsActor PhysicsActor { get; private set; }
{
set { m_physicsActor = value; }
get { return m_physicsActor; }
}
private byte m_movementflag; private byte m_movementflag;
@ -1032,18 +1026,19 @@ namespace OpenSim.Region.Framework.Scenes
{ {
if (PhysicsActor != null) if (PhysicsActor != null)
{ {
try // PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
{
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
PhysicsActor.UnSubscribeEvents(); PhysicsActor.UnSubscribeEvents();
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
PhysicsActor = null; PhysicsActor = null;
} }
catch // else
{ } // {
} // m_log.ErrorFormat(
// "[SCENE PRESENCE]: Attempt to remove physics actor for {0} on {1} but this scene presence has no physics actor",
// Name, Scene.RegionInfo.RegionName);
// }
} }
/// <summary> /// <summary>
@ -1925,7 +1920,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied); // m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
if (PhysicsActor != null) if (PhysicsActor != null)
m_sitAvatarHeight = m_physicsActor.Size.Z; m_sitAvatarHeight = PhysicsActor.Size.Z;
bool canSit = false; bool canSit = false;
pos = part.AbsolutePosition + offset; pos = part.AbsolutePosition + offset;
@ -2570,7 +2565,10 @@ namespace OpenSim.Region.Framework.Scenes
// only send update from root agents to other clients; children are only "listening posts" // only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent) if (IsChildAgent)
{ {
m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent"); m_log.WarnFormat(
"[SCENE PRESENCE]: Attempt to send avatar data from a child agent for {0} in {1}",
Name, Scene.RegionInfo.RegionName);
return; return;
} }
@ -2628,7 +2626,10 @@ namespace OpenSim.Region.Framework.Scenes
// only send update from root agents to other clients; children are only "listening posts" // only send update from root agents to other clients; children are only "listening posts"
if (IsChildAgent) if (IsChildAgent)
{ {
m_log.Warn("[SCENE PRESENCE]: Attempt to send avatar data from a child agent"); m_log.WarnFormat(
"[SCENE PRESENCE]: Attempt to send avatar data from a child agent for {0} in {1}",
Name, Scene.RegionInfo.RegionName);
return; return;
} }
@ -3039,8 +3040,6 @@ namespace OpenSim.Region.Framework.Scenes
CameraPosition = cAgentData.Center + offset; CameraPosition = cAgentData.Center + offset;
//SetHeight(cAgentData.AVHeight);
if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0) if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgentData.Throttles); ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
@ -3251,6 +3250,13 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}", // "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}",
// Name, isFlying, Scene.RegionInfo.RegionName); // Name, isFlying, Scene.RegionInfo.RegionName);
if (PhysicsActor != null)
{
m_log.ErrorFormat(
"[SCENE PRESENCE]: Adding physics actor for {0} to {1} but this scene presence already has a physics actor",
Name, Scene.RegionInfo.RegionName);
}
if (Appearance.AvatarHeight == 0) if (Appearance.AvatarHeight == 0)
Appearance.SetHeight(); Appearance.SetHeight();
@ -3258,11 +3264,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pVec = AbsolutePosition; Vector3 pVec = AbsolutePosition;
// Old bug where the height was in centimeters instead of meters PhysicsActor = scene.AddAvatar(
PhysicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec, LocalId, Firstname + "." + Lastname, pVec,
new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying);
scene.AddPhysicsActorTaint(PhysicsActor);
//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong

View File

@ -137,7 +137,7 @@ namespace OpenSim.Region.Physics.OdePlugin
internal IntPtr Body = IntPtr.Zero; internal IntPtr Body = IntPtr.Zero;
private OdeScene _parent_scene; private OdeScene _parent_scene;
internal IntPtr Shell = IntPtr.Zero; internal IntPtr Shell = IntPtr.Zero;
internal IntPtr Amotor = IntPtr.Zero; private IntPtr Amotor = IntPtr.Zero;
private d.Mass ShellMass; private d.Mass ShellMass;
private int m_eventsubscription = 0; private int m_eventsubscription = 0;
@ -549,8 +549,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
get get
{ {
float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH);
return m_density*AVvolume; return m_density * AVvolume;
} }
} }

View File

@ -1703,7 +1703,6 @@ namespace OpenSim.Region.Physics.OdePlugin
// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}", // "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}",
// actor.Name, actor.LocalID, Name); // actor.Name, actor.LocalID, Name);
//m_log.Debug("[PHYSICS]:ODELOCK");
((OdeCharacter) actor).Destroy(); ((OdeCharacter) actor).Destroy();
} }
@ -1711,11 +1710,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
if (!_characters.Contains(chr)) if (!_characters.Contains(chr))
{ {
// m_log.DebugFormat(
// "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}", chr.Name, chr.LocalID, Name);
_characters.Add(chr); _characters.Add(chr);
// m_log.DebugFormat(
// "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}. Count now {3}",
// chr.Name, chr.LocalID, Name, _characters.Count);
if (chr.bad) if (chr.bad)
m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid); m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid);
} }
@ -1730,12 +1730,20 @@ namespace OpenSim.Region.Physics.OdePlugin
internal void RemoveCharacter(OdeCharacter chr) internal void RemoveCharacter(OdeCharacter chr)
{ {
if (_characters.Contains(chr)) if (_characters.Contains(chr))
{
_characters.Remove(chr); _characters.Remove(chr);
// m_log.DebugFormat(
// "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}. Count now {3}",
// chr.Name, chr.LocalID, Name, _characters.Count);
}
else else
{
m_log.ErrorFormat( m_log.ErrorFormat(
"[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!", "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
chr.Name, chr.LocalID); chr.Name, chr.LocalID);
} }
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
PrimitiveBaseShape pbs, bool isphysical, uint localID) PrimitiveBaseShape pbs, bool isphysical, uint localID)
@ -1772,7 +1780,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid) Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{ {
// m_log.DebugFormat("[ODE SCENE]: Adding physics prim {0} {1} to physics scene {2}", primName, localid, Name); m_log.DebugFormat("[ODE SCENE]: Adding physics prim {0} {1} to physics scene {2}", primName, localid, Name);
return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
} }
@ -2762,6 +2770,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
foreach (OdeCharacter actor in defects) foreach (OdeCharacter actor in defects)
{ {
m_log.ErrorFormat(
"[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving",
actor.Name, actor.LocalID, Name);
RemoveCharacter(actor); RemoveCharacter(actor);
actor.DestroyOdeStructures(); actor.DestroyOdeStructures();
} }
@ -2832,6 +2844,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{ {
foreach (OdeCharacter actor in defects) foreach (OdeCharacter actor in defects)
{ {
m_log.ErrorFormat(
"[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity",
actor.Name, actor.LocalID, Name);
RemoveCharacter(actor); RemoveCharacter(actor);
actor.DestroyOdeStructures(); actor.DestroyOdeStructures();
} }