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
protected PhysicsActor m_physicsActor;
/// <summary>
/// Physical scene representation of this Avatar.
/// </summary>
public PhysicsActor PhysicsActor
{
set { m_physicsActor = value; }
get { return m_physicsActor; }
}
public PhysicsActor PhysicsActor { get; private set; }
private byte m_movementflag;
@ -1032,18 +1026,19 @@ namespace OpenSim.Region.Framework.Scenes
{
if (PhysicsActor != null)
{
try
{
PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
PhysicsActor.UnSubscribeEvents();
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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>
@ -1925,7 +1920,7 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
if (PhysicsActor != null)
m_sitAvatarHeight = m_physicsActor.Size.Z;
m_sitAvatarHeight = PhysicsActor.Size.Z;
bool canSit = false;
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"
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;
}
@ -2628,7 +2626,10 @@ namespace OpenSim.Region.Framework.Scenes
// only send update from root agents to other clients; children are only "listening posts"
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;
}
@ -3039,8 +3040,6 @@ namespace OpenSim.Region.Framework.Scenes
CameraPosition = cAgentData.Center + offset;
//SetHeight(cAgentData.AVHeight);
if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
@ -3251,6 +3250,13 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Adding physics actor for {0}, ifFlying = {1} in {2}",
// 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)
Appearance.SetHeight();
@ -3258,11 +3264,10 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 pVec = AbsolutePosition;
// Old bug where the height was in centimeters instead of meters
PhysicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
PhysicsActor = scene.AddAvatar(
LocalId, Firstname + "." + Lastname, pVec,
new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying);
scene.AddPhysicsActorTaint(PhysicsActor);
//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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;
private OdeScene _parent_scene;
internal IntPtr Shell = IntPtr.Zero;
internal IntPtr Amotor = IntPtr.Zero;
private IntPtr Amotor = IntPtr.Zero;
private d.Mass ShellMass;
private int m_eventsubscription = 0;
@ -549,8 +549,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
get
{
float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
return m_density*AVvolume;
float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH);
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}",
// actor.Name, actor.LocalID, Name);
//m_log.Debug("[PHYSICS]:ODELOCK");
((OdeCharacter) actor).Destroy();
}
@ -1711,11 +1710,12 @@ namespace OpenSim.Region.Physics.OdePlugin
{
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);
// 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)
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)
{
if (_characters.Contains(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
{
m_log.ErrorFormat(
"[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
chr.Name, chr.LocalID);
}
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
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,
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);
}
@ -2762,6 +2770,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
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);
actor.DestroyOdeStructures();
}
@ -2832,6 +2844,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
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);
actor.DestroyOdeStructures();
}