BulletSim: fix possible race condition where an prim's asset can be requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.

user_profiles
Robert Adams 2013-03-23 11:00:52 -07:00
parent f783b9169f
commit 953090fd62
3 changed files with 24 additions and 11 deletions

View File

@ -86,7 +86,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysBody = new BulletBody(localID);
PhysShape = new BulletShape();
LastAssetBuildFailed = false;
PrimAssetState = PrimAssetCondition.Unknown;
// Default material type. Also sets Friction, Restitution and Density.
SetMaterial((int)MaterialAttributes.Material.Wood);
@ -133,9 +133,13 @@ public abstract class BSPhysObject : PhysicsActor
// Reference to the physical shape (btCollisionShape) of this object
public BulletShape PhysShape;
// 'true' if the mesh's underlying asset failed to build.
// This will keep us from looping after the first time the build failed.
public bool LastAssetBuildFailed { get; set; }
// The physical representation of the prim might require an asset fetch.
// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
public enum PrimAssetCondition
{
Unknown, Waiting, Failed, Fetched
}
public PrimAssetCondition PrimAssetState { get; set; }
// The objects base shape information. Null if not a prim type shape.
public PrimitiveBaseShape BaseShape { get; protected set; }

View File

@ -155,7 +155,7 @@ public class BSPrim : BSPhysObject
public override PrimitiveBaseShape Shape {
set {
BaseShape = value;
LastAssetBuildFailed = false;
PrimAssetState = PrimAssetCondition.Unknown;
ForceBodyShapeRebuild(false);
}
}

View File

@ -930,11 +930,15 @@ public sealed class BSShapeCollection : IDisposable
return newShape;
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
if (prim.BaseShape.SculptEntry
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
)
{
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
// This will prevent looping through this code as we keep trying to get the failed shape
prim.LastAssetBuildFailed = true;
DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
// Multiple requestors will know we're waiting for this asset
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
BSPhysObject xprim = prim;
Util.FireAndForget(delegate
@ -945,7 +949,7 @@ public sealed class BSShapeCollection : IDisposable
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
{
bool assetFound = false; // DEBUG DEBUG
bool assetFound = false;
string mismatchIDs = String.Empty; // DEBUG DEBUG
if (asset != null && yprim.BaseShape.SculptEntry)
{
@ -963,6 +967,10 @@ public sealed class BSShapeCollection : IDisposable
mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
}
}
if (assetFound)
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
else
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
@ -970,6 +978,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
LogHeader, PhysicsScene.Name);
}
@ -977,7 +986,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
if (prim.LastAssetBuildFailed)
if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
{
PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);