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

View File

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

View File

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