BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.
Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.user_profiles
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@ -929,67 +929,79 @@ public sealed class BSShapeCollection : IDisposable
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if (newShape.HasPhysicalShape)
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return newShape;
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// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
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if (prim.BaseShape.SculptEntry
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
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&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
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)
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// VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
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// fetched but we end up here again, the meshing of the asset must have failed.
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// Prevent trying to keep fetching the mesh by declaring failure.
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
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{
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DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
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// Multiple requestors will know we're waiting for this asset
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
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BSPhysObject xprim = prim;
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Util.FireAndForget(delegate
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{
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RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
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if (assetProvider != null)
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{
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BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
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assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
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{
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bool assetFound = false;
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string mismatchIDs = String.Empty; // DEBUG DEBUG
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if (asset != null && yprim.BaseShape.SculptEntry)
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{
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if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
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{
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yprim.BaseShape.SculptData = asset.Data;
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// This will cause the prim to see that the filler shape is not the right
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// one and try again to build the object.
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// No race condition with the normal shape setting since the rebuild is at taint time.
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yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
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assetFound = true;
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}
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else
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{
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mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
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}
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}
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if (assetFound)
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yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
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else
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yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
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yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
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});
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}
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else
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{
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xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
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LogHeader, PhysicsScene.Name);
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}
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});
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
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LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
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}
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else
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{
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
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// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
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if (prim.BaseShape.SculptEntry
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
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&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
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)
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{
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PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
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LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
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DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
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// Multiple requestors will know we're waiting for this asset
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
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BSPhysObject xprim = prim;
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Util.FireAndForget(delegate
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{
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RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
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if (assetProvider != null)
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{
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BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
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assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
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{
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bool assetFound = false;
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string mismatchIDs = String.Empty; // DEBUG DEBUG
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if (asset != null && yprim.BaseShape.SculptEntry)
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{
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if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
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{
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yprim.BaseShape.SculptData = asset.Data;
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// This will cause the prim to see that the filler shape is not the right
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// one and try again to build the object.
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// No race condition with the normal shape setting since the rebuild is at taint time.
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yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
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assetFound = true;
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}
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else
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{
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mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
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}
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}
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if (assetFound)
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yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
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else
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yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
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yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
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});
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}
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else
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{
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xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
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LogHeader, PhysicsScene.Name);
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}
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});
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}
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else
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{
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if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
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{
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PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
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LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
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}
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}
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}
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