* This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
parent
f603e57e9a
commit
c926962862
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@ -580,11 +580,17 @@ namespace OpenSim.Region.Environment.Scenes
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public void applyImpulse(PhysicsVector impulse)
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{
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// We check if rootpart is null here because scripts don't delete if you delete the host.
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// This means that unfortunately, we can pass a null physics actor to Simulate!
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// Make sure we don't do that!
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SceneObjectPart rootpart = m_rootPart;
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if (m_rootPart.PhysActor != null)
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if (rootpart != null)
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{
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m_rootPart.PhysActor.AddForce(impulse);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.AddForce(impulse);
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m_scene.PhysicsScene.AddPhysicsActorTaint(rootpart.PhysActor);
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}
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}
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}
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@ -429,6 +429,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void ProcessTaints(float timestep)
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{
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System.Threading.Thread.Sleep(5);
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if (m_taintposition != _position)
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Move(timestep);
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@ -712,6 +713,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void changeAddForce(float timestamp)
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{
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System.Threading.Thread.Sleep(2);
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lock (m_forcelist)
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{
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//m_log.Info("[PHYSICS]: dequeing forcelist");
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@ -639,6 +639,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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lock (OdeLock)
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{
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System.Threading.Thread.Sleep(20);
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if (prim.IsPhysical)
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{
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prim.disableBody();
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@ -733,7 +734,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// never be called if the prim is physical(active)
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// All physical prim end up in the root space
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System.Threading.Thread.Sleep(20);
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if (currentspace != space)
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{
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if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0)
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