Stop llPushObject() from causing problems by adding force via a taint rather than directly.
This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future.remove-scene-viewer
parent
b8d50b10fb
commit
ccca6ba935
|
@ -100,7 +100,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private bool m_hackSentFall = false;
|
private bool m_hackSentFall = false;
|
||||||
private bool m_hackSentFly = false;
|
private bool m_hackSentFly = false;
|
||||||
private int m_requestedUpdateFrequency = 0;
|
private int m_requestedUpdateFrequency = 0;
|
||||||
private Vector3 m_taintPosition = Vector3.Zero;
|
private Vector3 m_taintPosition;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Hold set forces so we can process them outside physics calculations. This prevents race conditions if we set force
|
||||||
|
/// while calculatios are going on
|
||||||
|
/// </summary>
|
||||||
|
private Vector3 m_taintForce;
|
||||||
|
|
||||||
internal uint m_localID = 0;
|
internal uint m_localID = 0;
|
||||||
// taints and their non-tainted counterparts
|
// taints and their non-tainted counterparts
|
||||||
private bool m_isPhysical = false; // the current physical status
|
private bool m_isPhysical = false; // the current physical status
|
||||||
|
@ -832,7 +839,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
m_pidControllerActive = false;
|
m_pidControllerActive = false;
|
||||||
force *= 100f;
|
force *= 100f;
|
||||||
doForce(force);
|
m_taintForce += force;
|
||||||
|
_parent_scene.AddPhysicsActorTaint(this);
|
||||||
|
|
||||||
|
//doForce(force);
|
||||||
// If uncommented, things get pushed off world
|
// If uncommented, things get pushed off world
|
||||||
//
|
//
|
||||||
// m_log.Debug("Push!");
|
// m_log.Debug("Push!");
|
||||||
|
@ -1250,6 +1260,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (m_taintForce != Vector3.Zero)
|
||||||
|
{
|
||||||
|
if (Body != IntPtr.Zero)
|
||||||
|
{
|
||||||
|
// FIXME: This is not a good solution since it's subject to a race condition if a force is another
|
||||||
|
// thread sets a new force while we're in this loop (since it could be obliterated by
|
||||||
|
// m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
|
||||||
|
doForce(m_taintForce);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_taintForce = Vector3.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
if (m_taintTargetVelocity != _target_velocity)
|
if (m_taintTargetVelocity != _target_velocity)
|
||||||
_target_velocity = m_taintTargetVelocity;
|
_target_velocity = m_taintTargetVelocity;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue