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
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@ -100,7 +100,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private int m_requestedUpdateFrequency = 0;
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private Vector3 m_taintPosition = Vector3.Zero;
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private Vector3 m_taintPosition;
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/// <summary>
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/// Hold set forces so we can process them outside physics calculations. This prevents race conditions if we set force
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/// while calculatios are going on
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/// </summary>
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private Vector3 m_taintForce;
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internal uint m_localID = 0;
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// taints and their non-tainted counterparts
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private bool m_isPhysical = false; // the current physical status
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@ -832,7 +839,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_pidControllerActive = false;
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force *= 100f;
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doForce(force);
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m_taintForce += force;
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_parent_scene.AddPhysicsActorTaint(this);
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//doForce(force);
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// If uncommented, things get pushed off world
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//
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// m_log.Debug("Push!");
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@ -1250,6 +1260,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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if (m_taintForce != Vector3.Zero)
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{
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if (Body != IntPtr.Zero)
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{
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// FIXME: This is not a good solution since it's subject to a race condition if a force is another
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// thread sets a new force while we're in this loop (since it could be obliterated by
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// m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
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doForce(m_taintForce);
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}
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m_taintForce = Vector3.Zero;
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}
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if (m_taintTargetVelocity != _target_velocity)
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_target_velocity = m_taintTargetVelocity;
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