* Applied patch 708 from devalnor. Thanks devalnor!
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)0.6.0-stable
parent
358a4963d3
commit
d015356902
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@ -46,6 +46,7 @@ Patches
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* jimbo2120 (International Business Machines Corp.)
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* brianw/Sir_Ahzz
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* ChrisDown
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* devalnor-#708
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LSL Devs
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@ -606,16 +606,47 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateTaskInventory(IClientAPI remoteClient, LLUUID itemID, LLUUID folderID,
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uint primLocalID)
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{
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SceneObjectGroup group = GetGroupByPrim(primLocalID);
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if (group != null)
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{
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// TODO Retrieve itemID from client's inventory to pass on
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//group.AddInventoryItem(remoteClient, primLocalID, null);
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m_log.InfoFormat(
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"[PRIM INVENTORY]: " +
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"Non script prim inventory not yet implemented!"
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+ "\nUpdateTaskInventory called with item {0}, folder {1}, primLocalID {2}, user {3}",
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itemID, folderID, primLocalID, remoteClient.Name);
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LLUUID copyID = LLUUID.Random();
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if (itemID != LLUUID.Zero)
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{
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CachedUserInfo userInfo = CommsManager.UserProfileCacheService.GetUserDetails(remoteClient.AgentId);
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if (userInfo != null && userInfo.RootFolder != null)
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{
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InventoryItemBase item = userInfo.RootFolder.HasItem(itemID);
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// Try library
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// XXX clumsy, possibly should be one call
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if (null == item)
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{
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item = CommsManager.UserProfileCacheService.libraryRoot.HasItem(itemID);
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}
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if (item != null)
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{
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group.AddInventoryItem(remoteClient, primLocalID, item, copyID);
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m_log.InfoFormat("[PRIMINVENTORY]: Update with item {0} requested of prim {1} for {2}", item.inventoryName, primLocalID, remoteClient.Name);
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group.GetProperties(remoteClient);
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}
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else
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{
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m_log.ErrorFormat(
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"[PRIM INVENTORY]: Could not find inventory item {0} to update for {1}!",
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itemID, remoteClient.Name);
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}
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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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@ -1844,7 +1844,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_log.Info("[PHYSICS]: Physical Object went out of bounds.");
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RemFlag(LLObject.ObjectFlags.Physics);
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DoPhysicsPropertyUpdate(false, true);
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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//m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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}
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public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
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@ -617,20 +617,23 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void disableBody()
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{
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//this kills the body so things like 'mesh' can re-create it.
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if (Body != (IntPtr) 0)
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lock (this)
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{
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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if (prim_geom != (IntPtr)0)
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if (Body != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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_parent_scene.remActivePrim(this);
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d.BodyDestroy(Body);
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Body = (IntPtr) 0;
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if (prim_geom != (IntPtr)0)
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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_parent_scene.remActivePrim(this);
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d.BodyDestroy(Body);
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Body = (IntPtr)0;
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}
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}
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m_disabled = true;
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m_collisionscore = 0;
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@ -661,7 +661,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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try
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{
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d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
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}
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catch (AccessViolationException)
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{
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@ -685,7 +687,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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try
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{
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d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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lock (chr)
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{
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d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
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}
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}
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catch (AccessViolationException)
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{
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@ -759,90 +764,93 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="prim"></param>
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public void RemovePrimThreadLocked(OdePrim prim)
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{
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lock (ode)
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lock (prim)
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{
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if (prim.prim_geom != (IntPtr)0)
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lock (ode)
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{
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while (ode.lockquery())
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if (prim.prim_geom != (IntPtr)0)
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{
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}
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ode.dlock(world);
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//System.Threading.Thread.Sleep(20);
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prim.ResetTaints();
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if (prim.IsPhysical)
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{
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prim.disableBody();
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}
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// we don't want to remove the main space
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// If the geometry is in the targetspace, remove it from the target space
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//m_log.Warn(prim.m_targetSpace);
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//if (prim.m_targetSpace != (IntPtr)0)
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//{
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if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
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while (ode.lockquery())
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{
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}
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ode.dlock(world);
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//System.Threading.Thread.Sleep(20);
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prim.ResetTaints();
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if (d.GeomIsSpace(prim.m_targetSpace))
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if (prim.IsPhysical)
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{
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prim.disableBody();
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}
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// we don't want to remove the main space
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// If the geometry is in the targetspace, remove it from the target space
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//m_log.Warn(prim.m_targetSpace);
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//if (prim.m_targetSpace != (IntPtr)0)
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//{
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//if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
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//{
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//if (d.GeomIsSpace(prim.m_targetSpace))
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//{
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//waitForSpaceUnlock(prim.m_targetSpace);
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//d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
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prim.m_targetSpace = (IntPtr)0;
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//}
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//else
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//{
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// m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
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//((OdePrim)prim).m_targetSpace.ToString());
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//}
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//}
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//}
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//m_log.Warn(prim.prim_geom);
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try
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{
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if (prim.prim_geom != (IntPtr)0)
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{
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waitForSpaceUnlock(prim.m_targetSpace);
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d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
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prim.m_targetSpace = (IntPtr) 0;
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d.GeomDestroy(prim.prim_geom);
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prim.prim_geom = (IntPtr)0;
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}
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else
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{
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m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
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((OdePrim)prim).m_targetSpace.ToString());
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m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
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}
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}
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//}
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//m_log.Warn(prim.prim_geom);
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try
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{
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if (prim.prim_geom != (IntPtr)0)
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catch (System.AccessViolationException)
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{
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d.GeomDestroy(prim.prim_geom);
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prim.prim_geom = (IntPtr)0;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
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m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
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}
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_prims.Remove(prim);
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//If there are no more geometries in the sub-space, we don't need it in the main space anymore
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//if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
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//{
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//if (!(prim.m_targetSpace.Equals(null)))
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//{
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//if (d.GeomIsSpace(prim.m_targetSpace))
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//{
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//waitForSpaceUnlock(prim.m_targetSpace);
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//d.SpaceRemove(space, prim.m_targetSpace);
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// free up memory used by the space.
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//d.SpaceDestroy(prim.m_targetSpace);
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//int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
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//resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
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//}
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//else
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//{
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//m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
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//((OdePrim) prim).m_targetSpace.ToString());
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//}
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//}
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//}
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}
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catch (System.AccessViolationException)
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{
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m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
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}
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_prims.Remove(prim);
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//If there are no more geometries in the sub-space, we don't need it in the main space anymore
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//if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
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//{
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//if (!(prim.m_targetSpace.Equals(null)))
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//{
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//if (d.GeomIsSpace(prim.m_targetSpace))
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//{
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//waitForSpaceUnlock(prim.m_targetSpace);
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//d.SpaceRemove(space, prim.m_targetSpace);
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// free up memory used by the space.
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//d.SpaceDestroy(prim.m_targetSpace);
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//int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
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//resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
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//}
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//else
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//{
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//m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
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//((OdePrim) prim).m_targetSpace.ToString());
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//}
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//}
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//}
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ode.dunlock(world);
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}
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ode.dunlock(world);
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}
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}
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@ -934,7 +942,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.SpaceRemove(space, currentspace);
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// free up memory used by the space.
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d.SpaceDestroy(currentspace);
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//d.SpaceDestroy(currentspace);
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resetSpaceArrayItemToZero(currentspace);
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}
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else
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@ -1236,7 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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//m_log.Info(timeStep.ToString());
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step_time += timeStep;
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@ -1275,8 +1283,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Figure out the Frames Per Second we're going at.
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//(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
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step_time = 0.09375f;
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fps = (step_time/ODE_STEPSIZE) * 1000;
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while (step_time > 0.0f)
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{
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lock (ode)
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