Eliminate race condition where many callers would check SOP.PhysicsActor != null then assume it was still not null in later code.

Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
0.7.3-extended
Justin Clark-Casey (justincc) 2012-04-03 05:50:13 +01:00
parent 45c617b5c3
commit d9585ba37e
5 changed files with 208 additions and 154 deletions

View File

@ -36,6 +36,7 @@ using OpenSim.Framework.Capabilities;
using OpenSim.Framework.Client;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
@ -1785,10 +1786,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
{
if (!grp.IsDeleted)
{
if (grp.RootPart.PhysActor != null)
{
grp.RootPart.PhysActor.CrossingFailure();
}
PhysicsActor pa = grp.RootPart.PhysActor;
if (pa != null)
pa.CrossingFailure();
}
m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);

View File

@ -642,10 +642,6 @@ namespace OpenSim.Region.Framework.Scenes
#endregion Region Settings
MainConsole.Instance.Commands.AddCommand("Estates", false, "reload estate",
"reload estate",
"Reload the estate data", HandleReloadEstate);
//Bind Storage Manager functions to some land manager functions for this scene
EventManager.OnLandObjectAdded +=
new EventManager.LandObjectAdded(simDataService.StoreLandObject);

View File

@ -324,7 +324,8 @@ namespace OpenSim.Region.Framework.Scenes
if (rot != null)
sceneObject.UpdateGroupRotationR((Quaternion)rot);
if (sceneObject.RootPart.PhysActor != null && sceneObject.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
PhysicsActor pa = sceneObject.RootPart.PhysActor;
if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
{
sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
sceneObject.Velocity = vel;

View File

@ -505,16 +505,21 @@ namespace OpenSim.Region.Framework.Scenes
{
m_isSelected = value;
// Tell physics engine that group is selected
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
m_rootPart.PhysActor.Selected = value;
pa.Selected = value;
// Pass it on to the children.
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
SceneObjectPart child = parts[i];
if (child.PhysActor != null)
child.PhysActor.Selected = value;
PhysicsActor childPa = child.PhysActor;
if (childPa != null)
childPa.Selected = value;
}
}
}
@ -1460,7 +1465,8 @@ namespace OpenSim.Region.Framework.Scenes
}
// Need to duplicate the physics actor as well
if (part.PhysActor != null && userExposed)
PhysicsActor originalPartPa = part.PhysActor;
if (originalPartPa != null && userExposed)
{
PrimitiveBaseShape pbs = newPart.Shape;
@ -1471,10 +1477,10 @@ namespace OpenSim.Region.Framework.Scenes
newPart.AbsolutePosition,
newPart.Scale,
newPart.RotationOffset,
part.PhysActor.IsPhysical,
originalPartPa.IsPhysical,
newPart.LocalId);
newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true);
}
}
@ -1546,45 +1552,53 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
RootPart.PhysActor.AddForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.AddForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public void applyAngularImpulse(Vector3 impulse)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
RootPart.PhysActor.AddAngularForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.AddAngularForce(impulse, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public void setAngularImpulse(Vector3 impulse)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
RootPart.PhysActor.Torque = impulse;
m_scene.PhysicsScene.AddPhysicsActorTaint(RootPart.PhysActor);
pa.Torque = impulse;
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
public Vector3 GetTorque()
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (!IsAttachment)
{
Vector3 torque = RootPart.PhysActor.Torque;
Vector3 torque = pa.Torque;
return torque;
}
}
@ -1604,19 +1618,23 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
RootPart.PhysActor.PIDTarget = target;
RootPart.PhysActor.PIDTau = tau;
RootPart.PhysActor.PIDActive = true;
pa.PIDTarget = target;
pa.PIDTau = tau;
pa.PIDActive = true;
}
}
}
public void stopMoveToTarget()
{
if (RootPart.PhysActor != null)
RootPart.PhysActor.PIDActive = false;
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
pa.PIDActive = false;
}
/// <summary>
@ -1627,18 +1645,20 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="tau">Number of seconds over which to reach target</param>
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
if (RootPart.PhysActor != null)
PhysicsActor pa = RootPart.PhysActor;
if (pa != null)
{
if (height != 0f)
{
RootPart.PhysActor.PIDHoverHeight = height;
RootPart.PhysActor.PIDHoverType = hoverType;
RootPart.PhysActor.PIDTau = tau;
RootPart.PhysActor.PIDHoverActive = true;
pa.PIDHoverHeight = height;
pa.PIDHoverType = hoverType;
pa.PIDTau = tau;
pa.PIDHoverActive = true;
}
else
{
RootPart.PhysActor.PIDHoverActive = false;
pa.PIDHoverActive = false;
}
}
}
@ -2105,10 +2125,10 @@ namespace OpenSim.Region.Framework.Scenes
linkPart.ParentID = 0;
linkPart.LinkNum = 0;
if (linkPart.PhysActor != null)
{
m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
}
PhysicsActor linkPartPa = linkPart.PhysActor;
if (linkPartPa != null)
m_scene.PhysicsScene.RemovePrim(linkPartPa);
// We need to reset the child part's position
// ready for life as a separate object after being a part of another object
@ -2199,17 +2219,19 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
{
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (m_rootPart.PhysActor.IsPhysical)
if (pa.IsPhysical)
{
if (!m_rootPart.BlockGrab)
{
Vector3 llmoveforce = pos - AbsolutePosition;
Vector3 grabforce = llmoveforce;
grabforce = (grabforce / 10) * m_rootPart.PhysActor.Mass;
m_rootPart.PhysActor.AddForce(grabforce, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
grabforce = (grabforce / 10) * pa.Mass;
pa.AddForce(grabforce, true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
@ -2239,9 +2261,11 @@ namespace OpenSim.Region.Framework.Scenes
{
if (m_scene.EventManager.TriggerGroupSpinStart(UUID))
{
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (m_rootPart.PhysActor.IsPhysical)
if (pa.IsPhysical)
{
m_rootPart.IsWaitingForFirstSpinUpdatePacket = true;
}
@ -2282,12 +2306,13 @@ namespace OpenSim.Region.Framework.Scenes
// but it will result in over-shoot or under-shoot of the target orientation.
// For the end user, this means that ctrl+shift+drag can be used for relative,
// but not absolute, adjustments of orientation for physical prims.
if (m_scene.EventManager.TriggerGroupSpin(UUID, newOrientation))
{
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
if (m_rootPart.PhysActor.IsPhysical)
if (pa.IsPhysical)
{
if (m_rootPart.IsWaitingForFirstSpinUpdatePacket)
{
@ -2313,9 +2338,9 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.Error("SCENE OBJECT GROUP]: rotation axis is " + rotationAxis);
Vector3 spinforce = new Vector3(rotationAxis.X, rotationAxis.Y, rotationAxis.Z);
spinforce = (spinforce/8) * m_rootPart.PhysActor.Mass; // 8 is an arbitrary torque scaling factor
m_rootPart.PhysActor.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
spinforce = (spinforce/8) * pa.Mass; // 8 is an arbitrary torque scaling factor
pa.AddAngularForce(spinforce,true);
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
else
@ -2489,8 +2514,10 @@ namespace OpenSim.Region.Framework.Scenes
{
part.UpdateShape(shapeBlock);
if (part.PhysActor != null)
m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
@ -2513,7 +2540,9 @@ namespace OpenSim.Region.Framework.Scenes
scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Min(scale.X, Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, Scene.m_maxPhys);
@ -2539,7 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes
float f = 1.0f;
float a = 1.0f;
if (RootPart.PhysActor != null && RootPart.PhysActor.IsPhysical)
if (pa != null && pa.IsPhysical)
{
if (oldSize.X * x > m_scene.m_maxPhys)
{
@ -2904,10 +2933,13 @@ namespace OpenSim.Region.Framework.Scenes
m_rootPart.StoreUndoState();
m_rootPart.UpdateRotation(rot);
if (m_rootPart.PhysActor != null)
PhysicsActor pa = m_rootPart.PhysActor;
if (pa != null)
{
m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
pa.Orientation = m_rootPart.RotationOffset;
m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
SceneObjectPart[] parts = m_parts.GetArray();

View File

@ -151,6 +151,14 @@ namespace OpenSim.Region.Framework.Scenes
public int[] PayPrice = {-2,-2,-2,-2,-2};
[XmlIgnore]
/// <summary>
/// The representation of this part in the physics scene.
/// </summary>
/// <remarks>
/// If you use this property more than once in a section of code then you must take a reference and use that.
/// If another thread is simultaneously turning physics off on this part then this refernece could become
/// null at any time.
/// </remarks>
public PhysicsActor PhysActor
{
get { return m_physActor; }
@ -522,10 +530,11 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_name = value;
if (PhysActor != null)
{
PhysActor.SOPName = value;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SOPName = value;
}
}
@ -535,10 +544,11 @@ namespace OpenSim.Region.Framework.Scenes
set
{
m_material = (Material)value;
if (PhysActor != null)
{
PhysActor.SetMaterial((int)value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.SetMaterial((int)value);
}
}
@ -669,9 +679,7 @@ namespace OpenSim.Region.Framework.Scenes
// If this is a linkset, we don't want the physics engine mucking up our group position here.
PhysicsActor actor = PhysActor;
if (actor != null && ParentID == 0)
{
m_groupPosition = actor.Position;
}
if (ParentGroup.IsAttachment)
{
@ -979,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
}
}
}
@ -1505,12 +1513,14 @@ namespace OpenSim.Region.Framework.Scenes
}
// Basic Physics can also return null as well as an exception catch.
if (PhysActor != null)
PhysicsActor pa = PhysActor;
if (pa != null)
{
PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
PhysActor.SetMaterial(Material);
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
pa.SetMaterial(Material);
DoPhysicsPropertyUpdate(RigidBody, true);
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
}
}
}
@ -1734,23 +1744,25 @@ namespace OpenSim.Region.Framework.Scenes
}
else
{
if (PhysActor != null)
PhysicsActor pa = PhysActor;
if (pa != null)
{
if (UsePhysics != PhysActor.IsPhysical || isNew)
if (UsePhysics != pa.IsPhysical || isNew)
{
if (PhysActor.IsPhysical) // implies UsePhysics==false for this block
if (pa.IsPhysical) // implies UsePhysics==false for this block
{
if (!isNew)
ParentGroup.Scene.RemovePhysicalPrim(1);
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
PhysActor.delink();
pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds -= PhysicsOutOfBounds;
pa.delink();
if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew))
{
// destroy all joints connected to this now deactivated body
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(PhysActor);
ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
}
// stop client-side interpolation of all joint proxy objects that have just been deleted
@ -1769,7 +1781,7 @@ namespace OpenSim.Region.Framework.Scenes
//RotationalVelocity = new Vector3(0, 0, 0);
}
PhysActor.IsPhysical = UsePhysics;
pa.IsPhysical = UsePhysics;
// If we're not what we're supposed to be in the physics scene, recreate ourselves.
//m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
@ -1782,13 +1794,15 @@ namespace OpenSim.Region.Framework.Scenes
{
ParentGroup.Scene.AddPhysicalPrim(1);
PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
pa.OnOutOfBounds += PhysicsOutOfBounds;
if (ParentID != 0 && ParentID != LocalId)
{
if (ParentGroup.RootPart.PhysActor != null)
PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
if (parentPa != null)
{
PhysActor.link(ParentGroup.RootPart.PhysActor);
pa.link(parentPa);
}
}
}
@ -1800,7 +1814,7 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry)
CheckSculptAndLoad();
else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
@ -1911,24 +1925,30 @@ namespace OpenSim.Region.Framework.Scenes
public Vector3 GetGeometricCenter()
{
if (PhysActor != null)
return new Vector3(PhysActor.CenterOfMass.X, PhysActor.CenterOfMass.Y, PhysActor.CenterOfMass.Z);
PhysicsActor pa = PhysActor;
if (pa != null)
return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z);
else
return new Vector3(0, 0, 0);
}
public float GetMass()
{
if (PhysActor != null)
return PhysActor.Mass;
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.Mass;
else
return 0;
}
public Vector3 GetForce()
{
if (PhysActor != null)
return PhysActor.Force;
PhysicsActor pa = PhysActor;
if (pa != null)
return pa.Force;
else
return Vector3.Zero;
}
@ -2559,9 +2579,11 @@ namespace OpenSim.Region.Framework.Scenes
public void PhysicsRequestingTerseUpdate()
{
if (PhysActor != null)
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
@ -2573,6 +2595,7 @@ namespace OpenSim.Region.Framework.Scenes
}
//ParentGroup.RootPart.m_groupPosition = newpos;
}
ScheduleTerseUpdate();
}
@ -2663,7 +2686,9 @@ namespace OpenSim.Region.Framework.Scenes
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys);
scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys);
if (PhysActor != null && PhysActor.IsPhysical)
PhysicsActor pa = PhysActor;
if (pa != null && pa.IsPhysical)
{
scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys);
scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys);
@ -2812,12 +2837,14 @@ namespace OpenSim.Region.Framework.Scenes
m_shape.SculptData = texture.Data;
}
if (PhysActor != null)
PhysicsActor pa = PhysActor;
if (pa != null)
{
// Update the physics actor with the new loaded sculpt data and set the taint signal.
PhysActor.Shape = m_shape;
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
}
}
@ -3075,10 +3102,10 @@ namespace OpenSim.Region.Framework.Scenes
public void SetBuoyancy(float fvalue)
{
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Buoyancy = fvalue;
}
public void SetDieAtEdge(bool p)
@ -3091,57 +3118,50 @@ namespace OpenSim.Region.Framework.Scenes
public void SetFloatOnWater(int floatYN)
{
if (PhysActor != null)
{
if (floatYN == 1)
{
PhysActor.FloatOnWater = true;
}
else
{
PhysActor.FloatOnWater = false;
}
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.FloatOnWater = floatYN == 1;
}
public void SetForce(Vector3 force)
{
if (PhysActor != null)
{
PhysActor.Force = force;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.Force = force;
}
public void SetVehicleType(int type)
{
if (PhysActor != null)
{
PhysActor.VehicleType = type;
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleType = type;
}
public void SetVehicleFloatParam(int param, float value)
{
if (PhysActor != null)
{
PhysActor.VehicleFloatParam(param, value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleFloatParam(param, value);
}
public void SetVehicleVectorParam(int param, Vector3 value)
{
if (PhysActor != null)
{
PhysActor.VehicleVectorParam(param, value);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleVectorParam(param, value);
}
public void SetVehicleRotationParam(int param, Quaternion rotation)
{
if (PhysActor != null)
{
PhysActor.VehicleRotationParam(param, rotation);
}
PhysicsActor pa = PhysActor;
if (pa != null)
pa.VehicleRotationParam(param, rotation);
}
/// <summary>
@ -4229,6 +4249,8 @@ namespace OpenSim.Region.Framework.Scenes
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
return;
PhysicsActor pa = PhysActor;
// Special cases for VD. VD can only be called from a script
// and can't be combined with changes to other states. So we can rely
// that...
@ -4244,8 +4266,9 @@ namespace OpenSim.Region.Framework.Scenes
{
SetVD = false; // Switch it of for the course of this routine
VolumeDetectActive = false; // and also permanently
if (PhysActor != null)
PhysActor.SetVolumeDetect(0); // Let physics know about it too
if (pa != null)
pa.SetVolumeDetect(0); // Let physics know about it too
}
else
{
@ -4360,9 +4383,9 @@ namespace OpenSim.Region.Framework.Scenes
// Defensive programming calls for a check here.
// Better would be throwing an exception that could be catched by a unit test as the internal
// logic should make sure, this Physactor is always here.
if (this.PhysActor != null)
if (pa != null)
{
PhysActor.SetVolumeDetect(1);
pa.SetVolumeDetect(1);
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true;
}
@ -4371,11 +4394,8 @@ namespace OpenSim.Region.Framework.Scenes
{
// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
// (mumbles, well, at least if you have infinte CPU powers :-))
PhysicsActor pa = this.PhysActor;
if (pa != null)
{
PhysActor.SetVolumeDetect(0);
}
this.VolumeDetectActive = false;
}
@ -4388,6 +4408,7 @@ namespace OpenSim.Region.Framework.Scenes
{
RemFlag(PrimFlags.TemporaryOnRez);
}
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
if (ParentGroup != null)
@ -4456,10 +4477,12 @@ namespace OpenSim.Region.Framework.Scenes
m_shape.PathTwist = shapeBlock.PathTwist;
m_shape.PathTwistBegin = shapeBlock.PathTwistBegin;
if (PhysActor != null)
PhysicsActor pa = PhysActor;
if (pa != null)
{
PhysActor.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
pa.Shape = m_shape;
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
}
// This is what makes vehicle trailers work
@ -4601,6 +4624,8 @@ namespace OpenSim.Region.Framework.Scenes
objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
}
PhysicsActor pa = PhysActor;
if (
((AggregateScriptEvents & scriptEvents.collision) != 0) ||
((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
@ -4612,18 +4637,18 @@ namespace OpenSim.Region.Framework.Scenes
)
{
// subscribe to physics updates.
if (PhysActor != null)
if (pa != null)
{
PhysActor.OnCollisionUpdate += PhysicsCollision;
PhysActor.SubscribeEvents(1000);
pa.OnCollisionUpdate += PhysicsCollision;
pa.SubscribeEvents(1000);
}
}
else
{
if (PhysActor != null)
if (pa != null)
{
PhysActor.UnSubscribeEvents();
PhysActor.OnCollisionUpdate -= PhysicsCollision;
pa.UnSubscribeEvents();
pa.OnCollisionUpdate -= PhysicsCollision;
}
}