* Fixed the Ghost physical hull on deleting a physical Prim
* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.ThreadPoolClientBranch
parent
19e0ada93a
commit
e33a0c5fc0
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@ -755,8 +755,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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prim.disableBody();
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prim.disableBody();
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}
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}
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// we don't want to remove the main space
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// we don't want to remove the main space
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if (prim.m_targetSpace != space && prim.IsPhysical == false)
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{
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// If the geometry is in the targetspace, remove it from the target 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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//m_log.Warn(prim.m_targetSpace);
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@ -788,6 +787,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomDestroy(prim.prim_geom);
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d.GeomDestroy(prim.prim_geom);
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prim.prim_geom = (IntPtr)0;
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prim.prim_geom = (IntPtr)0;
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}
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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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}
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}
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}
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catch (System.AccessViolationException)
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catch (System.AccessViolationException)
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@ -822,7 +825,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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ode.dunlock(world);
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ode.dunlock(world);
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}
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -1261,6 +1264,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!ode.lockquery())
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if (!ode.lockquery())
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{
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{
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ode.dlock(world);
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ode.dlock(world);
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try
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{
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foreach (OdeCharacter actor in _characters)
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foreach (OdeCharacter actor in _characters)
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{
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{
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actor.Move(timeStep);
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actor.Move(timeStep);
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@ -1274,6 +1279,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.JointGroupEmpty(contactgroup);
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d.JointGroupEmpty(contactgroup);
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ode.dunlock(world);
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ode.dunlock(world);
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}
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catch (Exception e)
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{
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m_log.Error("[PHYSICS]: " + e.Message.ToString() + e.TargetSite.ToString());
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ode.dunlock(world);
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}
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step_time -= ODE_STEPSIZE;
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step_time -= ODE_STEPSIZE;
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i++;
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i++;
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