* 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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@ -755,74 +755,77 @@ namespace OpenSim.Region.Physics.OdePlugin
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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 (prim.m_targetSpace != space && prim.IsPhysical == false)
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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 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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if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
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{
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if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
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if (d.GeomIsSpace(prim.m_targetSpace))
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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 = space;
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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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waitForSpaceUnlock(prim.m_targetSpace);
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d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
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prim.m_targetSpace = space;
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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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else
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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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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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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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}
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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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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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}
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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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ode.dunlock(world);
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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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ode.dunlock(world);
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}
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}
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/// <summary>
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@ -1261,20 +1264,31 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!ode.lockquery())
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{
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ode.dlock(world);
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foreach (OdeCharacter actor in _characters)
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try
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{
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actor.Move(timeStep);
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foreach (OdeCharacter actor in _characters)
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{
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actor.Move(timeStep);
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}
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collision_optimized(timeStep);
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d.WorldQuickStep(world, ODE_STEPSIZE);
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d.JointGroupEmpty(contactgroup);
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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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collision_optimized(timeStep);
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d.WorldQuickStep(world, ODE_STEPSIZE);
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d.JointGroupEmpty(contactgroup);
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ode.dunlock(world);
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step_time -= ODE_STEPSIZE;
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i++;
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}
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