BulletSim: fix crash when mesh asset wasn't available when meshing

the first time.
Debugging added for mesh/hull asset fetch.
user_profiles
Robert Adams 2013-05-01 17:16:46 -07:00
parent 0378baed35
commit ed46b42fea
2 changed files with 19 additions and 10 deletions

View File

@ -132,6 +132,7 @@ public sealed class BSShapeCollection : IDisposable
PrimitiveBaseShape pbs = prim.BaseShape;
// Kludge to create the capsule for the avatar.
// TDOD: Remove/redo this when BSShapeAvatar is working!!
BSCharacter theChar = prim as BSCharacter;
if (theChar != null)
{

View File

@ -164,6 +164,8 @@ public abstract class BSShape
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
}
else
{
@ -174,29 +176,33 @@ public abstract class BSShape
&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
)
{
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
// Multiple requestors will know we're waiting for this asset
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
BSPhysObject xprim = prim;
Util.FireAndForget(delegate
{
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
if (assetProvider != null)
{
BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
{
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
bool assetFound = false;
string mismatchIDs = String.Empty; // DEBUG DEBUG
if (asset != null && yprim.BaseShape.SculptEntry)
{
if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
{
yprim.BaseShape.SculptData = asset.Data;
yprim.BaseShape.SculptData = (byte[])asset.Data.Clone();
// This will cause the prim to see that the filler shape is not the right
// one and try again to build the object.
// No race condition with the normal shape setting since the rebuild is at taint time.
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
assetFound = true;
}
@ -205,11 +211,11 @@ public abstract class BSShape
mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
}
}
if (assetFound)
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
else
if (!assetFound)
{
yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
physicsScene.DetailLog("{0},BSShape,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
}
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
});
}
@ -227,6 +233,8 @@ public abstract class BSShape
{
physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}",
prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
}
}
}
@ -359,7 +367,7 @@ public class BSShapeMesh : BSShape
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH)
if (!newShape.isNativeShape)
{
// If a mesh was what was created, remember the built shape for later sharing.
Meshes.Add(newMeshKey, retMesh);
@ -408,7 +416,7 @@ public class BSShapeMesh : BSShape
private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = null;
BulletShape newShape = new BulletShape();
IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
false, // say it is not physical so a bounding box is not built
@ -507,7 +515,7 @@ public class BSShapeHull : BSShape
// Check to see if hull was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (newShape.shapeType == BSPhysicsShapeType.SHAPE_HULL)
if (!newShape.isNativeShape)
{
// If a mesh was what was created, remember the built shape for later sharing.
Hulls.Add(newHullKey, retHull);
@ -731,7 +739,7 @@ public class BSShapeCompound : BSShape
{
lock (physShapeInfo)
{
Dereference(physicsScene);
this.DecrementReference();
if (referenceCount <= 0)
{
if (!physicsScene.PE.IsCompound(physShapeInfo))