BulletSim: rearrange code and add different locking to eliminate chances
of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions.0.8.2-post-fixes
parent
fe86df0ec9
commit
fe37cb9990
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@ -459,7 +459,7 @@ public sealed class BSCharacter : BSPhysObject
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RawVelocity = value;
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OMV.Vector3 vel = RawVelocity;
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DetailLog("{0}: set Velocity = {1}", LogHeader, value);
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DetailLog("{0}: set Velocity = {1}", LocalID, value);
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PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
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{
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@ -477,7 +477,7 @@ public sealed class BSCharacter : BSPhysObject
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set {
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PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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// Util.PrintCallStack();
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DetailLog("{0}: set ForceVelocity = {1}", LogHeader, value);
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DetailLog("{0}: set ForceVelocity = {1}", LocalID, value);
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RawVelocity = value;
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PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
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@ -80,12 +80,13 @@ public abstract class BSPhysObject : PhysicsActor
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Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
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TypeName = typeName;
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// The collection of things that push me around
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PhysicalActors = new BSActorCollection(PhysScene);
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// We don't have any physical representation yet.
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// Oddity if object is destroyed and recreated very quickly it could still have the old body.
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if (!PhysBody.HasPhysicalBody)
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PhysBody = new BulletBody(localID);
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PhysShape = new BSShapeNull();
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// Clean out anything that might be in the physical actor list.
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// Again, a workaround for destroying and recreating an object very quickly.
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PhysicalActors.Dispose();
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UserSetCenterOfMassDisplacement = null;
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@ -100,9 +101,6 @@ public abstract class BSPhysObject : PhysicsActor
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// Default material type. Also sets Friction, Restitution and Density.
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SetMaterial((int)MaterialAttributes.Material.Wood);
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CollisionCollection = new CollisionEventUpdate();
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CollisionsLastReported = CollisionCollection;
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CollisionsLastTick = new CollisionEventUpdate();
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CollisionsLastTickStep = -1;
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SubscribedEventsMs = 0;
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@ -158,9 +156,9 @@ public abstract class BSPhysObject : PhysicsActor
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public OMV.Vector3 Inertia { get; set; }
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody PhysBody;
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public BulletBody PhysBody = new BulletBody(0);
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// Reference to the physical shape (btCollisionShape) of this object
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public BSShape PhysShape;
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public BSShape PhysShape = new BSShapeNull();
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// The physical representation of the prim might require an asset fetch.
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// The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'.
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@ -445,12 +443,12 @@ public abstract class BSPhysObject : PhysicsActor
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}
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// The collisions that have been collected for the next collision reporting (throttled by subscription)
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protected CollisionEventUpdate CollisionCollection;
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protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate();
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// This is the collision collection last reported to the Simulator.
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public CollisionEventUpdate CollisionsLastReported;
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public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate();
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// Remember the collisions recorded in the last tick for fancy collision checking
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// (like a BSCharacter walking up stairs).
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public CollisionEventUpdate CollisionsLastTick;
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public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate();
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private long CollisionsLastTickStep = -1;
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// The simulation step is telling this object about a collision.
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@ -495,7 +493,7 @@ public abstract class BSPhysObject : PhysicsActor
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{
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CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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}
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DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
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DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
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LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
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ret = true;
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@ -596,7 +594,7 @@ public abstract class BSPhysObject : PhysicsActor
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#region Per Simulation Step actions
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public BSActorCollection PhysicalActors;
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public BSActorCollection PhysicalActors = new BSActorCollection();
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// When an update to the physical properties happens, this event is fired to let
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// different actors to modify the update before it is passed around
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@ -76,7 +76,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// Keep track of all the avatars so we can send them a collision event
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// every tick so OpenSim will update its animation.
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private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
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private HashSet<BSPhysObject> AvatarsInScene = new HashSet<BSPhysObject>();
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private Object AvatarsInSceneLock = new Object();
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// let my minuions use my logger
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public ILog Logger { get { return m_log; } }
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@ -425,11 +426,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// make sure no stepping happens while we're deleting stuff
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m_initialized = false;
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lock (PhysObjects)
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{
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foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
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{
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kvp.Value.Destroy();
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}
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PhysObjects.Clear();
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}
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// Now that the prims are all cleaned up, there should be no constraints left
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if (Constraints != null)
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@ -480,15 +484,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// TODO: Remove kludge someday.
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// We must generate a collision for avatars whether they collide or not.
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// This is required by OpenSim to update avatar animations, etc.
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lock (m_avatars)
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{
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// The funky copy is because this list has few and infrequent changes but is
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// read zillions of times. This allows the reader/iterator to use the
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// list and this creates a new list with any updates.
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HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
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avatarTemp.Add(actor);
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m_avatars = avatarTemp;
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}
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lock (AvatarsInSceneLock)
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AvatarsInScene.Add(actor);
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return actor;
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}
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@ -507,12 +504,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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lock (PhysObjects)
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PhysObjects.Remove(bsactor.LocalID);
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// Remove kludge someday
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lock (m_avatars)
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{
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HashSet<BSPhysObject> avatarTemp = new HashSet<BSPhysObject>(m_avatars);
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avatarTemp.Remove(bsactor);
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m_avatars = avatarTemp;
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}
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lock (AvatarsInSceneLock)
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AvatarsInScene.Remove(bsactor);
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}
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catch (Exception e)
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{
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@ -757,13 +750,18 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// The simulator expects collisions for avatars even if there are have been no collisions.
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// The event updates avatar animations and stuff.
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// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
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// Note that we copy the root of the list to search. Any updates will create a new list
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// thus freeing this code from having to do an extra lock for every collision.
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HashSet<BSPhysObject> avatarTemp = m_avatars;
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foreach (BSPhysObject bsp in avatarTemp)
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if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
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bsp.SendCollisions();
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avatarTemp = null;
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// Note that we get a copy of the list to search because SendCollision() can take a while.
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HashSet<BSPhysObject> tempAvatarsInScene;
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lock (AvatarsInSceneLock)
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{
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tempAvatarsInScene = new HashSet<BSPhysObject>(AvatarsInScene);
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}
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foreach (BSPhysObject actor in tempAvatarsInScene)
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{
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if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice
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actor.SendCollisions();
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}
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tempAvatarsInScene = null;
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// Objects that are done colliding are removed from the ObjectsWithCollisions list.
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// Not done above because it is inside an iteration of ObjectWithCollisions.
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@ -813,6 +811,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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}
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BSPhysObject collider;
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// NOTE that PhysObjects was locked before the call to SendCollision().
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if (!PhysObjects.TryGetValue(localID, out collider))
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{
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// If the object that is colliding cannot be found, just ignore the collision.
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