Justin asked:
What was the error that actually crashed the simulator?


Interesting... I turned off NPC, map tile generation, and so on and all had no effect... but I changed the phsyics engine drom BuletSim to ODE and then the region started up...

I looked around and all looked normal... but when I went back to BulletSim physics I get this crash... I can basically flip between working OPDE and crashing BulletSim.

Biote this region originally has been BulletSim for quite some time and working fine. And I have a replacement region set up afresh with the save OAR on it that is also fine.

I will ditch the faulty region now and hope the problem does not come back.


12:30:51 - [WATCHDOG]: Timeout detected for thread "bulletunmanaged (Expt-2)". ThreadState=Background. Last tick was 7297ms ago.
Region (Expt-2) #
Unhandled Exception: System.AccessViolationException: Attempted to read or writeprotected memory. This is often an indication that other memory is corrupt. at OpenSim.Region.Physics.BulletSPlugin.BSAPIUnman.BSAPICPP.PhysicsStep2(IntPtr world, Single timeStep, Int32 maxSubSteps, Single fixedTimeStep, Int32& updatedEntityCount, Int32& collidersCount) at OpenSim.Region.Physics.BulletSPlugin.BSAPIUnman.PhysicsStep(BulletWorld world, Single timeStep, Int32 maxSubSteps, Single fixedTimeStep, Int32& updatedEntityCount, Int32& collidersCount) in d:\Temp\opensim-ee9fae2\OpenSim\Region\Physics\BulletSPlugin\BSAPIUnman.cs:line 208 at OpenSim.Region.Physics.BulletSPlugin.BSScene.DoPhysicsStep(Single timeStep) in d:\Temp\opensim-ee9fae2\OpenSim\Region\Physics\BulletSPlugin\BSScene.cs:line 636 at OpenSim.Region.Physics.BulletSPlugin.BSScene.BulletSPluginPhysicsThread() in d:\Temp\opensim-ee9fae2\OpenSim\Region\Physics\BulletSPlugin\BSScene.cs:line 854 at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionCo
ntext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, C
ontextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, C
ontextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()








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