Applying the hero changes to master soon to be rc81

This commit is contained in:
Sam Gateau 2019-03-08 17:39:11 -08:00
parent c3b8f6ed93
commit 3464fe09c1
11 changed files with 179 additions and 86 deletions

View file

@ -130,12 +130,16 @@ int AvatarMixerClientData::parseData(ReceivedMessage& message, const SlaveShared
}
_lastReceivedSequenceNumber = sequenceNumber;
glm::vec3 oldPosition = getPosition();
bool oldHasPriority = _avatar->getHasPriority();
// compute the offset to the data payload
if (!_avatar->parseDataFromBuffer(message.readWithoutCopy(message.getBytesLeftToRead()))) {
return false;
}
// Regardless of what the client says, restore the priority as we know it without triggering any update.
_avatar->setHasPriorityWithoutTimestampReset(oldHasPriority);
auto newPosition = getPosition();
if (newPosition != oldPosition) {
//#define AVATAR_HERO_TEST_HACK

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@ -19,11 +19,8 @@
class MixerAvatar : public AvatarData {
public:
bool getHasPriority() const { return _hasPriority; }
void setHasPriority(bool hasPriority) { _hasPriority = hasPriority; }
private:
bool _hasPriority { false };
};
using MixerAvatarSharedPointer = std::shared_ptr<MixerAvatar>;

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@ -113,6 +113,10 @@ Item {
visible: root.expanded
text: "Avatars Updated: " + root.updatedAvatarCount
}
StatText {
visible: root.expanded
text: "Heroes Count/Updated: " + root.heroAvatarCount + "/" + root.updatedHeroAvatarCount
}
StatText {
visible: root.expanded
text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount

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@ -115,6 +115,10 @@ Item {
visible: root.expanded
text: "Avatars Updated: " + root.updatedAvatarCount
}
StatText {
visible: root.expanded
text: "Heroes Count/Updated: " + root.heroAvatarCount + "/" + root.updatedHeroAvatarCount
}
StatText {
visible: root.expanded
text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount

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@ -232,96 +232,142 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
auto avatarMap = getHashCopy();
const auto& views = qApp->getConicalViews();
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(views,
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge);
sortedAvatars.reserve(avatarMap.size() - 1); // don't include MyAvatar
// Prepare 2 queues for heros and for crowd avatars
using AvatarPriorityQueue = PrioritySortUtil::PriorityQueue<SortableAvatar>;
// Keep two independent queues, one for heroes and one for the riff-raff.
enum PriorityVariants
{
kHero = 0,
kNonHero,
NumVariants
};
AvatarPriorityQueue avatarPriorityQueues[NumVariants] = {
{ views,
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge },
{ views,
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge } };
// Reserve space
//avatarPriorityQueues[kHero].reserve(10); // just few
avatarPriorityQueues[kNonHero].reserve(avatarMap.size() - 1); // don't include MyAvatar
// Build vector and compute priorities
auto nodeList = DependencyManager::get<NodeList>();
AvatarHash::iterator itr = avatarMap.begin();
while (itr != avatarMap.end()) {
const auto& avatar = std::static_pointer_cast<Avatar>(*itr);
auto avatar = std::static_pointer_cast<Avatar>(*itr);
// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
// DO NOT update or fade out uninitialized Avatars
if (avatar != _myAvatar && avatar->isInitialized() && !nodeList->isPersonalMutingNode(avatar->getID())) {
sortedAvatars.push(SortableAvatar(avatar));
if (avatar->getHasPriority()) {
avatarPriorityQueues[kHero].push(SortableAvatar(avatar));
} else {
avatarPriorityQueues[kNonHero].push(SortableAvatar(avatar));
}
}
++itr;
}
// Sort
const auto& sortedAvatarVector = sortedAvatars.getSortedVector();
_numHeroAvatars = (int)avatarPriorityQueues[kHero].size();
// process in sorted order
uint64_t startTime = usecTimestampNow();
uint64_t updateExpiry = startTime + MAX_UPDATE_AVATARS_TIME_BUDGET;
const uint64_t MAX_UPDATE_HEROS_TIME_BUDGET = uint64_t(0.8 * MAX_UPDATE_AVATARS_TIME_BUDGET);
uint64_t updatePriorityExpiries[NumVariants] = { startTime + MAX_UPDATE_HEROS_TIME_BUDGET, startTime + MAX_UPDATE_AVATARS_TIME_BUDGET };
int numHerosUpdated = 0;
int numAvatarsUpdated = 0;
int numAVatarsNotUpdated = 0;
int numAvatarsNotUpdated = 0;
render::Transaction renderTransaction;
workload::Transaction workloadTransaction;
for (auto it = sortedAvatarVector.begin(); it != sortedAvatarVector.end(); ++it) {
const SortableAvatar& sortData = *it;
const auto avatar = std::static_pointer_cast<OtherAvatar>(sortData.getAvatar());
if (!avatar->_isClientAvatar) {
avatar->setIsClientAvatar(true);
}
// TODO: to help us scale to more avatars it would be nice to not have to poll this stuff every update
if (avatar->getSkeletonModel()->isLoaded()) {
// remove the orb if it is there
avatar->removeOrb();
if (avatar->needsPhysicsUpdate()) {
_avatarsToChangeInPhysics.insert(avatar);
}
} else {
avatar->updateOrbPosition();
}
for (int p = kHero; p < NumVariants; p++) {
auto& priorityQueue = avatarPriorityQueues[p];
// Sorting the current queue HERE as part of the measured timing.
const auto& sortedAvatarVector = priorityQueue.getSortedVector();
// for ALL avatars...
if (_shouldRender) {
avatar->ensureInScene(avatar, qApp->getMain3DScene());
}
avatar->animateScaleChanges(deltaTime);
auto passExpiry = updatePriorityExpiries[p];
uint64_t now = usecTimestampNow();
if (now < updateExpiry) {
// we're within budget
bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
if (inView && avatar->hasNewJointData()) {
numAvatarsUpdated++;
for (auto it = sortedAvatarVector.begin(); it != sortedAvatarVector.end(); ++it) {
const SortableAvatar& sortData = *it;
const auto avatar = std::static_pointer_cast<OtherAvatar>(sortData.getAvatar());
if (!avatar->_isClientAvatar) {
avatar->setIsClientAvatar(true);
}
auto transitStatus = avatar->_transit.update(deltaTime, avatar->_serverPosition, _transitConfig);
if (avatar->getIsNewAvatar() && (transitStatus == AvatarTransit::Status::START_TRANSIT || transitStatus == AvatarTransit::Status::ABORT_TRANSIT)) {
avatar->_transit.reset();
avatar->setIsNewAvatar(false);
}
avatar->simulate(deltaTime, inView);
if (avatar->getSkeletonModel()->isLoaded() && avatar->getWorkloadRegion() == workload::Region::R1) {
_myAvatar->addAvatarHandsToFlow(avatar);
}
avatar->updateRenderItem(renderTransaction);
avatar->updateSpaceProxy(workloadTransaction);
avatar->setLastRenderUpdateTime(startTime);
} else {
// we've spent our full time budget --> bail on the rest of the avatar updates
// --> more avatars may freeze until their priority trickles up
// --> some scale animations may glitch
// --> some avatar velocity measurements may be a little off
// no time to simulate, but we take the time to count how many were tragically missed
while (it != sortedAvatarVector.end()) {
const SortableAvatar& newSortData = *it;
const auto& newAvatar = newSortData.getAvatar();
bool inView = newSortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
// Once we reach an avatar that's not in view, all avatars after it will also be out of view
if (!inView) {
break;
// TODO: to help us scale to more avatars it would be nice to not have to poll this stuff every update
if (avatar->getSkeletonModel()->isLoaded()) {
// remove the orb if it is there
avatar->removeOrb();
if (avatar->needsPhysicsUpdate()) {
_avatarsToChangeInPhysics.insert(avatar);
}
numAVatarsNotUpdated += (int)(newAvatar->hasNewJointData());
++it;
} else {
avatar->updateOrbPosition();
}
break;
// for ALL avatars...
if (_shouldRender) {
avatar->ensureInScene(avatar, qApp->getMain3DScene());
}
avatar->animateScaleChanges(deltaTime);
uint64_t now = usecTimestampNow();
if (now < passExpiry) {
// we're within budget
bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
if (inView && avatar->hasNewJointData()) {
numAvatarsUpdated++;
}
auto transitStatus = avatar->_transit.update(deltaTime, avatar->_serverPosition, _transitConfig);
if (avatar->getIsNewAvatar() && (transitStatus == AvatarTransit::Status::START_TRANSIT ||
transitStatus == AvatarTransit::Status::ABORT_TRANSIT)) {
avatar->_transit.reset();
avatar->setIsNewAvatar(false);
}
avatar->simulate(deltaTime, inView);
if (avatar->getSkeletonModel()->isLoaded() && avatar->getWorkloadRegion() == workload::Region::R1) {
_myAvatar->addAvatarHandsToFlow(avatar);
}
avatar->updateRenderItem(renderTransaction);
avatar->updateSpaceProxy(workloadTransaction);
avatar->setLastRenderUpdateTime(startTime);
} else {
// we've spent our time budget for this priority bucket
// let's deal with the reminding avatars if this pass and BREAK from the for loop
if (p == kHero) {
// Hero,
// --> put them back in the non hero queue
auto& crowdQueue = avatarPriorityQueues[kNonHero];
while (it != sortedAvatarVector.end()) {
crowdQueue.push(SortableAvatar((*it).getAvatar()));
++it;
}
} else {
// Non Hero
// --> bail on the rest of the avatar updates
// --> more avatars may freeze until their priority trickles up
// --> some scale animations may glitch
// --> some avatar velocity measurements may be a little off
// no time to simulate, but we take the time to count how many were tragically missed
numAvatarsNotUpdated = sortedAvatarVector.end() - it;
}
// We had to cut short this pass, we must break out of the for loop here
break;
}
}
if (p == kHero) {
numHerosUpdated = numAvatarsUpdated;
}
}
@ -337,7 +383,8 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
_space->enqueueTransaction(workloadTransaction);
_numAvatarsUpdated = numAvatarsUpdated;
_numAvatarsNotUpdated = numAVatarsNotUpdated;
_numAvatarsNotUpdated = numAvatarsNotUpdated;
_numHeroAvatarsUpdated = numHerosUpdated;
simulateAvatarFades(deltaTime);

View file

@ -90,6 +90,8 @@ public:
int getNumAvatarsUpdated() const { return _numAvatarsUpdated; }
int getNumAvatarsNotUpdated() const { return _numAvatarsNotUpdated; }
int getNumHeroAvatars() const { return _numHeroAvatars; }
int getNumHeroAvatarsUpdated() const { return _numHeroAvatarsUpdated; }
float getAvatarSimulationTime() const { return _avatarSimulationTime; }
void updateMyAvatar(float deltaTime);
@ -242,6 +244,8 @@ private:
RateCounter<> _myAvatarSendRate;
int _numAvatarsUpdated { 0 };
int _numAvatarsNotUpdated { 0 };
int _numHeroAvatars{ 0 };
int _numHeroAvatarsUpdated{ 0 };
float _avatarSimulationTime { 0.0f };
bool _shouldRender { true };
bool _myAvatarDataPacketsPaused { false };

View file

@ -200,17 +200,6 @@ void OtherAvatar::resetDetailedMotionStates() {
void OtherAvatar::setWorkloadRegion(uint8_t region) {
_workloadRegion = region;
QString printRegion = "";
if (region == workload::Region::R1) {
printRegion = "R1";
} else if (region == workload::Region::R2) {
printRegion = "R2";
} else if (region == workload::Region::R3) {
printRegion = "R3";
} else {
printRegion = "invalid";
}
qCDebug(avatars) << "Setting workload region to " << printRegion;
computeShapeLOD();
}
@ -235,7 +224,6 @@ void OtherAvatar::computeShapeLOD() {
if (newLOD != _bodyLOD) {
_bodyLOD = newLOD;
if (isInPhysicsSimulation()) {
qCDebug(avatars) << "Changing to body LOD " << newLOD;
_needsReinsertion = true;
}
}

View file

@ -125,8 +125,10 @@ void Stats::updateStats(bool force) {
auto avatarManager = DependencyManager::get<AvatarManager>();
// we need to take one avatar out so we don't include ourselves
STAT_UPDATE(avatarCount, avatarManager->size() - 1);
STAT_UPDATE(heroAvatarCount, avatarManager->getNumHeroAvatars());
STAT_UPDATE(physicsObjectCount, qApp->getNumCollisionObjects());
STAT_UPDATE(updatedAvatarCount, avatarManager->getNumAvatarsUpdated());
STAT_UPDATE(updatedHeroAvatarCount, avatarManager->getNumHeroAvatarsUpdated());
STAT_UPDATE(notUpdatedAvatarCount, avatarManager->getNumAvatarsNotUpdated());
STAT_UPDATE(serverCount, (int)nodeList->size());
STAT_UPDATE_FLOAT(renderrate, qApp->getRenderLoopRate(), 0.1f);

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@ -49,8 +49,10 @@ private: \
* @property {number} presentdroprate - <em>Read-only.</em>
* @property {number} gameLoopRate - <em>Read-only.</em>
* @property {number} avatarCount - <em>Read-only.</em>
* @property {number} heroAvatarCount - <em>Read-only.</em>
* @property {number} physicsObjectCount - <em>Read-only.</em>
* @property {number} updatedAvatarCount - <em>Read-only.</em>
* @property {number} updatedHeroAvatarCount - <em>Read-only.</em>
* @property {number} notUpdatedAvatarCount - <em>Read-only.</em>
* @property {number} packetInCount - <em>Read-only.</em>
* @property {number} packetOutCount - <em>Read-only.</em>
@ -203,8 +205,10 @@ class Stats : public QQuickItem {
STATS_PROPERTY(float, presentdroprate, 0)
STATS_PROPERTY(int, gameLoopRate, 0)
STATS_PROPERTY(int, avatarCount, 0)
STATS_PROPERTY(int, heroAvatarCount, 0)
STATS_PROPERTY(int, physicsObjectCount, 0)
STATS_PROPERTY(int, updatedAvatarCount, 0)
STATS_PROPERTY(int, updatedHeroAvatarCount, 0)
STATS_PROPERTY(int, notUpdatedAvatarCount, 0)
STATS_PROPERTY(int, packetInCount, 0)
STATS_PROPERTY(int, packetOutCount, 0)
@ -436,6 +440,13 @@ signals:
*/
void avatarCountChanged();
/**jsdoc
* Triggered when the value of the <code>heroAvatarCount</code> property changes.
* @function Stats.heroAvatarCountChanged
* @returns {Signal}
*/
void heroAvatarCountChanged();
/**jsdoc
* Triggered when the value of the <code>updatedAvatarCount</code> property changes.
* @function Stats.updatedAvatarCountChanged
@ -443,6 +454,13 @@ signals:
*/
void updatedAvatarCountChanged();
/**jsdoc
* Triggered when the value of the <code>updatedHeroAvatarCount</code> property changes.
* @function Stats.updatedHeroAvatarCountChanged
* @returns {Signal}
*/
void updatedHeroAvatarCountChanged();
/**jsdoc
* Triggered when the value of the <code>notUpdatedAvatarCount</code> property changes.
* @function Stats.notUpdatedAvatarCountChanged

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@ -564,6 +564,11 @@ QByteArray AvatarData::toByteArray(AvatarDataDetail dataDetail, quint64 lastSent
setAtBit16(flags, COLLIDE_WITH_OTHER_AVATARS);
}
// Avatar has hero priority
if (getHasPriority()) {
setAtBit16(flags, HAS_HERO_PRIORITY);
}
data->flags = flags;
destinationBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
@ -1152,7 +1157,8 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
auto newHasProceduralEyeFaceMovement = oneAtBit16(bitItems, PROCEDURAL_EYE_FACE_MOVEMENT);
auto newHasProceduralBlinkFaceMovement = oneAtBit16(bitItems, PROCEDURAL_BLINK_FACE_MOVEMENT);
auto newCollideWithOtherAvatars = oneAtBit16(bitItems, COLLIDE_WITH_OTHER_AVATARS);
auto newHasPriority = oneAtBit16(bitItems, HAS_HERO_PRIORITY);
bool keyStateChanged = (_keyState != newKeyState);
bool handStateChanged = (_handState != newHandState);
bool faceStateChanged = (_headData->_isFaceTrackerConnected != newFaceTrackerConnected);
@ -1161,8 +1167,10 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
bool proceduralEyeFaceMovementChanged = (_headData->getHasProceduralEyeFaceMovement() != newHasProceduralEyeFaceMovement);
bool proceduralBlinkFaceMovementChanged = (_headData->getHasProceduralBlinkFaceMovement() != newHasProceduralBlinkFaceMovement);
bool collideWithOtherAvatarsChanged = (_collideWithOtherAvatars != newCollideWithOtherAvatars);
bool hasPriorityChanged = (getHasPriority() != newHasPriority);
bool somethingChanged = keyStateChanged || handStateChanged || faceStateChanged || eyeStateChanged || audioEnableFaceMovementChanged ||
proceduralEyeFaceMovementChanged || proceduralBlinkFaceMovementChanged || collideWithOtherAvatarsChanged;
proceduralEyeFaceMovementChanged ||
proceduralBlinkFaceMovementChanged || collideWithOtherAvatarsChanged || hasPriorityChanged;
_keyState = newKeyState;
_handState = newHandState;
@ -1172,6 +1180,7 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
_headData->setHasProceduralEyeFaceMovement(newHasProceduralEyeFaceMovement);
_headData->setHasProceduralBlinkFaceMovement(newHasProceduralBlinkFaceMovement);
_collideWithOtherAvatars = newCollideWithOtherAvatars;
setHasPriorityWithoutTimestampReset(newHasPriority);
sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags);

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@ -100,6 +100,9 @@ const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
// Procedural audio to mouth movement is enabled 8th bit
// Procedural Blink is enabled 9th bit
// Procedural Eyelid is enabled 10th bit
// Procedural PROCEDURAL_BLINK_FACE_MOVEMENT is enabled 11th bit
// Procedural Collide with other avatars is enabled 12th bit
// Procedural Has Hero Priority is enabled 13th bit
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
@ -111,7 +114,7 @@ const int AUDIO_ENABLED_FACE_MOVEMENT = 8; // 9th bit
const int PROCEDURAL_EYE_FACE_MOVEMENT = 9; // 10th bit
const int PROCEDURAL_BLINK_FACE_MOVEMENT = 10; // 11th bit
const int COLLIDE_WITH_OTHER_AVATARS = 11; // 12th bit
const int HAS_HERO_PRIORITY = 12; // 13th bit (be scared)
const char HAND_STATE_NULL = 0;
const char LEFT_HAND_POINTING_FLAG = 1;
@ -1121,6 +1124,18 @@ public:
int getAverageBytesReceivedPerSecond() const;
int getReceiveRate() const;
// An Avatar can be set Priority from the AvatarMixer side.
bool getHasPriority() const { return _hasPriority; }
// regular setHasPriority does a check of state changed and if true reset 'additionalFlagsChanged' timestamp
void setHasPriority(bool hasPriority) {
if (_hasPriority != hasPriority) {
_additionalFlagsChanged = usecTimestampNow();
_hasPriority = hasPriority;
}
}
// In some cases, we want to assign the hasPRiority flag without reseting timestamp
void setHasPriorityWithoutTimestampReset(bool hasPriority) { _hasPriority = hasPriority; }
const glm::vec3& getTargetVelocity() const { return _targetVelocity; }
void clearRecordingBasis();
@ -1498,6 +1513,7 @@ protected:
bool _isNewAvatar { true };
bool _isClientAvatar { false };
bool _collideWithOtherAvatars { true };
bool _hasPriority{ false };
// null unless MyAvatar or ScriptableAvatar sending traits data to mixer
std::unique_ptr<ClientTraitsHandler, LaterDeleter> _clientTraitsHandler;