diff --git a/assignment-client/src/avatars/AvatarMixerClientData.cpp b/assignment-client/src/avatars/AvatarMixerClientData.cpp index cef4383aee..557c5c9fe3 100644 --- a/assignment-client/src/avatars/AvatarMixerClientData.cpp +++ b/assignment-client/src/avatars/AvatarMixerClientData.cpp @@ -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 diff --git a/assignment-client/src/avatars/MixerAvatar.h b/assignment-client/src/avatars/MixerAvatar.h index 4c3ded4582..3e80704495 100644 --- a/assignment-client/src/avatars/MixerAvatar.h +++ b/assignment-client/src/avatars/MixerAvatar.h @@ -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; diff --git a/interface/resources/qml/+android_interface/Stats.qml b/interface/resources/qml/+android_interface/Stats.qml index fe56f3797b..54f6086a86 100644 --- a/interface/resources/qml/+android_interface/Stats.qml +++ b/interface/resources/qml/+android_interface/Stats.qml @@ -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 diff --git a/interface/resources/qml/Stats.qml b/interface/resources/qml/Stats.qml index 3b703d72e6..6748418d19 100644 --- a/interface/resources/qml/Stats.qml +++ b/interface/resources/qml/Stats.qml @@ -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 diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index 55025b3b23..c66c0a30cb 100755 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -232,96 +232,142 @@ void AvatarManager::updateOtherAvatars(float deltaTime) { auto avatarMap = getHashCopy(); const auto& views = qApp->getConicalViews(); - PrioritySortUtil::PriorityQueue 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; + // 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(); AvatarHash::iterator itr = avatarMap.begin(); while (itr != avatarMap.end()) { - const auto& avatar = std::static_pointer_cast(*itr); + auto avatar = std::static_pointer_cast(*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(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(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); diff --git a/interface/src/avatar/AvatarManager.h b/interface/src/avatar/AvatarManager.h index 51352ec861..2b58b14d11 100644 --- a/interface/src/avatar/AvatarManager.h +++ b/interface/src/avatar/AvatarManager.h @@ -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 }; diff --git a/interface/src/avatar/OtherAvatar.cpp b/interface/src/avatar/OtherAvatar.cpp index 7848c46eee..11eb6542c4 100755 --- a/interface/src/avatar/OtherAvatar.cpp +++ b/interface/src/avatar/OtherAvatar.cpp @@ -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; } } diff --git a/interface/src/ui/Stats.cpp b/interface/src/ui/Stats.cpp index e3697ee8ec..ecdae0b375 100644 --- a/interface/src/ui/Stats.cpp +++ b/interface/src/ui/Stats.cpp @@ -125,8 +125,10 @@ void Stats::updateStats(bool force) { auto avatarManager = DependencyManager::get(); // 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); diff --git a/interface/src/ui/Stats.h b/interface/src/ui/Stats.h index 36e92b00af..0f563a6935 100644 --- a/interface/src/ui/Stats.h +++ b/interface/src/ui/Stats.h @@ -49,8 +49,10 @@ private: \ * @property {number} presentdroprate - Read-only. * @property {number} gameLoopRate - Read-only. * @property {number} avatarCount - Read-only. + * @property {number} heroAvatarCount - Read-only. * @property {number} physicsObjectCount - Read-only. * @property {number} updatedAvatarCount - Read-only. + * @property {number} updatedHeroAvatarCount - Read-only. * @property {number} notUpdatedAvatarCount - Read-only. * @property {number} packetInCount - Read-only. * @property {number} packetOutCount - Read-only. @@ -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 heroAvatarCount property changes. + * @function Stats.heroAvatarCountChanged + * @returns {Signal} + */ + void heroAvatarCountChanged(); + /**jsdoc * Triggered when the value of the updatedAvatarCount property changes. * @function Stats.updatedAvatarCountChanged @@ -443,6 +454,13 @@ signals: */ void updatedAvatarCountChanged(); + /**jsdoc + * Triggered when the value of the updatedHeroAvatarCount property changes. + * @function Stats.updatedHeroAvatarCountChanged + * @returns {Signal} + */ + void updatedHeroAvatarCountChanged(); + /**jsdoc * Triggered when the value of the notUpdatedAvatarCount property changes. * @function Stats.notUpdatedAvatarCountChanged diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp index c733cfa291..26407c3564 100755 --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -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); diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h index 63396a59ac..95bbcbeb16 100755 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -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;