add description of simulation ownership rules

This commit is contained in:
Andrew Meadows 2018-03-14 14:39:46 -07:00
parent 2be0f0fa22
commit 4501033861

View file

@ -18,9 +18,76 @@
#include <SharedUtil.h>
#include <UUID.h>
// Simulation observers will bid to simulate unowned active objects at the lowest possible priority
// which is VOLUNTEER. If the server accepts a VOLUNTEER bid it will automatically bump it
// to RECRUIT priority so that other volunteers don't accidentally take over.
// HighFidelity uses a distributed physics simulation where multiple "participants" simulate portions
// of the same world. When portions overlap only one participant is allowed to be the authority for any
// particular object. For a simulated entity the authoritative participant is called the simulation "owner" and
// their duty is to send transform/velocity updates for the entity to the central entity-server.
// The entity-server relays updates to other participants who apply them as "state synchronization"
// to their own simulation.
//
// Participants acquire ownership by sending a "bid" to the entity-server. The bid is a properties update:
// {
// "simulationOwner": { "ownerID" : sessionID, "priority" : priority },
// transform/velocity properties
// }
//
// The entity-server is the authority as to who owns what and may reject a bid.
// The rules for handling a bid are as follows:
//
// (1) A bid may be refused for special ownership restrictions, but otherwise...
//
// (2) A bid at higher priority is accepted
//
// (3) A bid at equal priority is rejected if receieved within a grace-period (200msec)
// of the last ownership transition, otherwise it is accepted
//
// (4) The current owner is the only participant allowed to clear ownership (entity-server can override).
//
// (5) The current owner is the only participant allowed to adjust priority (entity-server can override).
//
// (6) If an owner does not update the transform or velocities of an owned entity within some period
// (5 seconds) then ownership is cleared and the entity's velocities are zeroed. This to handle
// the case when an owner drops off the network.
//
// The priority of a participant's bid depends on how "interested" it is in the entity's motion. The rules
// for bidding are as follows:
//
// (7) A participant (almost) never assumes that a bid is accepted by the entity-server. It packs the
// simulation owner and priority as if they really did change but doesn't actually modify them
// locally. Thus, if the bid packet is lost the participant will re-send after some period.
// The participant only updates its knowledge of who owns what when it recieves an update from the
// entity-server. An exception is when the participant creates a moving entity: it assumes it starts
// off owning any moving entities it creates.
//
// (8) When an unowned entity becomes active in the physics simulation the participant will
// start a timer and if the entity is still unowned after some period (0.5 seconds)
// it will bid at priority = VOLUNTEER (=2). The entity-server never grants ownership at VOLUNTEER
// priority: when a VOLUNTEER bid is accepted the entity-server always promotes the priority to
// RECRUIT (VOLUNTEER + 1); this to avoid a race-condition which might rapidly transition ownership
// when multiple participants (with variable ping-times to the server) bid simultaneously for a
// recently activated entity.
//
// (9) When a participant changes an entity's transform/velocity it will bid at priority = POKE (=127)
//
// (10) When an entity touches MyAvatar the participant it will bid at priority = POKE.
//
// (11) When a participant grabs an entity it will bid at priority = GRAB (=128).
//
// (12) When entityA, locally owned at priority = N, collides with an unowned entityB the owner will
// also bid for entityB at priority = N-1 (or VOLUNTEER, whichever is larger).
//
// (13) When an entity comes to rest and is deactivated in the physics simulation the owner will
// send an update to: clear their ownerhsip, set priority to zero, and set the object's
// velocities to be zero. As per a normal bid, the owner does NOT assume that its ownership
// has been cleared until it hears from the entity-server. This, if the packet is lost the
// owner will re-send after some period.
//
// (14) When an entity's ownership priority drops below VOLUNTEER other participants may bid for it
// immediately at priority = VOLUNTEER.
//
// (15) When an entity is still active but the owner no longer wants to own it, it will drop its priority
// to YIELD (=1, less than VOLUNTEER) thereby signalling to other participants to bid for it.
//
const quint8 VOLUNTEER_SIMULATION_PRIORITY = 0x01;
const quint8 RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;