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https://github.com/HifiExperiments/overte.git
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hack for "reliable" packet send when objects stop moving
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parent
0f488bca02
commit
b3731e9530
5 changed files with 53 additions and 16 deletions
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@ -108,7 +108,7 @@ void EntityMotionState::computeShapeInfo(ShapeInfo& info) {
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_entity->computeShapeInfo(info);
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}
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender) {
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) {
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#ifdef USE_BULLET_PHYSICS
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if (_outgoingPacketFlags) {
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EntityItemProperties properties = _entity->getProperties();
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@ -165,12 +165,22 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender) {
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//properties.setLastEdited(now);
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glm::vec3 zero(0.0f);
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_sentMoving = (_sentVelocity == zero && _sentAngularVelocity == zero && _sentAcceleration == zero);
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_sentMoving = !(_sentVelocity == zero && _sentAngularVelocity == zero && _sentAcceleration == zero);
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// RELIABLE_SEND_HACK: count number of updates for entities at rest so we can stop sending them after some limit.
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if (_sentMoving) {
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_numNonMovingUpdates = 0;
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} else {
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_numNonMovingUpdates++;
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}
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EntityItemID id(_entity->getID());
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EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
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entityPacketSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, id, properties);
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_outgoingPacketFlags = 0;
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// The outgoing flags only itemized WHAT to send, not WHETHER to send, hence we always set them
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// to the full set. These flags may be momentarily cleared by incoming external changes.
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_outgoingPacketFlags = DIRTY_PHYSICS_FLAGS;
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_sentFrame = frame;
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}
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#endif // USE_BULLET_PHYSICS
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}
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@ -58,7 +58,7 @@ public:
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void computeShapeInfo(ShapeInfo& info);
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void sendUpdate(OctreeEditPacketSender* packetSender);
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void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame);
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uint32_t getIncomingDirtyFlags() const { return _entity->getDirtyFlags(); }
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void clearIncomingDirtyFlags(uint32_t flags) { _entity->clearDirtyFlags(flags); }
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@ -52,8 +52,8 @@ ObjectMotionState::ObjectMotionState() :
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_motionType(MOTION_TYPE_STATIC),
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_body(NULL),
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_sentMoving(false),
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_weKnowRecipientHasReceivedNotMoving(false),
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_outgoingPacketFlags(0),
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_numNonMovingUpdates(0),
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_outgoingPacketFlags(DIRTY_PHYSICS_FLAGS),
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_sentFrame(0),
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_sentPosition(0.0f),
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_sentRotation(),
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@ -109,21 +109,48 @@ void ObjectMotionState::getAngularVelocity(glm::vec3& angularVelocityOut) const
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bulletToGLM(_body->getAngularVelocity(), angularVelocityOut);
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}
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// RELIABLE_SEND_HACK: until we have truly reliable resends of non-moving updates
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// we alwasy resend packets for objects that have stopped moving up to some max limit.
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const int MAX_NUM_NON_MOVING_UPDATES = 5;
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bool ObjectMotionState::doesNotNeedToSendUpdate() const {
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return !_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES;
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}
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const float FIXED_SUBSTEP = 1.0f / 60.0f;
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bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const {
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assert(_body);
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float dt = (float)(simulationFrame - _sentFrame) * FIXED_SUBSTEP + subStepRemainder;
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const float DEFAULT_UPDATE_PERIOD = 10.0f;
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if (dt > DEFAULT_UPDATE_PERIOD || (_sentMoving && !_body->isActive())) {
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return true;
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bool isActive = _body->isActive();
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if (isActive) {
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const float MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS = 10.0f;
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if (dt > MAX_UPDATE_PERIOD_FOR_ACTIVE_THINGS) {
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return true;
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}
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} else if (_sentMoving) {
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if (!isActive) {
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// this object just went inactive so send an update immediately
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return true;
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}
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} else {
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const float NON_MOVING_UPDATE_PERIOD = 1.0f;
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if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
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// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
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// at a faster rate than the MAX period above, and only send a limited number of them.
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return true;
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}
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}
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// Else we measure the error between current and extrapolated transform (according to expected behavior
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// of remote EntitySimulation) and return true if the error is significant.
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// NOTE: math in done the simulation-frame, which is NOT necessarily the same as the world-frame
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// due to _worldOffset.
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// TODO: Andrew to reconcile Bullet and legacy damping coefficients.
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// compute position error
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glm::vec3 extrapolatedPosition = _sentPosition + dt * (_sentVelocity + (0.5f * dt) * _sentAcceleration);
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@ -131,7 +158,7 @@ bool ObjectMotionState::shouldSendUpdate(uint32_t simulationFrame, float subStep
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btTransform worldTrans = _body->getWorldTransform();
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bulletToGLM(worldTrans.getOrigin(), position);
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float dx2 = glm::length2(position - extrapolatedPosition);
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float dx2 = glm::distance2(position, extrapolatedPosition);
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const float MAX_POSITION_ERROR_SQUARED = 0.001f; // 0.001 m^2 ~~> 0.03 m
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if (dx2 > MAX_POSITION_ERROR_SQUARED) {
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return true;
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@ -81,9 +81,9 @@ public:
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virtual void clearIncomingDirtyFlags(uint32_t flags) = 0;
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void clearOutgoingPacketFlags(uint32_t flags) { _outgoingPacketFlags &= ~flags; }
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bool doesNotNeedToSendUpdate() const { return !_body->isActive() && _weKnowRecipientHasReceivedNotMoving; }
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bool doesNotNeedToSendUpdate() const;
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virtual bool shouldSendUpdate(uint32_t simulationFrame, float subStepRemainder) const;
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virtual void sendUpdate(OctreeEditPacketSender* packetSender) = 0;
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virtual void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t frame) = 0;
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virtual MotionType computeMotionType() const = 0;
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@ -100,7 +100,7 @@ protected:
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btRigidBody* _body;
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bool _sentMoving; // true if last update was moving
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bool _weKnowRecipientHasReceivedNotMoving;
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int _numNonMovingUpdates; // RELIABLE_SEND_HACK for "not so reliable" resends of packets for non-moving objects
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uint32_t _outgoingPacketFlags;
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uint32_t _sentFrame;
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@ -13,9 +13,9 @@
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// TODO DONE: make MotionState::setWorldTransform() put itself on _incomingChanges list
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// TODO DONE: give PhysicsEngine instance an _entityPacketSender
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// TODO DONE: make sure code compiles when BULLET is not found
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// TODO: make sure incoming and outgoing pipelines are connected
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// TODO: provide some sort of "reliable" send for "stopped" update
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// TODO DONE: make sure incoming and outgoing pipelines are connected
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// TODO: test entity updates (second viewer sees physics results from first)
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// TODO: provide some sort of "reliable" send for "stopped" update
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#include "PhysicsEngine.h"
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#ifdef USE_BULLET_PHYSICS
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@ -57,7 +57,7 @@ void PhysicsEngine::updateEntitiesInternal(const quint64& now) {
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if (state->doesNotNeedToSendUpdate()) {
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stateItr = _outgoingPackets.erase(stateItr);
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} else if (state->shouldSendUpdate(frame, subStepRemainder)) {
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state->sendUpdate(_entityPacketSender);
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state->sendUpdate(_entityPacketSender, frame);
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++stateItr;
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} else {
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++stateItr;
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