// // SimulationOwner.h // libraries/entities/src // // Created by Andrew Meadows on 2015.06.19 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_SimulationOwner_h #define hifi_SimulationOwner_h #include #include #include #include // HighFidelity uses a distributed physics simulation where multiple "participants" simulate portions // of the same domain. Even when portions overlap only one participant is allowed to be the current // authority for any particular object's physical simulation. The authoritative participant is called the // "simulation owner" and its duty is to send "state synchronization" (transform/velocity) updates for an // entity to the entity-server. The entity-server relays updates to other participants who apply them 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 accepted unless it was received shortly after (within 200msec) of the // last ownership change. This to avoid rapid ownership transitions should multiple participants // bid simultaneously. // // (4) The current owner is the only participant allowed to clear their ownership or adjust priority. // // (5) 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: // // (6) A participant (almost) never assumes its bid is accepted by the entity-server. It packs the // simulation owner properties as if they really did change but doesn't actually modify them // locally. Instead it waits to hear back from the entity-server for bid acceptance. If the entity // remains unowned the participant will resend the bid (assuming the bid pakcet was lost). The // exception is when the participant creates a moving entity: it assumes it starts off owning any // moving entities it creates. // // (7) When an entity becomes active in the physics simulation but is not owned the participant will // start a timer and if it is still unowned after expiry (0.5 seconds) the participant 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. // // (8) When a participant's script changes an entity's transform/velocity the participant will bid at // priority = POKE (=127) // // (9) When an entity collides against MyAvatar the participant will bid at priority = POKE. // // (10) When a participant grabs an entity it will bid at priority = GRAB (=128). This to allow UserA // to whack UserB with a "sword" without losing ownership, since UserB will bid at POKE. If UserB // wants to contest for ownership they must also GRAB it. // // (11) 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). // // (12) 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 entity's velocities to // zero. As per a normal bid, the owner does NOT assume its ownership has been cleared until // it hears back from the entity-server. Thus, if the packet is lost the owner will re-send after // expiry. // // (13) When an entity is still active but the owner no longer wants to own it, the owner will drop its // priority to YIELD (=1, below VOLUNTEER) thereby signalling to other participants to bid for it. // // (14) When an entity's ownership priority drops to YIELD (=1, below VOLUNTEER) other participants may // bid for it immediately at VOLUNTEER. // /* These declarations temporarily moved to SimulationFlags.h while we unravel some spaghetti dependencies. * The intent is to move them back here once the dust settles. const uint8_t YIELD_SIMULATION_PRIORITY = 1; const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1; const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1; // When poking objects with scripts an observer will bid at SCRIPT_EDIT priority. const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 128; const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1; // PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar // which really just means: things that collide with it will be bid at a priority level one lower const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY; const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY; */ class SimulationOwner { public: static const int NUM_BYTES_ENCODED; SimulationOwner(); SimulationOwner(const QUuid& id, uint8_t priority); SimulationOwner(const SimulationOwner &) = default; const QUuid& getID() const { return _id; } const uint64_t& getExpiry() const { return _expiry; } uint8_t getPriority() const { return _priority; } QByteArray toByteArray() const; bool fromByteArray(const QByteArray& data); void clear(); void setPriority(uint8_t priority); // return true if id is changed bool setID(const QUuid& id); bool set(const QUuid& id, uint8_t priority); bool set(const SimulationOwner& owner); bool isNull() const { return _id.isNull(); } bool matchesValidID(const QUuid& id) const { return _id == id && !_id.isNull(); } void updateExpiry(); bool hasExpired() const { return usecTimestampNow() > _expiry; } void clearCurrentOwner(); bool operator>=(uint8_t priority) const { return _priority >= priority; } bool operator==(const SimulationOwner& other) { return (_id == other._id && _priority == other._priority); } bool operator!=(const SimulationOwner& other); SimulationOwner& operator=(const SimulationOwner& other); friend QDebug& operator<<(QDebug& d, const SimulationOwner& simOwner); // debug static void test(); private: QUuid _id; // owner uint64_t _expiry; // time when ownership can transition at equal priority uint8_t _priority; // priority of current owner }; #endif // hifi_SimulationOwner_h