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160 lines
7.4 KiB
C++
160 lines
7.4 KiB
C++
//
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// SimulationOwner.h
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// libraries/entities/src
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//
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// Created by Andrew Meadows on 2015.06.19
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_SimulationOwner_h
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#define hifi_SimulationOwner_h
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#include <QtCore/QDebug>
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#include <QtCore/QByteArray>
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#include <SharedUtil.h>
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#include <UUID.h>
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// HighFidelity uses a distributed physics simulation where multiple "participants" simulate portions
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// of the same domain. Even when portions overlap only one participant is allowed to be the current
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// authority for any particular object's physical simulation. The authoritative participant is called the
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// "simulation owner" and its duty is to send "state synchronization" (transform/velocity) updates for an
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// entity to the entity-server. The entity-server relays updates to other participants who apply them to
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// their own simulation.
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//
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// Participants acquire ownership by sending a "bid" to the entity-server. The bid is a properties update:
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// { "simulationOwner": { "ownerID" : sessionID, "priority" : priority },
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// transform/velocity properties
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// }
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//
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// The entity-server is the authority as to who owns what and may reject a bid. The rules for handling a
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// bid are as follows:
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//
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// (1) A bid may be refused for special ownership restrictions, but otherwise...
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//
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// (2) A bid at higher priority is accepted
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//
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// (3) A bid at equal priority is accepted unless it was received shortly after (within 200msec) of the
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// last ownership change. This to avoid rapid ownership transitions should multiple participants
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// bid simultaneously.
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//
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// (4) The current owner is the only participant allowed to clear their ownership or adjust priority.
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//
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// (5) If an owner does not update the transform or velocities of an owned entity within some period
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// (5 seconds) then ownership is cleared and the entity's velocities are zeroed. This to handle
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// the case when an owner drops off the network.
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//
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// The priority of a participant's bid depends on how "interested" it is in the entity's motion. The rules
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// for bidding are as follows:
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//
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// (6) A participant (almost) never assumes its bid is accepted by the entity-server. It packs the
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// simulation owner properties as if they really did change but doesn't actually modify them
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// locally. Instead it waits to hear back from the entity-server for bid acceptance. If the entity
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// remains unowned the participant will resend the bid (assuming the bid pakcet was lost). The
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// exception is when the participant creates a moving entity: it assumes it starts off owning any
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// moving entities it creates.
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//
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// (7) When an entity becomes active in the physics simulation but is not owned the participant will
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// start a timer and if it is still unowned after expiry (0.5 seconds) the participant will
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// bid at priority = VOLUNTEER (=2). The entity-server never grants ownership at VOLUNTEER
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// priority: when a VOLUNTEER bid is accepted the entity-server always promotes the priority to
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// RECRUIT (=VOLUNTEER + 1); this to avoid a race-condition which might rapidly transition ownership
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// when multiple participants (with variable ping-times to the server) bid simultaneously for a
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// recently activated entity.
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//
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// (8) When a participant's script changes an entity's transform/velocity the participant will bid at
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// priority = POKE (=127)
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//
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// (9) When an entity collides against MyAvatar the participant will bid at priority = POKE.
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//
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// (10) When a participant grabs an entity it will bid at priority = GRAB (=128). This to allow UserA
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// to whack UserB with a "sword" without losing ownership, since UserB will bid at POKE. If UserB
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// wants to contest for ownership they must also GRAB it.
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//
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// (11) When EntityA, locally owned at priority = N, collides with an unowned EntityB the owner will
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// also bid for EntityB at priority = N-1 (or VOLUNTEER, whichever is larger).
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//
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// (12) When an entity comes to rest and is deactivated in the physics simulation the owner will send
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// an update to: clear their ownerhsip, set priority to zero, and set the entity's velocities to
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// zero. As per a normal bid, the owner does NOT assume its ownership has been cleared until
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// it hears back from the entity-server. Thus, if the packet is lost the owner will re-send after
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// expiry.
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//
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// (13) When an entity is still active but the owner no longer wants to own it, the owner will drop its
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// priority to YIELD (=1, below VOLUNTEER) thereby signalling to other participants to bid for it.
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//
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// (14) When an entity's ownership priority drops to YIELD (=1, below VOLUNTEER) other participants may
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// bid for it immediately at VOLUNTEER.
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//
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/* These declarations temporarily moved to SimulationFlags.h while we unravel some spaghetti dependencies.
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* The intent is to move them back here once the dust settles.
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const uint8_t YIELD_SIMULATION_PRIORITY = 1;
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const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;
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const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
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// When poking objects with scripts an observer will bid at SCRIPT_EDIT priority.
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const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 128;
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const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1;
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// PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar
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// which really just means: things that collide with it will be bid at a priority level one lower
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const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
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const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;
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*/
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class SimulationOwner {
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public:
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static const int NUM_BYTES_ENCODED;
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SimulationOwner();
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SimulationOwner(const QUuid& id, uint8_t priority);
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SimulationOwner(const SimulationOwner &) = default;
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const QUuid& getID() const { return _id; }
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const uint64_t& getExpiry() const { return _expiry; }
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uint8_t getPriority() const { return _priority; }
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QByteArray toByteArray() const;
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bool fromByteArray(const QByteArray& data);
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void clear();
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void setPriority(uint8_t priority);
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// return true if id is changed
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bool setID(const QUuid& id);
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bool set(const QUuid& id, uint8_t priority);
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bool set(const SimulationOwner& owner);
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bool isNull() const { return _id.isNull(); }
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bool matchesValidID(const QUuid& id) const { return _id == id && !_id.isNull(); }
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void updateExpiry();
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bool hasExpired() const { return usecTimestampNow() > _expiry; }
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void clearCurrentOwner();
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bool operator>=(uint8_t priority) const { return _priority >= priority; }
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bool operator==(const SimulationOwner& other) { return (_id == other._id && _priority == other._priority); }
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bool operator!=(const SimulationOwner& other);
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SimulationOwner& operator=(const SimulationOwner& other);
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friend QDebug& operator<<(QDebug& d, const SimulationOwner& simOwner);
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// debug
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static void test();
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private:
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QUuid _id; // owner
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uint64_t _expiry; // time when ownership can transition at equal priority
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uint8_t _priority; // priority of current owner
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};
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#endif // hifi_SimulationOwner_h
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