Use separate priority-queues for hero & other avatars

This commit is contained in:
Simon Walton 2019-02-27 13:14:08 -08:00
parent 167ddbecff
commit 13cda8d212

View file

@ -307,24 +307,24 @@ namespace {
} // Close anonymous namespace.
// Specialize computePriority() for avatars:
namespace PrioritySortUtil {
template<> float PriorityQueue<SortableAvatar>::computePriority(const SortableAvatar& thing) const {
static constexpr float AVATAR_HERO_BONUS { 25.0f }; // Higher than any normal priority.
float priority = std::numeric_limits<float>::min();
for (const auto& view : _views) {
priority = std::max(priority, computePriority(view, thing));
}
if (thing.getAvatar()->getPriorityAvatar()) {
priority += AVATAR_HERO_BONUS;
}
return priority;
}
}
//// Specialize computePriority() for avatars:
//namespace PrioritySortUtil {
//template<> float PriorityQueue<SortableAvatar>::computePriority(const SortableAvatar& thing) const {
// static constexpr float AVATAR_HERO_BONUS { 25.0f }; // Higher than any normal priority.
//
// float priority = std::numeric_limits<float>::min();
//
// for (const auto& view : _views) {
// priority = std::max(priority, computePriority(view, thing));
// }
//
// if (thing.getAvatar()->getPriorityAvatar()) {
// priority += AVATAR_HERO_BONUS;
// }
//
// return priority;
//}
//}
void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node) {
const float AVATAR_HERO_FRACTION { 0.4f };
@ -388,11 +388,23 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
// prepare to sort
const auto& cameraViews = nodeData->getViewFrustums();
PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(cameraViews,
AvatarData::_avatarSortCoefficientSize,
AvatarData::_avatarSortCoefficientCenter,
AvatarData::_avatarSortCoefficientAge);
sortedAvatars.reserve(_end - _begin);
using AvatarPriorityQueue = PrioritySortUtil::PriorityQueue<SortableAvatar>;
// Keep two independent queues, one for heroes and one for the riff-raff.
enum PriorityVariants { kHero, kNonhero };
AvatarPriorityQueue avatarPriorityQueues[2] = { {cameraViews,
AvatarData::_avatarSortCoefficientSize, AvatarData::_avatarSortCoefficientCenter, AvatarData::_avatarSortCoefficientAge},
{cameraViews,
AvatarData::_avatarSortCoefficientSize, AvatarData::_avatarSortCoefficientCenter, AvatarData::_avatarSortCoefficientAge}
};
//PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(cameraViews,
// AvatarData::_avatarSortCoefficientSize,
// AvatarData::_avatarSortCoefficientCenter,
// AvatarData::_avatarSortCoefficientAge);
//sortedAvatars.reserve(_end - _begin);
avatarPriorityQueues[kNonhero].reserve(_end - _begin);
for (auto listedNode = _begin; listedNode != _end; ++listedNode) {
Node* otherNodeRaw = (*listedNode).data();
@ -475,7 +487,8 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
const MixerAvatar* avatarNodeData = avatarClientNodeData->getConstAvatarData();
auto lastEncodeTime = nodeData->getLastOtherAvatarEncodeTime(avatarNode->getLocalID());
sortedAvatars.push(SortableAvatar(avatarNodeData, avatarNode, lastEncodeTime));
avatarPriorityQueues[avatarNodeData->getPriorityAvatar() ? kHero : kNonhero].push(
SortableAvatar(avatarNodeData, avatarNode, lastEncodeTime));
}
// If Avatar A's PAL WAS open but is no longer open, AND
@ -501,16 +514,18 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
// loop through our sorted avatars and allocate our bandwidth to them accordingly
int remainingAvatars = (int)sortedAvatars.size();
int remainingAvatars = (int)avatarPriorityQueues[kHero].size() + (int)avatarPriorityQueues[kNonhero].size();
auto traitsPacketList = NLPacketList::create(PacketType::BulkAvatarTraits, QByteArray(), true, true);
auto avatarPacket = NLPacket::create(PacketType::BulkAvatarData);
const int avatarPacketCapacity = avatarPacket->getPayloadCapacity();
int avatarSpaceAvailable = avatarPacketCapacity;
int numPacketsSent = 0;
int numAvatarsSent = 0;
auto identityPacketList = NLPacketList::create(PacketType::AvatarIdentity, QByteArray(), true, true);
const auto& sortedAvatarVector = sortedAvatars.getSortedVector(numToSendEst);
for (PriorityVariants currentVariant = kHero; currentVariant <= kNonhero; ++((int&)currentVariant)) {
const auto& sortedAvatarVector = avatarPriorityQueues[currentVariant].getSortedVector(numToSendEst);
for (const auto& sortedAvatar : sortedAvatarVector) {
const Node* otherNode = sortedAvatar.getNode();
auto lastEncodeForOther = sortedAvatar.getTimestamp();
@ -534,17 +549,16 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
}
}
bool overHeroBudget = frameByteEstimate > maxHeroBytesPerFrame;
bool overHeroBudget = currentVariant == kHero && numAvatarDataBytes > maxHeroBytesPerFrame;
if (overHeroBudget) {
break; // No more heroes (this frame).
}
auto startAvatarDataPacking = chrono::high_resolution_clock::now();
const AvatarMixerClientData* otherNodeData = reinterpret_cast<const AvatarMixerClientData*>(otherNode->getLinkedData());
const MixerAvatar* otherAvatar = otherNodeData->getConstAvatarData();
if (overHeroBudget && otherAvatar->getPriorityAvatar()) {
continue; // No more heroes (this frame).
}
// Typically all out-of-view avatars but such avatars' priorities will rise with time:
bool isLowerPriority = sortedAvatar.getPriority() <= OUT_OF_VIEW_THRESHOLD;
@ -611,16 +625,23 @@ void AvatarMixerSlave::broadcastAvatarDataToAgent(const SharedNodePointer& node)
auto endAvatarDataPacking = chrono::high_resolution_clock::now();
_stats.avatarDataPackingElapsedTime +=
(quint64) chrono::duration_cast<chrono::microseconds>(endAvatarDataPacking - startAvatarDataPacking).count();
(quint64)chrono::duration_cast<chrono::microseconds>(endAvatarDataPacking - startAvatarDataPacking).count();
if (!overBudget) {
// use helper to add any changed traits to our packet list
traitBytesSent += addChangedTraitsToBulkPacket(nodeData, otherNodeData, *traitsPacketList);
}
numAvatarsSent++;
remainingAvatars--;
}
if (currentVariant == kHero) { // Dump any remaining heroes into the commoners.
for (auto avIter = sortedAvatarVector.begin() + numAvatarsSent; avIter < sortedAvatarVector.end(); ++avIter) {
avatarPriorityQueues[kNonhero].push(*avIter);
}
}
}
if (nodeData->getNumAvatarsSentLastFrame() > numToSendEst) {
qCWarning(avatars) << "More avatars sent than upper estimate" << nodeData->getNumAvatarsSentLastFrame()
<< " / " << numToSendEst;