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more correct notion of desired simulation priority
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parent
99a1310711
commit
9157ff6eda
5 changed files with 44 additions and 43 deletions
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@ -70,13 +70,15 @@ bool SimulationOwner::setID(const QUuid& id) {
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}
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bool SimulationOwner::set(const QUuid& id, quint8 priority) {
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uint8_t oldPriority = _priority;
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setPriority(priority);
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return setID(id);
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return setID(id) || oldPriority != _priority;
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}
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bool SimulationOwner::set(const SimulationOwner& owner) {
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uint8_t oldPriority = _priority;
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setPriority(owner._priority);
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return setID(owner._id);
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return setID(owner._id) || oldPriority != _priority;
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}
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void SimulationOwner::updateExpiry() {
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@ -18,8 +18,6 @@
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#include <SharedUtil.h>
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#include <UUID.h>
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const quint8 ZERO_SIMULATION_PRIORITY = 0x00;
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// Simulation observers will bid to simulate unowned active objects at the lowest possible priority
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// which is VOLUNTEER. If the server accepts a VOLUNTEER bid it will automatically bump it
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// to RECRUIT priority so that other volunteers don't accidentally take over.
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@ -30,9 +28,9 @@ const quint8 RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
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const quint8 SCRIPT_GRAB_SIMULATION_PRIORITY = 0x80;
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const quint8 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 will bid for
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// objects that collide with MyAvatar.
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const quint8 PERSONAL_SIMULATION_PRIORITY = SCRIPT_POKE_SIMULATION_PRIORITY;
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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 quint8 PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
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class SimulationOwner {
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@ -65,7 +65,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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_loopsWithoutOwner(0),
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_accelerationNearlyGravityCount(0),
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_numInactiveUpdates(1),
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_outgoingPriority(ZERO_SIMULATION_PRIORITY)
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_outgoingPriority(0)
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity);
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@ -103,31 +103,31 @@ bool EntityMotionState::handleEasyChanges(uint32_t& flags) {
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if (_entity->getSimulatorID().isNull()) {
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// simulation ownership has been removed by an external simulator
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if (glm::length2(_entity->getVelocity()) == 0.0f) {
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// this object is coming to rest --> clear the ACTIVATION flag and outgoing priority
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// this object is coming to rest --> clear the ACTIVATION flag and _outgoingPriority
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flags &= ~Simulation::DIRTY_PHYSICS_ACTIVATION;
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_body->setActivationState(WANTS_DEACTIVATION);
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_outgoingPriority = ZERO_SIMULATION_PRIORITY;
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_loopsWithoutOwner = 0;
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_outgoingPriority = 0;
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} else {
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// unowned object is still moving --> we should volunteer to own it
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// disowned object is still moving --> start timer for ownership bid
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// TODO? put a delay in here proportional to distance from object?
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upgradeOutgoingPriority(VOLUNTEER_SIMULATION_PRIORITY);
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_loopsWithoutOwner = LOOPS_FOR_SIMULATION_ORPHAN;
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_nextOwnershipBid = 0;
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}
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} else {
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// this entity's simulation is owned by someone, so we push its ownership expiry into the future
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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if (Physics::getSessionUUID() == _entity->getSimulatorID() || _entity->getSimulationPriority() >= _outgoingPriority) {
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// either we already own the simulation or our old outgoing priority momentarily looses to current owner
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// so we clear it
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_outgoingPriority = ZERO_SIMULATION_PRIORITY;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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_loopsWithoutOwner = 0;
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} else if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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// we just inherited ownership, make sure our desired priority matches what we have
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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}
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}
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_PRIORITY) {
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// The DIRTY_SIMULATOR_OWNERSHIP_PRIORITY bits really mean "we should bid for ownership because
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// a local script has been changing physics properties, or we should adjust our own ownership priority".
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if (_outgoingPriority <= VOLUNTEER_SIMULATION_PRIORITY) {
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// we were previously uninterested in owning this object
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// which means this is our first frame of interest
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// therefore we should bid immediately
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_nextOwnershipBid = 0;
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}
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// The desired priority is determined by which bits were set.
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if (flags & Simulation::DIRTY_SIMULATION_OWNERSHIP_FOR_GRAB) {
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_outgoingPriority = SCRIPT_GRAB_SIMULATION_PRIORITY;
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@ -247,7 +247,7 @@ bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
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assert(_body);
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assert(_entity);
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assert(entityTreeIsLocked());
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return _outgoingPriority != ZERO_SIMULATION_PRIORITY || sessionID == _entity->getSimulatorID() || _entity->actionDataNeedsTransmit();
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return _outgoingPriority != 0 || sessionID == _entity->getSimulatorID() || _entity->actionDataNeedsTransmit();
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}
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bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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@ -389,16 +389,9 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& s
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if (_entity->getSimulatorID() != sessionID) {
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// we don't own the simulation
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if (_outgoingPriority != ZERO_SIMULATION_PRIORITY) {
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// but we would like to own it
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if (_outgoingPriority < _entity->getSimulationPriority()) {
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// but our priority loses to remote, so we don't bother trying
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_outgoingPriority = ZERO_SIMULATION_PRIORITY;
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return false;
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}
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return usecTimestampNow() > _nextOwnershipBid;
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}
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return false;
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return _outgoingPriority > 0 && // but we would like to own it and
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_outgoingPriority >= _entity->getSimulationPriority() && // we are sufficiently interested and
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usecTimestampNow() > _nextOwnershipBid; // it is time to bid again
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}
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return remoteSimulationOutOfSync(simulationStep);
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@ -499,17 +492,24 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
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#endif //def WANT_DEBUG
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if (_numInactiveUpdates > 0) {
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// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
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// but we remember that we do still own it... and rely on the server to tell us that we don't
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// we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
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// but we remember we do still own it... and rely on the server to tell us we don't
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properties.clearSimulationOwner();
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_outgoingPriority = ZERO_SIMULATION_PRIORITY;
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_outgoingPriority = 0;
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} else if (sessionID != _entity->getSimulatorID()) {
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// we don't own the simulation for this entity yet, but we're sending a bid for it
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properties.setSimulationOwner(sessionID, glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY));
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_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
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_outgoingPriority = 0; // reset outgoing priority whenever we bid
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} else if (_outgoingPriority != _entity->getSimulationPriority()) {
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// we own the simulation but need to update the priority
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properties.setSimulationOwner(sessionID, _outgoingPriority);
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// we own the simulation but our desired priority has changed
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if (_outgoingPriority == 0) {
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// we should release ownership
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properties.clearSimulationOwner();
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} else {
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// we just need to change the priority
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properties.setSimulationOwner(sessionID, _outgoingPriority);
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}
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}
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EntityItemID id(_entity->getID());
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@ -585,6 +585,7 @@ QUuid EntityMotionState::getSimulatorID() const {
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}
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void EntityMotionState::bump(uint8_t priority) {
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assert(priority != 0);
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upgradeOutgoingPriority(glm::max(VOLUNTEER_SIMULATION_PRIORITY, --priority));
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}
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@ -125,7 +125,7 @@ protected:
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uint8_t _loopsWithoutOwner;
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uint8_t _accelerationNearlyGravityCount;
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uint8_t _numInactiveUpdates { 1 };
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uint8_t _outgoingPriority { ZERO_SIMULATION_PRIORITY };
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uint8_t _outgoingPriority { 0 };
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};
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#endif // hifi_EntityMotionState_h
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@ -291,8 +291,8 @@ void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const
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// NOTE: we might own the simulation of a kinematic object (A)
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// but we don't claim ownership of kinematic objects (B) based on collisions here.
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if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) {
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quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
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motionStateB->bump(priority);
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quint8 priorityA = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
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motionStateB->bump(priorityA);
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}
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} else if (motionStateA &&
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((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) ||
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@ -300,8 +300,8 @@ void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const
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// SIMILARLY: we might own the simulation of a kinematic object (B)
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// but we don't claim ownership of kinematic objects (A) based on collisions here.
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if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) {
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quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
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motionStateA->bump(priority);
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quint8 priorityB = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY;
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motionStateA->bump(priorityB);
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}
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}
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}
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