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Merge pull request #9286 from ZappoMan/improveScriptRPC
Improve performance of Entities.callEntityMethod()
This commit is contained in:
commit
afdd1f3de1
5 changed files with 385 additions and 33 deletions
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@ -908,19 +908,11 @@ void ScriptEngine::run() {
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break;
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}
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// determine how long before the next timer should fire, we'd ideally like to sleep just
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// that long, so the next processEvents() will allow the timers to fire on time.
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const std::chrono::microseconds minTimerTimeRemaining(USECS_PER_MSEC * getTimersRemainingTime());
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// However, if we haven't yet slept at least as long as our average timer per frame, then we will
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// punish the timers to at least wait as long as the average run time of the timers.
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auto untilTimer = std::max(minTimerTimeRemaining, averageTimerPerFrame);
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// choose the closest time point, our
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auto remainingSleepUntil = std::chrono::duration_cast<std::chrono::microseconds>(sleepUntil - clock::now());
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auto closestUntil = std::min(remainingSleepUntil, untilTimer);
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auto thisSleepUntil = std::min(sleepUntil, clock::now() + closestUntil);
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std::this_thread::sleep_until(thisSleepUntil);
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// We only want to sleep a small amount so that any pending events (like timers or invokeMethod events)
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// will be able to process quickly.
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static const int SMALL_SLEEP_AMOUNT = 100;
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auto smallSleepUntil = clock::now() + static_cast<std::chrono::microseconds>(SMALL_SLEEP_AMOUNT);
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std::this_thread::sleep_until(smallSleepUntil);
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}
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#ifdef SCRIPT_DELAY_DEBUG
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@ -1010,21 +1002,6 @@ void ScriptEngine::run() {
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emit doneRunning();
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}
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quint64 ScriptEngine::getTimersRemainingTime() {
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quint64 minimumTime = USECS_PER_SECOND; // anything larger than this can be ignored
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QMutableHashIterator<QTimer*, CallbackData> i(_timerFunctionMap);
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while (i.hasNext()) {
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i.next();
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QTimer* timer = i.key();
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int remainingTime = timer->remainingTime();
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if (remainingTime >= 0) {
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minimumTime = std::min((quint64)remainingTime, minimumTime);
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}
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}
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return minimumTime;
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}
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// NOTE: This is private because it must be called on the same thread that created the timers, which is why
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// we want to only call it in our own run "shutdown" processing.
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void ScriptEngine::stopAllTimers() {
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@ -1035,6 +1012,7 @@ void ScriptEngine::stopAllTimers() {
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stopTimer(timer);
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}
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}
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void ScriptEngine::stopAllTimersForEntityScript(const EntityItemID& entityID) {
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// We could maintain a separate map of entityID => QTimer, but someone will have to prove to me that it's worth the complexity. -HRS
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QVector<QTimer*> toDelete;
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@ -218,7 +218,6 @@ protected:
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void init();
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bool evaluatePending() const { return _evaluatesPending > 0; }
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quint64 getTimersRemainingTime();
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void timerFired();
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void stopAllTimers();
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void stopAllTimersForEntityScript(const EntityItemID& entityID);
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244
scripts/developer/tests/testInterval.js
Normal file
244
scripts/developer/tests/testInterval.js
Normal file
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@ -0,0 +1,244 @@
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// Tester, try testing these different settings.
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//
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// Changing the TIMER_HZ will show different performance results. It's expected that at 90hz you'll see a fair
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// amount of variance, as Qt Timers simply aren't accurate enough. In general RPC peformance should match the timer
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// without significant difference in variance.
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var TIMER_HZ = 50; // Change this for different values
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var TIMER_INTERVAL = 1000 / TIMER_HZ;
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var TIMER_WORK_EFFORT = 0; // 1000 is light work, 1000000 ~= 30ms
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var UPDATE_HZ = 60; // standard script update rate
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var UPDATE_INTERVAL = 1000/UPDATE_HZ; // standard script update interval
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var UPDATE_WORK_EFFORT = 0; // 1000 is light work, 1000000 ~= 30ms
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var basePosition = Vec3.sum(Camera.getPosition(), Quat.getFront(Camera.getOrientation()));
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var timerBox = Entities.addEntity(
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{ type: "Box",
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position: basePosition,
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dimensions: { x: 0.1, y: 0.1, z: 0.1 },
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color: { red: 255, green: 0, blue: 255 },
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dynamic: false,
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collisionless: true
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});
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var lastTick = Date.now();
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var deltaTick = 0;
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var tickSamples = 0;
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var totalVariance = 0;
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var tickCount = 0;
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var totalWork = 0;
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var highVarianceCount = 0;
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var varianceCount = 0;
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print("Set interval = " + TIMER_INTERVAL);
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var timerTime = 0.0;
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var range = 0.5;
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var rotationFactor = 0.5; // smaller == faster
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var omega = 2.0 * Math.PI / rotationFactor;
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var ticker = Script.setInterval(function() {
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tickCount++;
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var tickNow = Date.now();
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deltaTick = tickNow - lastTick;
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var variance = Math.abs(deltaTick - TIMER_INTERVAL);
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totalVariance += variance;
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if (variance > 1) {
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varianceCount++;
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}
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if (variance > 5) {
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highVarianceCount++;
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}
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var preWork = Date.now();
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var y = 2;
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for (var x = 0; x < TIMER_WORK_EFFORT; x++) {
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y = y * y;
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}
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var postWork = Date.now();
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deltaWork = postWork - preWork;
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totalWork += deltaWork;
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// move a box
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var deltaTime = deltaTick / 1000;
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timerTime += deltaTime;
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rotation = Quat.angleAxis(timerTime * omega / Math.PI * 180.0, { x: 0, y: 1, z: 0 });
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Entities.editEntity(timerBox,
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{
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position: { x: basePosition.x + Math.sin(timerTime * omega) / 2.0 * range,
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y: basePosition.y,
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z: basePosition.z },
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//rotation: rotation
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});
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tickSamples = tickSamples + deltaTick;
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lastTick = tickNow;
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// report about every 5 seconds
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if(tickCount == (TIMER_HZ * 5)) {
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print("TIMER -- For " + tickCount + " samples average interval = " + tickSamples/tickCount + " ms"
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+ " average variance:" + totalVariance/tickCount + " ms"
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+ " min variance:" + varianceCount + " [" + (varianceCount/tickCount) * 100 + " %] "
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+ " high variance:" + highVarianceCount + " [" + (highVarianceCount/tickCount) * 100 + " %] "
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+ " average work:" + totalWork/tickCount + " ms");
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tickCount = 0;
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tickSamples = 0;
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totalWork = 0;
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totalVariance = 0;
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varianceCount = 0;
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highVarianceCount = 0;
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}
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}, TIMER_INTERVAL);
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/////////////////////////////////////////////////////////////////////////
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var rpcPosition = Vec3.sum(basePosition, { x:0, y: 0.2, z: 0});
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var theRpcFunctionInclude = Script.resolvePath("testIntervalRpcFunction.js");
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print("theRpcFunctionInclude:" + theRpcFunctionInclude);
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var rpcBox = Entities.addEntity(
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{ type: "Box",
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position: rpcPosition,
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dimensions: { x: 0.1, y: 0.1, z: 0.1 },
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color: { red: 255, green: 255, blue: 0 },
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dynamic: false,
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collisionless: true,
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script: theRpcFunctionInclude
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});
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var rpcLastTick = Date.now();
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var rpcTotalTicks = 0;
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var rpcCount = 0;
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var rpcTotalVariance = 0;
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var rpcTickCount = 0;
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var rpcVarianceCount = 0;
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var rpcHighVarianceCount = 0;
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var rpcTicker = Script.setInterval(function() {
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rpcTickCount++;
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var tickNow = Date.now();
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var deltaTick = tickNow - rpcLastTick;
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var variance = Math.abs(deltaTick - TIMER_INTERVAL);
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rpcTotalVariance += variance;
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if (variance > 1) {
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rpcVarianceCount++;
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}
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if (variance > 5) {
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rpcHighVarianceCount++;
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}
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rpcTotalTicks += deltaTick;
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rpcLastTick = tickNow;
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var args = [range, rotationFactor, omega, TIMER_INTERVAL, TIMER_HZ];
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Entities.callEntityMethod(rpcBox, "doRPC", args);
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// report about every 5 seconds
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if(rpcTickCount == (TIMER_HZ * 5)) {
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print("RPCTIMER- For " + rpcTickCount + " samples average interval = " + rpcTotalTicks/rpcTickCount + " ms"
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+ " average variance:" + rpcTotalVariance/rpcTickCount + " ms"
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+ " min variance:" + rpcVarianceCount + " [" + (rpcVarianceCount/rpcTickCount) * 100 + " %] "
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+ " high variance:" + rpcHighVarianceCount + " [" + (rpcHighVarianceCount/rpcTickCount) * 100 + " %] "
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);
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rpcTickCount = 0;
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rpcTotalTicks = 0;
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rpcTotalVariance = 0;
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rpcVarianceCount = 0;
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rpcHighVarianceCount = 0;
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}
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}, TIMER_INTERVAL);
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var updateCount = 0;
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var updateTotalElapsed = 0;
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var lastUpdate = Date.now();
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var updateTotalWork = 0;
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var updateTotalVariance = 0;
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var updateVarianceCount = 0;
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var updateHighVarianceCount = 0;
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var updatePosition = Vec3.sum(basePosition, { x:0, y: -0.2, z: 0});
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var updateBox = Entities.addEntity(
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{ type: "Box",
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position: updatePosition,
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dimensions: { x: 0.1, y: 0.1, z: 0.1 },
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color: { red: 0, green: 255, blue: 255 },
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dynamic: false,
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collisionless: true
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});
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var updateTime = 0;
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var updateFunction = function(deltaTime){
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updateCount++;
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var updateAt = Date.now();
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deltaUpdate = updateAt - lastUpdate;
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updateTotalElapsed += deltaUpdate;
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lastUpdate = updateAt;
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var variance = Math.abs(deltaUpdate - UPDATE_INTERVAL);
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updateTotalVariance += variance;
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if (variance > 1) {
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updateVarianceCount++;
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}
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if (variance > 5) {
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updateHighVarianceCount++;
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}
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var preWork = Date.now();
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var y = 2;
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for (var x = 0; x < UPDATE_WORK_EFFORT; x++) {
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y = y * y;
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}
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var postWork = Date.now();
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deltaWork = postWork - preWork;
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updateTotalWork += deltaWork;
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// move a box
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updateTime += deltaTime;
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rotation = Quat.angleAxis(updateTime * omega / Math.PI * 180.0, { x: 0, y: 1, z: 0 });
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Entities.editEntity(updateBox,
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{
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position: { x: updatePosition.x + Math.sin(updateTime * omega) / 2.0 * range,
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y: updatePosition.y,
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z: updatePosition.z },
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});
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if(updateCount == (UPDATE_HZ * 5)) {
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print("UPDATE -- For " + updateCount + " samples average update = " + updateTotalElapsed/updateCount + " ms"
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+ " average variance:" + updateTotalVariance/updateCount + " ms"
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+ " min variance:" + updateVarianceCount + " [" + (updateVarianceCount/updateCount) * 100 + " %] "
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+ " high variance:" + updateHighVarianceCount + " [" + (updateHighVarianceCount/updateCount) * 100 + " %] "
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+ " average work:" + updateTotalWork/updateCount + " ms");
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updateCount = 0;
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updateTotalElapsed = 0;
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updateTotalWork = 0;
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updateTotalVariance = 0;
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updateVarianceCount = 0;
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updateHighVarianceCount = 0;
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}
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};
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Script.update.connect(updateFunction);
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Script.scriptEnding.connect(function(){
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Entities.deleteEntity(timerBox);
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Entities.deleteEntity(rpcBox);
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Entities.deleteEntity(updateBox);
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});
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77
scripts/developer/tests/testIntervalRpcFunction.js
Normal file
77
scripts/developer/tests/testIntervalRpcFunction.js
Normal file
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@ -0,0 +1,77 @@
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(function() {
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var x = false;
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var y = false;
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var z = false;
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var entityLastTick = Date.now();
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var entityTotalTicks = 0;
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var entityCount = 0;
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var entityTotalVariance = 0;
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var entityTickCount = 0;
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var entityVarianceCount = 0;
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var entityHighVarianceCount = 0;
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var _entityID;
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var time = 0;
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function Foo() { return; };
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Foo.prototype = {
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preload: function(entityID) { print('Foo preload'); _entityID = entityID; },
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doRPC: function(entityID, args) {
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var range = args[0];
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var rotationFactor = args[1];
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var omega = args[2];
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var TIMER_INTERVAL = args[3];
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var TIMER_HZ = args[4];
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// first time, set our x,y,z
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if (x === false) {
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var position = Entities.getEntityProperties(_entityID, "position").position;
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x = position.x;
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y = position.y;
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z = position.z;
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}
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entityTickCount++;
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var tickNow = Date.now();
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var deltaTick = tickNow - entityLastTick;
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var variance = Math.abs(deltaTick - TIMER_INTERVAL);
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entityTotalVariance += variance;
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if (variance > 1) {
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entityVarianceCount++;
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}
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if (variance > 5) {
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entityHighVarianceCount++;
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}
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entityTotalTicks += deltaTick;
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entityLastTick = tickNow;
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// move self!!
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var deltaTime = deltaTick / 1000;
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time += deltaTime;
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rotation = Quat.angleAxis(time * omega / Math.PI * 180.0, { x: 0, y: 1, z: 0 });
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Entities.editEntity(_entityID,
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{
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position: { x: x + Math.sin(time * omega) / 2.0 * range,
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y: y,
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z: z },
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});
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if(entityTickCount == (TIMER_HZ * 5)) {
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print("ENTITY -- For " + entityTickCount + " samples average interval = " + entityTotalTicks/entityTickCount + " ms"
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+ " average variance:" + entityTotalVariance/entityTickCount + " ms"
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+ " min variance:" + entityVarianceCount + " [" + (entityVarianceCount/entityTickCount) * 100 + " %] "
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+ " high variance:" + entityHighVarianceCount + " [" + (entityHighVarianceCount/entityTickCount) * 100 + " %] "
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);
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entityTickCount = 0;
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entityTotalTicks = 0;
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entityTotalVariance = 0;
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entityVarianceCount = 0;
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entityHighVarianceCount = 0;
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}
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}
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};
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return new Foo();
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});
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@ -816,7 +816,6 @@ function MyController(hand) {
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};
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this.update = function(deltaTime, timestamp) {
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this.updateSmoothedTrigger();
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// If both trigger and grip buttons squeezed and nothing is held, rescale my avatar!
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@ -2141,7 +2140,6 @@ function MyController(hand) {
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};
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this.nearGrabbing = function(deltaTime, timestamp) {
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this.grabPointSphereOff();
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if (this.state == STATE_NEAR_GRABBING && (!this.triggerClicked && this.secondaryReleased())) {
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@ -3066,9 +3064,65 @@ var handleHandMessages = function(channel, message, sender) {
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Messages.messageReceived.connect(handleHandMessages);
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var BASIC_TIMER_INTERVAL_MS = 20; // 20ms = 50hz good enough
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var TARGET_UPDATE_HZ = 50; // 50hz good enough (no change in logic)
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var BASIC_TIMER_INTERVAL_MS = 1000 / TARGET_UPDATE_HZ;
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var lastInterval = Date.now();
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var intervalCount = 0;
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var totalDelta = 0;
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var totalVariance = 0;
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var highVarianceCount = 0;
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var veryhighVarianceCount = 0;
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var updateTotalWork = 0;
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var UPDATE_PERFORMANCE_DEBUGGING = false;
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var updateIntervalTimer = Script.setInterval(function(){
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update(BASIC_TIMER_INTERVAL_MS / 1000);
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intervalCount++;
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var thisInterval = Date.now();
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var deltaTimeMsec = thisInterval - lastInterval;
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var deltaTime = deltaTimeMsec / 1000;
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lastInterval = thisInterval;
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totalDelta += deltaTimeMsec;
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var variance = Math.abs(deltaTimeMsec - BASIC_TIMER_INTERVAL_MS);
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totalVariance += variance;
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if (variance > 1) {
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highVarianceCount++;
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}
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if (variance > 5) {
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veryhighVarianceCount++;
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}
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// will call update for both hands
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var preWork = Date.now();
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update(deltaTime);
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var postWork = Date.now();
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var workDelta = postWork - preWork;
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updateTotalWork += workDelta;
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if (intervalCount == 100) {
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if (UPDATE_PERFORMANCE_DEBUGGING) {
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print("handControllerGrab.js -- For " + intervalCount + " samples average= " + totalDelta/intervalCount + " ms"
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+ " average variance:" + totalVariance/intervalCount + " ms"
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+ " high variance count:" + highVarianceCount + " [ " + (highVarianceCount/intervalCount) * 100 + "% ] "
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+ " VERY high variance count:" + veryhighVarianceCount + " [ " + (veryhighVarianceCount/intervalCount) * 100 + "% ] "
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+ " average work:" + updateTotalWork/intervalCount + " ms");
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}
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intervalCount = 0;
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totalDelta = 0;
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totalVariance = 0;
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highVarianceCount = 0;
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veryhighVarianceCount = 0;
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updateTotalWork = 0;
|
||||
}
|
||||
|
||||
}, BASIC_TIMER_INTERVAL_MS);
|
||||
|
||||
function cleanup() {
|
||||
|
|
Loading…
Reference in a new issue