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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

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@ -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
@ -501,124 +514,132 @@ 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 (const auto& sortedAvatar : sortedAvatarVector) {
const Node* otherNode = sortedAvatar.getNode();
auto lastEncodeForOther = sortedAvatar.getTimestamp();
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();
assert(otherNode); // we can't have gotten here without the avatarData being a valid key in the map
assert(otherNode); // we can't have gotten here without the avatarData being a valid key in the map
AvatarData::AvatarDataDetail detail = AvatarData::NoData;
AvatarData::AvatarDataDetail detail = AvatarData::NoData;
// NOTE: Here's where we determine if we are over budget and drop remaining avatars,
// or send minimal avatar data in uncommon case of PALIsOpen.
int minimRemainingAvatarBytes = minimumBytesPerAvatar * remainingAvatars;
auto frameByteEstimate = identityBytesSent + traitBytesSent + numAvatarDataBytes + minimRemainingAvatarBytes;
bool overBudget = frameByteEstimate > maxAvatarBytesPerFrame;
if (overBudget) {
if (PALIsOpen) {
_stats.overBudgetAvatars++;
detail = AvatarData::PALMinimum;
} else {
_stats.overBudgetAvatars += remainingAvatars;
break;
}
}
bool overHeroBudget = frameByteEstimate > maxHeroBytesPerFrame;
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;
if (isLowerPriority) {
detail = PALIsOpen ? AvatarData::PALMinimum : AvatarData::MinimumData;
nodeData->incrementAvatarOutOfView();
} else if (!overBudget) {
detail = distribution(generator) < AVATAR_SEND_FULL_UPDATE_RATIO ? AvatarData::SendAllData : AvatarData::CullSmallData;
nodeData->incrementAvatarInView();
// If the time that the mixer sent AVATAR DATA about Avatar B to Avatar A is BEFORE OR EQUAL TO
// the time that Avatar B flagged an IDENTITY DATA change, send IDENTITY DATA about Avatar B to Avatar A.
if (otherAvatar->hasProcessedFirstIdentity()
&& nodeData->getLastBroadcastTime(otherNode->getLocalID()) <= otherNodeData->getIdentityChangeTimestamp()) {
identityBytesSent += sendIdentityPacket(*identityPacketList, otherNodeData, *destinationNode);
// remember the last time we sent identity details about this other node to the receiver
nodeData->setLastBroadcastTime(otherNode->getLocalID(), usecTimestampNow());
}
}
QVector<JointData>& lastSentJointsForOther = nodeData->getLastOtherAvatarSentJoints(otherNode->getLocalID());
const bool distanceAdjust = true;
const bool dropFaceTracking = false;
AvatarDataPacket::SendStatus sendStatus;
sendStatus.sendUUID = true;
do {
auto startSerialize = chrono::high_resolution_clock::now();
QByteArray bytes = otherAvatar->toByteArray(detail, lastEncodeForOther, lastSentJointsForOther,
sendStatus, dropFaceTracking, distanceAdjust, myPosition,
&lastSentJointsForOther, avatarSpaceAvailable);
auto endSerialize = chrono::high_resolution_clock::now();
_stats.toByteArrayElapsedTime +=
(quint64)chrono::duration_cast<chrono::microseconds>(endSerialize - startSerialize).count();
avatarPacket->write(bytes);
avatarSpaceAvailable -= bytes.size();
numAvatarDataBytes += bytes.size();
if (!sendStatus || avatarSpaceAvailable < (int)AvatarDataPacket::MIN_BULK_PACKET_SIZE) {
// Weren't able to fit everything.
nodeList->sendPacket(std::move(avatarPacket), *destinationNode);
++numPacketsSent;
avatarPacket = NLPacket::create(PacketType::BulkAvatarData);
avatarSpaceAvailable = avatarPacketCapacity;
}
} while (!sendStatus);
if (detail != AvatarData::NoData) {
_stats.numOthersIncluded++;
if (otherAvatar->getPriorityAvatar()) {
_stats.numHeroesIncluded++;
// NOTE: Here's where we determine if we are over budget and drop remaining avatars,
// or send minimal avatar data in uncommon case of PALIsOpen.
int minimRemainingAvatarBytes = minimumBytesPerAvatar * remainingAvatars;
auto frameByteEstimate = identityBytesSent + traitBytesSent + numAvatarDataBytes + minimRemainingAvatarBytes;
bool overBudget = frameByteEstimate > maxAvatarBytesPerFrame;
if (overBudget) {
if (PALIsOpen) {
_stats.overBudgetAvatars++;
detail = AvatarData::PALMinimum;
} else {
_stats.overBudgetAvatars += remainingAvatars;
break;
}
}
// increment the number of avatars sent to this receiver
nodeData->incrementNumAvatarsSentLastFrame();
bool overHeroBudget = currentVariant == kHero && numAvatarDataBytes > maxHeroBytesPerFrame;
if (overHeroBudget) {
break; // No more heroes (this frame).
}
// set the last sent sequence number for this sender on the receiver
nodeData->setLastBroadcastSequenceNumber(otherNode->getLocalID(),
otherNodeData->getLastReceivedSequenceNumber());
nodeData->setLastOtherAvatarEncodeTime(otherNode->getLocalID(), usecTimestampNow());
auto startAvatarDataPacking = chrono::high_resolution_clock::now();
const AvatarMixerClientData* otherNodeData = reinterpret_cast<const AvatarMixerClientData*>(otherNode->getLinkedData());
const MixerAvatar* otherAvatar = otherNodeData->getConstAvatarData();
// Typically all out-of-view avatars but such avatars' priorities will rise with time:
bool isLowerPriority = sortedAvatar.getPriority() <= OUT_OF_VIEW_THRESHOLD;
if (isLowerPriority) {
detail = PALIsOpen ? AvatarData::PALMinimum : AvatarData::MinimumData;
nodeData->incrementAvatarOutOfView();
} else if (!overBudget) {
detail = distribution(generator) < AVATAR_SEND_FULL_UPDATE_RATIO ? AvatarData::SendAllData : AvatarData::CullSmallData;
nodeData->incrementAvatarInView();
// If the time that the mixer sent AVATAR DATA about Avatar B to Avatar A is BEFORE OR EQUAL TO
// the time that Avatar B flagged an IDENTITY DATA change, send IDENTITY DATA about Avatar B to Avatar A.
if (otherAvatar->hasProcessedFirstIdentity()
&& nodeData->getLastBroadcastTime(otherNode->getLocalID()) <= otherNodeData->getIdentityChangeTimestamp()) {
identityBytesSent += sendIdentityPacket(*identityPacketList, otherNodeData, *destinationNode);
// remember the last time we sent identity details about this other node to the receiver
nodeData->setLastBroadcastTime(otherNode->getLocalID(), usecTimestampNow());
}
}
QVector<JointData>& lastSentJointsForOther = nodeData->getLastOtherAvatarSentJoints(otherNode->getLocalID());
const bool distanceAdjust = true;
const bool dropFaceTracking = false;
AvatarDataPacket::SendStatus sendStatus;
sendStatus.sendUUID = true;
do {
auto startSerialize = chrono::high_resolution_clock::now();
QByteArray bytes = otherAvatar->toByteArray(detail, lastEncodeForOther, lastSentJointsForOther,
sendStatus, dropFaceTracking, distanceAdjust, myPosition,
&lastSentJointsForOther, avatarSpaceAvailable);
auto endSerialize = chrono::high_resolution_clock::now();
_stats.toByteArrayElapsedTime +=
(quint64)chrono::duration_cast<chrono::microseconds>(endSerialize - startSerialize).count();
avatarPacket->write(bytes);
avatarSpaceAvailable -= bytes.size();
numAvatarDataBytes += bytes.size();
if (!sendStatus || avatarSpaceAvailable < (int)AvatarDataPacket::MIN_BULK_PACKET_SIZE) {
// Weren't able to fit everything.
nodeList->sendPacket(std::move(avatarPacket), *destinationNode);
++numPacketsSent;
avatarPacket = NLPacket::create(PacketType::BulkAvatarData);
avatarSpaceAvailable = avatarPacketCapacity;
}
} while (!sendStatus);
if (detail != AvatarData::NoData) {
_stats.numOthersIncluded++;
if (otherAvatar->getPriorityAvatar()) {
_stats.numHeroesIncluded++;
}
// increment the number of avatars sent to this receiver
nodeData->incrementNumAvatarsSentLastFrame();
// set the last sent sequence number for this sender on the receiver
nodeData->setLastBroadcastSequenceNumber(otherNode->getLocalID(),
otherNodeData->getLastReceivedSequenceNumber());
nodeData->setLastOtherAvatarEncodeTime(otherNode->getLocalID(), usecTimestampNow());
}
auto endAvatarDataPacking = chrono::high_resolution_clock::now();
_stats.avatarDataPackingElapsedTime +=
(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--;
}
auto endAvatarDataPacking = chrono::high_resolution_clock::now();
_stats.avatarDataPackingElapsedTime +=
(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);
if (currentVariant == kHero) { // Dump any remaining heroes into the commoners.
for (auto avIter = sortedAvatarVector.begin() + numAvatarsSent; avIter < sortedAvatarVector.end(); ++avIter) {
avatarPriorityQueues[kNonhero].push(*avIter);
}
}
remainingAvatars--;
}
if (nodeData->getNumAvatarsSentLastFrame() > numToSendEst) {