Merge pull request #8039 from sethalves/quiet-es-sim-spam

fix problem related to server-side extrapolation of children of avatars
This commit is contained in:
Andrew Meadows 2016-06-13 15:37:33 -07:00 committed by GitHub
commit 1a37653364
3 changed files with 64 additions and 30 deletions

View file

@ -261,7 +261,14 @@ void EntitySimulation::moveSimpleKinematics(const quint64& now) {
SetOfEntities::iterator itemItr = _simpleKinematicEntities.begin();
while (itemItr != _simpleKinematicEntities.end()) {
EntityItemPointer entity = *itemItr;
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo()) {
// The entity-server doesn't know where avatars are, so don't attempt to do simple extrapolation for
// children of avatars. See related code in EntityMotionState::remoteSimulationOutOfSync.
bool ancestryIsKnown;
entity->getMaximumAACube(ancestryIsKnown);
bool hasAvatarAncestor = entity->hasAncestorOfType(NestableType::Avatar);
if (entity->isMovingRelativeToParent() && !entity->getPhysicsInfo() && ancestryIsKnown && !hasAvatarAncestor) {
entity->simulate(now);
_entitiesToSort.insert(entity);
++itemItr;

View file

@ -85,10 +85,10 @@ void EntityMotionState::updateServerPhysicsVariables() {
return;
}
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
_serverAngularVelocity = _entity->getAngularVelocity();
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getActionData();
}
@ -271,14 +271,25 @@ bool EntityMotionState::isCandidateForOwnership() const {
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
// NOTE: we only get here if we think we own the simulation
assert(_body);
bool parentTransformSuccess;
Transform localToWorld = _entity->getParentTransform(parentTransformSuccess);
Transform worldToLocal;
Transform worldVelocityToLocal;
if (parentTransformSuccess) {
localToWorld.evalInverse(worldToLocal);
worldVelocityToLocal = worldToLocal;
worldVelocityToLocal.setTranslation(glm::vec3(0.0f));
}
// if we've never checked before, our _lastStep will be 0, and we need to initialize our state
if (_lastStep == 0) {
btTransform xform = _body->getWorldTransform();
_serverPosition = bulletToGLM(xform.getOrigin());
_serverRotation = bulletToGLM(xform.getRotation());
_serverVelocity = getBodyLinearVelocityGTSigma();
_serverPosition = worldToLocal.transform(bulletToGLM(xform.getOrigin()));
_serverRotation = worldToLocal.getRotation() * bulletToGLM(xform.getRotation());
_serverVelocity = worldVelocityToLocal.transform(getBodyLinearVelocityGTSigma());
_serverAcceleration = Vectors::ZERO;
_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
_serverAngularVelocity = worldVelocityToLocal.transform(bulletToGLM(_body->getAngularVelocity()));
_lastStep = simulationStep;
_serverActionData = _entity->getActionData();
_numInactiveUpdates = 1;
@ -315,11 +326,21 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
_lastStep = simulationStep;
if (glm::length2(_serverVelocity) > 0.0f) {
_serverVelocity += _serverAcceleration * dt;
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
// NOTE: we ignore the second-order acceleration term when integrating
// the position forward because Bullet also does this.
_serverPosition += dt * _serverVelocity;
// the entity-server doesn't know where avatars are, so it doesn't do simple extrapolation for children of
// avatars. We are trying to guess what values the entity server has, so we don't do it here, either. See
// related code in EntitySimulation::moveSimpleKinematics.
bool ancestryIsKnown;
_entity->getMaximumAACube(ancestryIsKnown);
bool hasAvatarAncestor = _entity->hasAncestorOfType(NestableType::Avatar);
if (ancestryIsKnown && !hasAvatarAncestor) {
_serverVelocity += _serverAcceleration * dt;
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
// NOTE: we ignore the second-order acceleration term when integrating
// the position forward because Bullet also does this.
_serverPosition += dt * _serverVelocity;
}
}
if (_entity->actionDataNeedsTransmit()) {
@ -341,7 +362,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
// compute position error
btTransform worldTrans = _body->getWorldTransform();
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
glm::vec3 position = worldToLocal.transform(bulletToGLM(worldTrans.getOrigin()));
float dx2 = glm::distance2(position, _serverPosition);
const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // corresponds to 2mm
@ -376,7 +397,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
}
}
const float MIN_ROTATION_DOT = 0.99999f; // This corresponds to about 0.5 degrees of rotation
glm::quat actualRotation = bulletToGLM(worldTrans.getRotation());
glm::quat actualRotation = worldToLocal.getRotation() * bulletToGLM(worldTrans.getRotation());
#ifdef WANT_DEBUG
if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
@ -481,11 +502,11 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
}
// remember properties for local server prediction
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverAngularVelocity = _entity->getAngularVelocity();
_serverActionData = _entity->getActionData();
EntityItemProperties properties;
@ -590,7 +611,7 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
if (_body && _entity) {
dirtyFlags = _entity->getDirtyFlags();
if (dirtyFlags | Simulation::DIRTY_SIMULATOR_ID) {
if (dirtyFlags & Simulation::DIRTY_SIMULATOR_ID) {
// when SIMULATOR_ID changes we must check for reinterpretation of asymmetric collision mask
// bits for the avatar groups (e.g. MY_AVATAR vs OTHER_AVATAR)
uint8_t entityCollisionMask = _entity->getCollisionless() ? 0 : _entity->getCollisionMask();
@ -603,8 +624,12 @@ uint32_t EntityMotionState::getIncomingDirtyFlags() {
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
int bodyFlags = _body->getCollisionFlags();
bool isMoving = _entity->isMovingRelativeToParent();
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) // ||
// TODO -- there is opportunity for an optimization here, but this currently causes
// excessive re-insertion of the rigid body.
// (bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)
) {
dirtyFlags |= Simulation::DIRTY_MOTION_TYPE;
}
}

View file

@ -144,6 +144,15 @@ public:
bool hasAncestorOfType(NestableType nestableType);
void getLocalTransformAndVelocities(Transform& localTransform,
glm::vec3& localVelocity,
glm::vec3& localAngularVelocity) const;
void setLocalTransformAndVelocities(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity);
protected:
const NestableType _nestableType; // EntityItem or an AvatarData
QUuid _id;
@ -151,13 +160,6 @@ protected:
quint16 _parentJointIndex { 0 }; // which joint of the parent is this relative to?
SpatiallyNestablePointer getParentPointer(bool& success) const;
void getLocalTransformAndVelocities(Transform& localTransform, glm::vec3& localVelocity, glm::vec3& localAngularVelocity) const;
void setLocalTransformAndVelocities(
const Transform& localTransform,
const glm::vec3& localVelocity,
const glm::vec3& localAngularVelocity);
mutable SpatiallyNestableWeakPointer _parent;
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const;