mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 20:34:07 +02:00
lock the entity tree during physics operations that access then entity tree. if the simulation and entity-tree are both going to be locked, be sure to lock the entity tree first (and unlock it last), because this is what the network-reading thread does
This commit is contained in:
parent
63812f28ad
commit
a0d77c061c
3 changed files with 95 additions and 22 deletions
|
@ -2496,24 +2496,45 @@ void Application::update(float deltaTime) {
|
|||
|
||||
_entitySimulation.lock();
|
||||
_physicsEngine.deleteObjects(_entitySimulation.getObjectsToDelete());
|
||||
_entitySimulation.unlock();
|
||||
|
||||
_entities.getTree()->lockForWrite();
|
||||
_entitySimulation.lock();
|
||||
_physicsEngine.addObjects(_entitySimulation.getObjectsToAdd());
|
||||
_entitySimulation.unlock();
|
||||
_entities.getTree()->unlock();
|
||||
|
||||
_entities.getTree()->lockForWrite();
|
||||
_entitySimulation.lock();
|
||||
_physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
|
||||
_entitySimulation.unlock();
|
||||
_entities.getTree()->unlock();
|
||||
|
||||
_entitySimulation.lock();
|
||||
_entitySimulation.applyActionChanges();
|
||||
_entitySimulation.unlock();
|
||||
|
||||
|
||||
AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
|
||||
_physicsEngine.deleteObjects(avatarManager->getObjectsToDelete());
|
||||
_physicsEngine.addObjects(avatarManager->getObjectsToAdd());
|
||||
_physicsEngine.changeObjects(avatarManager->getObjectsToChange());
|
||||
|
||||
_entities.getTree()->lockForWrite();
|
||||
_physicsEngine.stepSimulation();
|
||||
_entities.getTree()->unlock();
|
||||
|
||||
if (_physicsEngine.hasOutgoingChanges()) {
|
||||
_entities.getTree()->lockForWrite();
|
||||
_entitySimulation.lock();
|
||||
_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges(), _physicsEngine.getSessionID());
|
||||
_entitySimulation.unlock();
|
||||
_entities.getTree()->unlock();
|
||||
|
||||
_entities.getTree()->lockForWrite();
|
||||
avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
|
||||
_entities.getTree()->unlock();
|
||||
|
||||
auto collisionEvents = _physicsEngine.getCollisionEvents();
|
||||
avatarManager->handleCollisionEvents(collisionEvents);
|
||||
|
||||
|
|
|
@ -19,6 +19,10 @@
|
|||
#include "PhysicsHelpers.h"
|
||||
#include "PhysicsLogging.h"
|
||||
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
#include "EntityTree.h"
|
||||
#endif
|
||||
|
||||
static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
|
||||
static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
|
||||
|
||||
|
@ -42,6 +46,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
|
|||
{
|
||||
_type = MOTIONSTATE_TYPE_ENTITY;
|
||||
assert(_entity != nullptr);
|
||||
assert(entityTreeIsLocked());
|
||||
setMass(_entity->computeMass());
|
||||
}
|
||||
|
||||
|
@ -50,7 +55,35 @@ EntityMotionState::~EntityMotionState() {
|
|||
assert(!_entity);
|
||||
}
|
||||
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
bool EntityMotionState::entityTreeIsLocked() const {
|
||||
EntityTreeElement* element = _entity ? _entity->getElement() : nullptr;
|
||||
EntityTree* tree = element ? element->getTree() : nullptr;
|
||||
if (tree) {
|
||||
bool readSuccess = tree->tryLockForRead();
|
||||
if (readSuccess) {
|
||||
tree->unlock();
|
||||
}
|
||||
bool writeSuccess = tree->tryLockForWrite();
|
||||
if (writeSuccess) {
|
||||
tree->unlock();
|
||||
}
|
||||
if (readSuccess && writeSuccess) {
|
||||
return false; // if we can take either kind of lock, there was no tree lock.
|
||||
}
|
||||
return true; // either read or write failed, so there is some lock in place.
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
#else
|
||||
bool EntityMotionState::entityTreeIsLocked() const {
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
|
||||
void EntityMotionState::updateServerPhysicsVariables() {
|
||||
assert(entityTreeIsLocked());
|
||||
_serverPosition = _entity->getPosition();
|
||||
_serverRotation = _entity->getRotation();
|
||||
_serverVelocity = _entity->getVelocity();
|
||||
|
@ -60,6 +93,7 @@ void EntityMotionState::updateServerPhysicsVariables() {
|
|||
|
||||
// virtual
|
||||
void EntityMotionState::handleEasyChanges(uint32_t flags) {
|
||||
assert(entityTreeIsLocked());
|
||||
updateServerPhysicsVariables();
|
||||
ObjectMotionState::handleEasyChanges(flags);
|
||||
if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
|
||||
|
@ -101,6 +135,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
|
|||
if (!_entity) {
|
||||
return MOTION_TYPE_STATIC;
|
||||
}
|
||||
assert(entityTreeIsLocked());
|
||||
if (_entity->getCollisionsWillMove()) {
|
||||
return MOTION_TYPE_DYNAMIC;
|
||||
}
|
||||
|
@ -108,6 +143,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
|
|||
}
|
||||
|
||||
bool EntityMotionState::isMoving() const {
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity && _entity->isMoving();
|
||||
}
|
||||
|
||||
|
@ -120,6 +156,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
|
|||
if (!_entity) {
|
||||
return;
|
||||
}
|
||||
assert(entityTreeIsLocked());
|
||||
if (_motionType == MOTION_TYPE_KINEMATIC) {
|
||||
// This is physical kinematic motion which steps strictly by the subframe count
|
||||
// of the physics simulation.
|
||||
|
@ -140,6 +177,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
if (!_entity) {
|
||||
return;
|
||||
}
|
||||
assert(entityTreeIsLocked());
|
||||
measureBodyAcceleration();
|
||||
_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
|
||||
_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
|
||||
|
@ -164,9 +202,12 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
#ifdef WANT_DEBUG
|
||||
quint64 now = usecTimestampNow();
|
||||
qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
|
||||
qCDebug(physics) << " last edited:" << _entity->getLastEdited() << formatUsecTime(now - _entity->getLastEdited()) << "ago";
|
||||
qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago";
|
||||
qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago";
|
||||
qCDebug(physics) << " last edited:" << _entity->getLastEdited()
|
||||
<< formatUsecTime(now - _entity->getLastEdited()) << "ago";
|
||||
qCDebug(physics) << " last simulated:" << _entity->getLastSimulated()
|
||||
<< formatUsecTime(now - _entity->getLastSimulated()) << "ago";
|
||||
qCDebug(physics) << " last updated:" << _entity->getLastUpdated()
|
||||
<< formatUsecTime(now - _entity->getLastUpdated()) << "ago";
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -174,16 +215,18 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
btCollisionShape* EntityMotionState::computeNewShape() {
|
||||
if (_entity) {
|
||||
ShapeInfo shapeInfo;
|
||||
assert(entityTreeIsLocked());
|
||||
_entity->computeShapeInfo(shapeInfo);
|
||||
return getShapeManager()->getShape(shapeInfo);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
if (!_body || !_entity) {
|
||||
return false;
|
||||
}
|
||||
assert(entityTreeIsLocked());
|
||||
return _candidateForOwnership || sessionID == _entity->getSimulatorID();
|
||||
}
|
||||
|
||||
|
@ -200,7 +243,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
_sentActive = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
glm::vec3 wasPosition = _serverPosition;
|
||||
glm::quat wasRotation = _serverRotation;
|
||||
|
@ -213,7 +256,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
const float INACTIVE_UPDATE_PERIOD = 0.5f;
|
||||
if (!_sentActive) {
|
||||
// we resend the inactive update every INACTIVE_UPDATE_PERIOD
|
||||
// until it is removed from the outgoing updates
|
||||
// until it is removed from the outgoing updates
|
||||
// (which happens when we don't own the simulation and it isn't touching our simulation)
|
||||
return (dt > INACTIVE_UPDATE_PERIOD);
|
||||
}
|
||||
|
@ -231,10 +274,10 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
_serverPosition += dt * _serverVelocity;
|
||||
}
|
||||
|
||||
// Else we measure the error between current and extrapolated transform (according to expected behavior
|
||||
// Else we measure the error between current and extrapolated transform (according to expected behavior
|
||||
// of remote EntitySimulation) and return true if the error is significant.
|
||||
|
||||
// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
|
||||
// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
|
||||
// due to _worldOffset.
|
||||
// TODO: compensate for _worldOffset offset here
|
||||
|
||||
|
@ -242,7 +285,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
btTransform worldTrans = _body->getWorldTransform();
|
||||
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
|
||||
|
||||
|
||||
float dx2 = glm::distance2(position, _serverPosition);
|
||||
|
||||
const float MAX_POSITION_ERROR_SQUARED = 0.000004f; // Sqrt() - corresponds to 2 millimeters
|
||||
|
@ -258,13 +301,13 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
if (glm::length2(_serverAngularVelocity) > 0.0f) {
|
||||
// compute rotation error
|
||||
float attenuation = powf(1.0f - _body->getAngularDamping(), dt);
|
||||
_serverAngularVelocity *= attenuation;
|
||||
|
||||
// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
|
||||
|
||||
// Bullet caps the effective rotation velocity inside its rotation integration step, therefore
|
||||
// we must integrate with the same algorithm and timestep in order achieve similar results.
|
||||
for (int i = 0; i < numSteps; ++i) {
|
||||
_serverRotation = glm::normalize(computeBulletRotationStep(_serverAngularVelocity, PHYSICS_ENGINE_FIXED_SUBSTEP) * _serverRotation);
|
||||
|
@ -276,7 +319,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
#ifdef WANT_DEBUG
|
||||
if ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) {
|
||||
qCDebug(physics) << ".... ((fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT)) ....";
|
||||
|
||||
|
||||
qCDebug(physics) << "wasAngularVelocity:" << wasAngularVelocity;
|
||||
qCDebug(physics) << "_serverAngularVelocity:" << _serverAngularVelocity;
|
||||
|
||||
|
@ -293,10 +336,11 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
}
|
||||
|
||||
bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) {
|
||||
// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
|
||||
// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
|
||||
// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
|
||||
// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
|
||||
assert(_entity);
|
||||
assert(_body);
|
||||
assert(entityTreeIsLocked());
|
||||
|
||||
if (!remoteSimulationOutOfSync(simulationStep)) {
|
||||
_candidateForOwnership = false;
|
||||
|
@ -326,6 +370,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& s
|
|||
|
||||
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
|
||||
assert(_entity);
|
||||
assert(entityTreeIsLocked());
|
||||
|
||||
bool active = _body->isActive();
|
||||
if (!active) {
|
||||
|
@ -435,17 +480,18 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
|
|||
_lastStep = step;
|
||||
}
|
||||
|
||||
uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
|
||||
uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
|
||||
assert(entityTreeIsLocked());
|
||||
uint32_t dirtyFlags = 0;
|
||||
if (_body && _entity) {
|
||||
dirtyFlags = _entity->getDirtyFlags();
|
||||
dirtyFlags = _entity->getDirtyFlags();
|
||||
_entity->clearDirtyFlags();
|
||||
// we add DIRTY_MOTION_TYPE if the body's motion type disagrees with entity velocity settings
|
||||
int bodyFlags = _body->getCollisionFlags();
|
||||
bool isMoving = _entity->isMoving();
|
||||
if (((bodyFlags & btCollisionObject::CF_STATIC_OBJECT) && isMoving) ||
|
||||
(bodyFlags & btCollisionObject::CF_KINEMATIC_OBJECT && !isMoving)) {
|
||||
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
dirtyFlags |= EntityItem::DIRTY_MOTION_TYPE;
|
||||
}
|
||||
}
|
||||
return dirtyFlags;
|
||||
|
@ -455,6 +501,7 @@ uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
|
|||
// virtual
|
||||
QUuid EntityMotionState::getSimulatorID() const {
|
||||
if (_entity) {
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getSimulatorID();
|
||||
}
|
||||
return QUuid();
|
||||
|
@ -469,12 +516,12 @@ void EntityMotionState::bump() {
|
|||
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
||||
_lastMeasureStep = ObjectMotionState::getWorldSimulationStep();
|
||||
if (_body) {
|
||||
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_lastVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
} else {
|
||||
_lastVelocity = glm::vec3(0.0f);
|
||||
}
|
||||
_measuredAcceleration = glm::vec3(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void EntityMotionState::measureBodyAcceleration() {
|
||||
// try to manually measure the true acceleration of the object
|
||||
|
@ -504,7 +551,7 @@ glm::vec3 EntityMotionState::getObjectLinearVelocityChange() const {
|
|||
return _measuredAcceleration * _measuredDeltaTime;
|
||||
}
|
||||
|
||||
// virtual
|
||||
// virtual
|
||||
void EntityMotionState::setMotionType(MotionType motionType) {
|
||||
ObjectMotionState::setMotionType(motionType);
|
||||
resetMeasuredBodyAcceleration();
|
||||
|
@ -514,12 +561,13 @@ void EntityMotionState::setMotionType(MotionType motionType) {
|
|||
// virtual
|
||||
QString EntityMotionState::getName() {
|
||||
if (_entity) {
|
||||
assert(entityTreeIsLocked());
|
||||
return _entity->getName();
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
// virtual
|
||||
// virtual
|
||||
int16_t EntityMotionState::computeCollisionGroup() {
|
||||
switch (computeObjectMotionType()){
|
||||
case MOTION_TYPE_STATIC:
|
||||
|
|
|
@ -83,6 +83,10 @@ public:
|
|||
friend class PhysicalEntitySimulation;
|
||||
|
||||
protected:
|
||||
#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
|
||||
bool entityTreeIsLocked() const;
|
||||
#endif
|
||||
|
||||
virtual btCollisionShape* computeNewShape();
|
||||
virtual void clearObjectBackPointer();
|
||||
virtual void setMotionType(MotionType motionType);
|
||||
|
|
Loading…
Reference in a new issue