overte-lubosz/libraries/entities/src/EntityTree.cpp

1146 lines
46 KiB
C++

//
// EntityTree.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <PerfStat.h>
#include "EntityTree.h"
#include "AddEntityOperator.h"
#include "DeleteEntityOperator.h"
#include "MovingEntitiesOperator.h"
#include "UpdateEntityOperator.h"
EntityTree::EntityTree(bool shouldReaverage) : Octree(shouldReaverage) {
_rootElement = createNewElement();
}
EntityTree::~EntityTree() {
eraseAllOctreeElements(false);
}
EntityTreeElement* EntityTree::createNewElement(unsigned char * octalCode) {
EntityTreeElement* newElement = new EntityTreeElement(octalCode);
newElement->setTree(this);
return newElement;
}
void EntityTree::eraseAllOctreeElements(bool createNewRoot) {
// this would be a good place to clean up our entities...
foreach (EntityTreeElement* element, _entityToElementMap) {
element->cleanupEntities();
}
_entityToElementMap.clear();
Octree::eraseAllOctreeElements(createNewRoot);
_movingEntities.clear();
_changingEntities.clear();
_mortalEntities.clear();
}
bool EntityTree::handlesEditPacketType(PacketType packetType) const {
// we handle these types of "edit" packets
switch (packetType) {
case PacketTypeEntityAddOrEdit:
case PacketTypeEntityErase:
return true;
default:
return false;
}
}
/// Give an EntityItemID and EntityItemProperties, this will either find the correct entity that already exists
/// in the tree or it will create a new entity of the type specified by the properties and return that item.
/// In the case that it creates a new item, the item will be properly added to the tree and all appropriate lookup hashes.
EntityItem* EntityTree::getOrCreateEntityItem(const EntityItemID& entityID, const EntityItemProperties& properties) {
EntityItem* result = NULL;
// we need to first see if we already have the entity in our tree by finding the containing element of the entity
EntityTreeElement* containingElement = getContainingElement(entityID);
if (containingElement) {
result = containingElement->getEntityWithEntityItemID(entityID);
}
// if the element does not exist, then create a new one of the specified type...
if (!result) {
result = addEntity(entityID, properties);
}
return result;
}
/// Adds a new entity item to the tree
void EntityTree::addEntityItem(EntityItem* entityItem) {
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
EntityItemID entityID = entityItem->getEntityItemID();
EntityTreeElement* containingElement = getContainingElement(entityID);
if (containingElement) {
qDebug() << "UNEXPECTED!!!! don't call addEntityItem() on existing entity items. entityID=" << entityID;
return;
}
// Recurse the tree and store the entity in the correct tree element
AddEntityOperator theOperator(this, entityItem);
recurseTreeWithOperator(&theOperator);
// check to see if we need to simulate this entity..
changeEntityState(entityItem, EntityItem::Static, entityItem->getSimulationState());
_isDirty = true;
}
bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
EntityTreeElement* containingElement = getContainingElement(entityID);
if (!containingElement) {
qDebug() << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID;
return false;
}
EntityItem* existingEntity = containingElement->getEntityWithEntityItemID(entityID);
if (!existingEntity) {
qDebug() << "UNEXPECTED!!!! don't call updateEntity() on entity items that don't exist. entityID=" << entityID;
return false;
}
// enforce support for locked entities. If an entity is currently locked, then the only
// property we allow you to change is the locked property.
if (existingEntity->getLocked()) {
if (properties.lockedChanged()) {
bool wantsLocked = properties.getLocked();
if (!wantsLocked) {
EntityItemProperties tempProperties;
tempProperties.setLocked(wantsLocked);
UpdateEntityOperator theOperator(this, containingElement, existingEntity, tempProperties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
}
}
} else {
// check to see if we need to simulate this entity...
EntityItem::SimulationState oldState = existingEntity->getSimulationState();
QString entityScriptBefore = existingEntity->getScript();
UpdateEntityOperator theOperator(this, containingElement, existingEntity, properties);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
EntityItem::SimulationState newState = existingEntity->getSimulationState();
changeEntityState(existingEntity, oldState, newState);
QString entityScriptAfter = existingEntity->getScript();
if (entityScriptBefore != entityScriptAfter) {
emitEntityScriptChanging(entityID); // the entity script has changed
}
}
containingElement = getContainingElement(entityID);
if (!containingElement) {
qDebug() << "UNEXPECTED!!!! after updateEntity() we no longer have a containing element??? entityID=" << entityID;
return false;
}
return true;
}
EntityItem* EntityTree::addEntity(const EntityItemID& entityID, const EntityItemProperties& properties) {
EntityItem* result = NULL;
// NOTE: This method is used in the client and the server tree. In the client, it's possible to create EntityItems
// that do not yet have known IDs. In the server tree however we don't want to have entities without known IDs.
if (getIsServer() && !entityID.isKnownID) {
qDebug() << "UNEXPECTED!!! ----- EntityTree::addEntity()... (getIsSever() && !entityID.isKnownID)";
return result;
}
// You should not call this on existing entities that are already part of the tree! Call updateEntity()
EntityTreeElement* containingElement = getContainingElement(entityID);
if (containingElement) {
qDebug() << "UNEXPECTED!!! ----- don't call addEntity() on existing entity items. entityID=" << entityID
<< "containingElement=" << containingElement;
return result;
}
// construct the instance of the entity
EntityTypes::EntityType type = properties.getType();
result = EntityTypes::constructEntityItem(type, entityID, properties);
if (result) {
// this does the actual adding of the entity
addEntityItem(result);
emitAddingEntity(entityID);
}
return result;
}
void EntityTree::trackDeletedEntity(const EntityItemID& entityID) {
// this is only needed on the server to send delete messages for recently deleted entities to the viewers
if (getIsServer()) {
// set up the deleted entities ID
quint64 deletedAt = usecTimestampNow();
_recentlyDeletedEntitiesLock.lockForWrite();
_recentlyDeletedEntityItemIDs.insert(deletedAt, entityID.id);
_recentlyDeletedEntitiesLock.unlock();
}
}
void EntityTree::emitAddingEntity(const EntityItemID& entityItemID) {
emit addingEntity(entityItemID);
}
void EntityTree::emitEntityScriptChanging(const EntityItemID& entityItemID) {
emit entityScriptChanging(entityItemID);
}
void EntityTree::deleteEntity(const EntityItemID& entityID) {
emit deletingEntity(entityID);
// NOTE: callers must lock the tree before using this method
DeleteEntityOperator theOperator(this, entityID);
recurseTreeWithOperator(&theOperator);
_isDirty = true;
}
void EntityTree::deleteEntities(QSet<EntityItemID> entityIDs) {
// NOTE: callers must lock the tree before using this method
DeleteEntityOperator theOperator(this);
foreach(const EntityItemID& entityID, entityIDs) {
// tell our delete operator about this entityID
theOperator.addEntityIDToDeleteList(entityID);
emit deletingEntity(entityID);
}
recurseTreeWithOperator(&theOperator);
_isDirty = true;
}
void EntityTree::removeEntityFromSimulationLists(const EntityItemID& entityID) {
EntityItem* theEntity = findEntityByEntityItemID(entityID);
if (theEntity) {
// make sure to remove it from any of our simulation lists
EntityItem::SimulationState theState = theEntity->getSimulationState();
switch (theState) {
case EntityItem::Changing:
_changingEntities.removeAll(theEntity);
break;
case EntityItem::Moving:
_movingEntities.removeAll(theEntity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(theEntity);
break;
default:
break;
}
}
}
/// This method is used to find and fix entity IDs that are shifting from creator token based to known ID based entity IDs.
/// This should only be used on a client side (viewing) tree. The typical usage is that a local editor has been creating
/// entities in the local tree, those entities have creatorToken based entity IDs. But those entity edits are also sent up to
/// the server, and the server eventually sends back to the client two messages that can come in varying order. The first
/// message would be a typical query/viewing data message conversation in which the viewer "sees" the newly created entity.
/// Those entities that have been seen, will have the authoritative "known ID". Therefore there is a potential that there can
/// be two copies of the same entity in the tree: the "local only" "creator token" version of the entity and the "seen"
/// "knownID" version of the entity. The server also sends an "entityAdded" message to the client which contains the mapping
/// of the creator token to the known ID. These messages can come in any order, so we need to handle the follow cases:
///
/// Case A: The local edit occurs, the addEntity message arrives, the "viewed data" has not yet arrived.
/// In this case, we can expect that our local tree has only one copy of the entity (the creator token),
/// and we only really need to fix up that entity with a new version of the ID that includes the knownID
///
/// Case B: The local edit occurs, the "viewed data" for the new entity arrives, then the addEntity message arrives.
/// In this case, we can expect that our local tree has two copies of the entity (the creator token, and the
/// known ID version). We end up with two version of the entity because the server sends viewers only the
/// known ID version without a creator token. And we don't yet know the mapping until we get the mapping message.
/// In this case we need to fix up that entity with a new version of the ID that includes the knownID and
/// we need to delete the extra copy of the entity.
///
/// This method handles both of these cases.
///
/// NOTE: unlike some operations on the tree, this process does not mark the tree as being changed. This is because
/// we're not changing the content of the tree, we're only changing the internal IDs that map entities from creator
/// based to known IDs. This means we don't have to recurse the tree to mark the changed path as dirty.
void EntityTree::handleAddEntityResponse(const QByteArray& packet) {
if (!getIsClient()) {
qDebug() << "UNEXPECTED!!! EntityTree::handleAddEntityResponse() with !getIsClient() ***";
return;
}
const unsigned char* dataAt = reinterpret_cast<const unsigned char*>(packet.data());
int numBytesPacketHeader = numBytesForPacketHeader(packet);
int bytesRead = numBytesPacketHeader;
dataAt += numBytesPacketHeader;
uint32_t creatorTokenID;
memcpy(&creatorTokenID, dataAt, sizeof(creatorTokenID));
dataAt += sizeof(creatorTokenID);
bytesRead += sizeof(creatorTokenID);
QUuid entityID = QUuid::fromRfc4122(packet.mid(bytesRead, NUM_BYTES_RFC4122_UUID));
dataAt += NUM_BYTES_RFC4122_UUID;
// First, look for the existing entity in the tree..
EntityItemID searchEntityID;
searchEntityID.id = entityID;
searchEntityID.creatorTokenID = creatorTokenID;
lockForWrite();
// find the creator token version, it's containing element, and the entity itself
EntityItem* foundEntity = NULL;
EntityItemID creatorTokenVersion = searchEntityID.convertToCreatorTokenVersion();
EntityItemID knownIDVersion = searchEntityID.convertToKnownIDVersion();
// First look for and find the "viewed version" of this entity... it's possible we got
// the known ID version sent to us between us creating our local version, and getting this
// remapping message. If this happened, we actually want to find and delete that version of
// the entity.
EntityTreeElement* knownIDVersionContainingElement = getContainingElement(knownIDVersion);
if (knownIDVersionContainingElement) {
foundEntity = knownIDVersionContainingElement->getEntityWithEntityItemID(knownIDVersion);
if (foundEntity) {
knownIDVersionContainingElement->removeEntityWithEntityItemID(knownIDVersion);
setContainingElement(knownIDVersion, NULL);
}
}
EntityTreeElement* creatorTokenContainingElement = getContainingElement(creatorTokenVersion);
if (creatorTokenContainingElement) {
foundEntity = creatorTokenContainingElement->getEntityWithEntityItemID(creatorTokenVersion);
if (foundEntity) {
creatorTokenContainingElement->updateEntityItemID(creatorTokenVersion, knownIDVersion);
setContainingElement(creatorTokenVersion, NULL);
setContainingElement(knownIDVersion, creatorTokenContainingElement);
// because the ID of the entity is switching, we need to emit these signals for any
// listeners who care about the changing of IDs
emit changingEntityID(creatorTokenVersion, knownIDVersion);
}
}
unlock();
}
class FindNearPointArgs {
public:
glm::vec3 position;
float targetRadius;
bool found;
const EntityItem* closestEntity;
float closestEntityDistance;
};
bool EntityTree::findNearPointOperation(OctreeElement* element, void* extraData) {
FindNearPointArgs* args = static_cast<FindNearPointArgs*>(extraData);
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
glm::vec3 penetration;
bool sphereIntersection = entityTreeElement->getAACube().findSpherePenetration(args->position,
args->targetRadius, penetration);
// If this entityTreeElement contains the point, then search it...
if (sphereIntersection) {
const EntityItem* thisClosestEntity = entityTreeElement->getClosestEntity(args->position);
// we may have gotten NULL back, meaning no entity was available
if (thisClosestEntity) {
glm::vec3 entityPosition = thisClosestEntity->getPosition();
float distanceFromPointToEntity = glm::distance(entityPosition, args->position);
// If we're within our target radius
if (distanceFromPointToEntity <= args->targetRadius) {
// we are closer than anything else we've found
if (distanceFromPointToEntity < args->closestEntityDistance) {
args->closestEntity = thisClosestEntity;
args->closestEntityDistance = distanceFromPointToEntity;
args->found = true;
}
}
}
// we should be able to optimize this...
return true; // keep searching in case children have closer entities
}
// if this element doesn't contain the point, then none of it's children can contain the point, so stop searching
return false;
}
const EntityItem* EntityTree::findClosestEntity(glm::vec3 position, float targetRadius) {
FindNearPointArgs args = { position, targetRadius, false, NULL, FLT_MAX };
lockForRead();
// NOTE: This should use recursion, since this is a spatial operation
recurseTreeWithOperation(findNearPointOperation, &args);
unlock();
return args.closestEntity;
}
class FindAllNearPointArgs {
public:
glm::vec3 position;
float targetRadius;
QVector<const EntityItem*> entities;
};
bool EntityTree::findInSphereOperation(OctreeElement* element, void* extraData) {
FindAllNearPointArgs* args = static_cast<FindAllNearPointArgs*>(extraData);
glm::vec3 penetration;
bool sphereIntersection = element->getAACube().findSpherePenetration(args->position,
args->targetRadius, penetration);
// If this element contains the point, then search it...
if (sphereIntersection) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
entityTreeElement->getEntities(args->position, args->targetRadius, args->entities);
return true; // keep searching in case children have closer entities
}
// if this element doesn't contain the point, then none of it's children can contain the point, so stop searching
return false;
}
// NOTE: assumes caller has handled locking
void EntityTree::findEntities(const glm::vec3& center, float radius, QVector<const EntityItem*>& foundEntities) {
FindAllNearPointArgs args = { center, radius };
// NOTE: This should use recursion, since this is a spatial operation
recurseTreeWithOperation(findInSphereOperation, &args);
// swap the two lists of entity pointers instead of copy
foundEntities.swap(args.entities);
}
class FindEntitiesInCubeArgs {
public:
FindEntitiesInCubeArgs(const AACube& cube)
: _cube(cube), _foundEntities() {
}
AACube _cube;
QVector<EntityItem*> _foundEntities;
};
bool EntityTree::findInCubeOperation(OctreeElement* element, void* extraData) {
FindEntitiesInCubeArgs* args = static_cast<FindEntitiesInCubeArgs*>(extraData);
const AACube& elementCube = element->getAACube();
if (elementCube.touches(args->_cube)) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
entityTreeElement->getEntities(args->_cube, args->_foundEntities);
return true;
}
return false;
}
// NOTE: assumes caller has handled locking
void EntityTree::findEntities(const AACube& cube, QVector<EntityItem*>& foundEntities) {
FindEntitiesInCubeArgs args(cube);
// NOTE: This should use recursion, since this is a spatial operation
recurseTreeWithOperation(findInCubeOperation, &args);
// swap the two lists of entity pointers instead of copy
foundEntities.swap(args._foundEntities);
}
EntityItem* EntityTree::findEntityByID(const QUuid& id) {
EntityItemID entityID(id);
return findEntityByEntityItemID(entityID);
}
EntityItem* EntityTree::findEntityByEntityItemID(const EntityItemID& entityID) /*const*/ {
EntityItem* foundEntity = NULL;
EntityTreeElement* containingElement = getContainingElement(entityID);
if (containingElement) {
foundEntity = containingElement->getEntityWithEntityItemID(entityID);
}
return foundEntity;
}
EntityItemID EntityTree::assignEntityID(const EntityItemID& entityItemID) {
if (!getIsServer()) {
qDebug() << "UNEXPECTED!!! assignEntityID should only be called on a server tree. entityItemID:" << entityItemID;
return entityItemID;
}
if (getContainingElement(entityItemID)) {
qDebug() << "UNEXPECTED!!! don't call assignEntityID() for existing entityIDs. entityItemID:" << entityItemID;
return entityItemID;
}
// The EntityItemID is responsible for assigning actual IDs and keeping track of them.
return entityItemID.assignActualIDForToken();
}
int EntityTree::processEditPacketData(PacketType packetType, const unsigned char* packetData, int packetLength,
const unsigned char* editData, int maxLength, const SharedNodePointer& senderNode) {
if (!getIsServer()) {
qDebug() << "UNEXPECTED!!! processEditPacketData() should only be called on a server tree.";
return 0;
}
int processedBytes = 0;
// we handle these types of "edit" packets
switch (packetType) {
case PacketTypeEntityErase: {
QByteArray dataByteArray((const char*)editData, maxLength);
processedBytes = processEraseMessageDetails(dataByteArray, senderNode);
break;
}
case PacketTypeEntityAddOrEdit: {
EntityItemID entityItemID;
EntityItemProperties properties;
bool validEditPacket = EntityItemProperties::decodeEntityEditPacket(editData, maxLength,
processedBytes, entityItemID, properties);
// If we got a valid edit packet, then it could be a new entity or it could be an update to
// an existing entity... handle appropriately
if (validEditPacket) {
// If this is a knownID, then it should exist in our tree
if (entityItemID.isKnownID) {
// search for the entity by EntityItemID
EntityItem* existingEntity = findEntityByEntityItemID(entityItemID);
// if the entityItem exists, then update it
if (existingEntity) {
updateEntity(entityItemID, properties);
existingEntity->markAsChangedOnServer();
} else {
qDebug() << "User attempted to edit an unknown entity. ID:" << entityItemID;
}
} else {
// this is a new entity... assign a new entityID
entityItemID = assignEntityID(entityItemID);
EntityItem* newEntity = addEntity(entityItemID, properties);
if (newEntity) {
newEntity->markAsChangedOnServer();
notifyNewlyCreatedEntity(*newEntity, senderNode);
}
}
}
break;
}
default:
processedBytes = 0;
break;
}
return processedBytes;
}
void EntityTree::notifyNewlyCreatedEntity(const EntityItem& newEntity, const SharedNodePointer& senderNode) {
_newlyCreatedHooksLock.lockForRead();
for (int i = 0; i < _newlyCreatedHooks.size(); i++) {
_newlyCreatedHooks[i]->entityCreated(newEntity, senderNode);
}
_newlyCreatedHooksLock.unlock();
}
void EntityTree::addNewlyCreatedHook(NewlyCreatedEntityHook* hook) {
_newlyCreatedHooksLock.lockForWrite();
_newlyCreatedHooks.push_back(hook);
_newlyCreatedHooksLock.unlock();
}
void EntityTree::removeNewlyCreatedHook(NewlyCreatedEntityHook* hook) {
_newlyCreatedHooksLock.lockForWrite();
for (int i = 0; i < _newlyCreatedHooks.size(); i++) {
if (_newlyCreatedHooks[i] == hook) {
_newlyCreatedHooks.erase(_newlyCreatedHooks.begin() + i);
break;
}
}
_newlyCreatedHooksLock.unlock();
}
void EntityTree::releaseSceneEncodeData(OctreeElementExtraEncodeData* extraEncodeData) const {
foreach(void* extraData, *extraEncodeData) {
EntityTreeElementExtraEncodeData* thisExtraEncodeData = static_cast<EntityTreeElementExtraEncodeData*>(extraData);
delete thisExtraEncodeData;
}
extraEncodeData->clear();
}
void EntityTree::changeEntityState(EntityItem* const entity,
EntityItem::SimulationState oldState, EntityItem::SimulationState newState) {
// TODO: can we short circuit this if the state isn't changing?
switch (oldState) {
case EntityItem::Changing:
_changingEntities.removeAll(entity);
break;
case EntityItem::Moving:
_movingEntities.removeAll(entity);
break;
case EntityItem::Mortal:
_mortalEntities.removeAll(entity);
break;
default:
break;
}
switch (newState) {
case EntityItem::Changing:
_changingEntities.push_back(entity);
break;
case EntityItem::Moving:
_movingEntities.push_back(entity);
break;
case EntityItem::Mortal:
_mortalEntities.push_back(entity);
break;
default:
break;
}
}
void EntityTree::update() {
// our new strategy should be to segregate entities into three classes:
// 1) stationary things that are not changing - most models
// 2) mortal things - these are stationary but have a lifetime - then need to be checked,
// can be touched linearly, and won't change the tree
// 2) changing things - like things animating they can be touched linearly and they don't change the tree
// 3) moving things - these need to scan the tree and update accordingly
// finally - all things that need to be deleted, can be handled on a single delete pass.
//
// TODO: theoretically we could combine the move and delete tree passes...
lockForWrite();
quint64 now = usecTimestampNow();
QSet<EntityItemID> entitiesToDelete;
updateChangingEntities(now, entitiesToDelete);
updateMovingEntities(now, entitiesToDelete);
updateMortalEntities(now, entitiesToDelete);
if (entitiesToDelete.size() > 0) {
deleteEntities(entitiesToDelete);
}
unlock();
}
void EntityTree::updateChangingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingMortal;
QSet<EntityItem*> entitiesBecomingMoving;
// TODO: switch these to iterators so we can remove items that get deleted
for (int i = 0; i < _changingEntities.size(); i++) {
EntityItem* thisEntity = _changingEntities[i];
thisEntity->update(now);
// always check to see if the lifetime has expired, for immortal entities this is always false
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
} else if (newState == EntityItem::Mortal) {
entitiesBecomingMortal << thisEntity;
} else if (newState == EntityItem::Moving) {
entitiesBecomingMoving << thisEntity;
}
}
}
// change state for any entities that were changing but are now either static, mortal, or moving
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingMortal) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Mortal);
}
foreach(EntityItem* entity, entitiesBecomingMoving) {
changeEntityState(entity, EntityItem::Changing, EntityItem::Moving);
}
}
void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
PerformanceTimer perfTimer("updateMovingEntities");
if (_movingEntities.size() > 0) {
MovingEntitiesOperator moveOperator(this);
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingMortal;
QSet<EntityItem*> entitiesBecomingChanging;
{
PerformanceTimer perfTimer("_movingEntities");
// TODO: switch these to iterators so we can remove items that get deleted
for (int i = 0; i < _movingEntities.size(); i++) {
EntityItem* thisEntity = _movingEntities[i];
// always check to see if the lifetime has expired, for immortal entities this is always false
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
} else {
AACube oldCube = thisEntity->getMaximumAACube();
thisEntity->update(now);
AACube newCube = thisEntity->getMaximumAACube();
// check to see if this movement has sent the entity outside of the domain.
AACube domainBounds(glm::vec3(0.0f,0.0f,0.0f), 1.0f);
if (!domainBounds.touches(newCube)) {
qDebug() << "Entity " << thisEntity->getEntityItemID() << " moved out of domain bounds.";
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
} else {
moveOperator.addEntityToMoveList(thisEntity, oldCube, newCube);
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Changing) {
entitiesBecomingChanging << thisEntity;
} else if (newState == EntityItem::Mortal) {
entitiesBecomingMortal << thisEntity;
} else if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
}
}
}
}
}
if (moveOperator.hasMovingEntities()) {
PerformanceTimer perfTimer("recurseTreeWithOperator");
recurseTreeWithOperator(&moveOperator);
}
// change state for any entities that were moving but are now either static, mortal, or changing
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingMortal) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Mortal);
}
foreach(EntityItem* entity, entitiesBecomingChanging) {
changeEntityState(entity, EntityItem::Moving, EntityItem::Changing);
}
}
}
void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
QSet<EntityItem*> entitiesBecomingStatic;
QSet<EntityItem*> entitiesBecomingChanging;
QSet<EntityItem*> entitiesBecomingMoving;
// TODO: switch these to iterators so we can remove items that get deleted
for (int i = 0; i < _mortalEntities.size(); i++) {
EntityItem* thisEntity = _mortalEntities[i];
thisEntity->update(now);
// always check to see if the lifetime has expired, for immortal entities this is always false
if (thisEntity->lifetimeHasExpired()) {
qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
entitiesToDelete << thisEntity->getEntityItemID();
entitiesBecomingStatic << thisEntity;
} else {
// check to see if this entity is no longer moving
EntityItem::SimulationState newState = thisEntity->getSimulationState();
if (newState == EntityItem::Static) {
entitiesBecomingStatic << thisEntity;
} else if (newState == EntityItem::Changing) {
entitiesBecomingChanging << thisEntity;
} else if (newState == EntityItem::Moving) {
entitiesBecomingMoving << thisEntity;
}
}
}
// change state for any entities that were mortal but are now either static, changing, or moving
foreach(EntityItem* entity, entitiesBecomingStatic) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Static);
}
foreach(EntityItem* entity, entitiesBecomingChanging) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Changing);
}
foreach(EntityItem* entity, entitiesBecomingMoving) {
changeEntityState(entity, EntityItem::Mortal, EntityItem::Moving);
}
}
bool EntityTree::hasEntitiesDeletedSince(quint64 sinceTime) {
// we can probably leverage the ordered nature of QMultiMap to do this quickly...
bool hasSomethingNewer = false;
_recentlyDeletedEntitiesLock.lockForRead();
QMultiMap<quint64, QUuid>::const_iterator iterator = _recentlyDeletedEntityItemIDs.constBegin();
while (iterator != _recentlyDeletedEntityItemIDs.constEnd()) {
if (iterator.key() > sinceTime) {
hasSomethingNewer = true;
}
++iterator;
}
_recentlyDeletedEntitiesLock.unlock();
return hasSomethingNewer;
}
// sinceTime is an in/out parameter - it will be side effected with the last time sent out
bool EntityTree::encodeEntitiesDeletedSince(OCTREE_PACKET_SEQUENCE sequenceNumber, quint64& sinceTime, unsigned char* outputBuffer,
size_t maxLength, size_t& outputLength) {
bool hasMoreToSend = true;
unsigned char* copyAt = outputBuffer;
size_t numBytesPacketHeader = populatePacketHeader(reinterpret_cast<char*>(outputBuffer), PacketTypeEntityErase);
copyAt += numBytesPacketHeader;
outputLength = numBytesPacketHeader;
// pack in flags
OCTREE_PACKET_FLAGS flags = 0;
OCTREE_PACKET_FLAGS* flagsAt = (OCTREE_PACKET_FLAGS*)copyAt;
*flagsAt = flags;
copyAt += sizeof(OCTREE_PACKET_FLAGS);
outputLength += sizeof(OCTREE_PACKET_FLAGS);
// pack in sequence number
OCTREE_PACKET_SEQUENCE* sequenceAt = (OCTREE_PACKET_SEQUENCE*)copyAt;
*sequenceAt = sequenceNumber;
copyAt += sizeof(OCTREE_PACKET_SEQUENCE);
outputLength += sizeof(OCTREE_PACKET_SEQUENCE);
// pack in timestamp
OCTREE_PACKET_SENT_TIME now = usecTimestampNow();
OCTREE_PACKET_SENT_TIME* timeAt = (OCTREE_PACKET_SENT_TIME*)copyAt;
*timeAt = now;
copyAt += sizeof(OCTREE_PACKET_SENT_TIME);
outputLength += sizeof(OCTREE_PACKET_SENT_TIME);
uint16_t numberOfIds = 0; // placeholder for now
unsigned char* numberOfIDsAt = copyAt;
memcpy(copyAt, &numberOfIds, sizeof(numberOfIds));
copyAt += sizeof(numberOfIds);
outputLength += sizeof(numberOfIds);
// we keep a multi map of entity IDs to timestamps, we only want to include the entity IDs that have been
// deleted since we last sent to this node
_recentlyDeletedEntitiesLock.lockForRead();
QMultiMap<quint64, QUuid>::const_iterator iterator = _recentlyDeletedEntityItemIDs.constBegin();
while (iterator != _recentlyDeletedEntityItemIDs.constEnd()) {
QList<QUuid> values = _recentlyDeletedEntityItemIDs.values(iterator.key());
for (int valueItem = 0; valueItem < values.size(); ++valueItem) {
// if the timestamp is more recent then out last sent time, include it
if (iterator.key() > sinceTime) {
QUuid entityID = values.at(valueItem);
QByteArray encodedEntityID = entityID.toRfc4122();
memcpy(copyAt, encodedEntityID.constData(), NUM_BYTES_RFC4122_UUID);
copyAt += NUM_BYTES_RFC4122_UUID;
outputLength += NUM_BYTES_RFC4122_UUID;
numberOfIds++;
// check to make sure we have room for one more id...
if (outputLength + NUM_BYTES_RFC4122_UUID > maxLength) {
break;
}
}
}
// check to make sure we have room for one more id...
if (outputLength + NUM_BYTES_RFC4122_UUID > maxLength) {
// let our caller know how far we got
sinceTime = iterator.key();
break;
}
++iterator;
}
// if we got to the end, then we're done sending
if (iterator == _recentlyDeletedEntityItemIDs.constEnd()) {
hasMoreToSend = false;
}
_recentlyDeletedEntitiesLock.unlock();
// replace the correct count for ids included
memcpy(numberOfIDsAt, &numberOfIds, sizeof(numberOfIds));
return hasMoreToSend;
}
// called by the server when it knows all nodes have been sent deleted packets
void EntityTree::forgetEntitiesDeletedBefore(quint64 sinceTime) {
QSet<quint64> keysToRemove;
_recentlyDeletedEntitiesLock.lockForWrite();
QMultiMap<quint64, QUuid>::iterator iterator = _recentlyDeletedEntityItemIDs.begin();
// First find all the keys in the map that are older and need to be deleted
while (iterator != _recentlyDeletedEntityItemIDs.end()) {
if (iterator.key() <= sinceTime) {
keysToRemove << iterator.key();
}
++iterator;
}
// Now run through the keysToRemove and remove them
foreach (quint64 value, keysToRemove) {
_recentlyDeletedEntityItemIDs.remove(value);
}
_recentlyDeletedEntitiesLock.unlock();
}
// TODO: consider consolidating processEraseMessageDetails() and processEraseMessage()
int EntityTree::processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
lockForWrite();
const unsigned char* packetData = (const unsigned char*)dataByteArray.constData();
const unsigned char* dataAt = packetData;
size_t packetLength = dataByteArray.size();
size_t numBytesPacketHeader = numBytesForPacketHeader(dataByteArray);
size_t processedBytes = numBytesPacketHeader;
dataAt += numBytesPacketHeader;
dataAt += sizeof(OCTREE_PACKET_FLAGS);
processedBytes += sizeof(OCTREE_PACKET_FLAGS);
dataAt += sizeof(OCTREE_PACKET_SEQUENCE);
processedBytes += sizeof(OCTREE_PACKET_SEQUENCE);
dataAt += sizeof(OCTREE_PACKET_SENT_TIME);
processedBytes += sizeof(OCTREE_PACKET_SENT_TIME);
uint16_t numberOfIds = 0; // placeholder for now
memcpy(&numberOfIds, dataAt, sizeof(numberOfIds));
dataAt += sizeof(numberOfIds);
processedBytes += sizeof(numberOfIds);
if (numberOfIds > 0) {
QSet<EntityItemID> entityItemIDsToDelete;
for (size_t i = 0; i < numberOfIds; i++) {
if (processedBytes + NUM_BYTES_RFC4122_UUID > packetLength) {
qDebug() << "EntityTree::processEraseMessage().... bailing because not enough bytes in buffer";
break; // bail to prevent buffer overflow
}
QByteArray encodedID = dataByteArray.mid(processedBytes, NUM_BYTES_RFC4122_UUID);
QUuid entityID = QUuid::fromRfc4122(encodedID);
dataAt += encodedID.size();
processedBytes += encodedID.size();
EntityItemID entityItemID(entityID);
entityItemIDsToDelete << entityItemID;
}
deleteEntities(entityItemIDsToDelete);
}
unlock();
return processedBytes;
}
// This version skips over the header
// NOTE: Caller must lock the tree before calling this.
// TODO: consider consolidating processEraseMessageDetails() and processEraseMessage()
int EntityTree::processEraseMessageDetails(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode) {
const unsigned char* packetData = (const unsigned char*)dataByteArray.constData();
const unsigned char* dataAt = packetData;
size_t packetLength = dataByteArray.size();
size_t processedBytes = 0;
uint16_t numberOfIds = 0; // placeholder for now
memcpy(&numberOfIds, dataAt, sizeof(numberOfIds));
dataAt += sizeof(numberOfIds);
processedBytes += sizeof(numberOfIds);
if (numberOfIds > 0) {
QSet<EntityItemID> entityItemIDsToDelete;
for (size_t i = 0; i < numberOfIds; i++) {
if (processedBytes + NUM_BYTES_RFC4122_UUID > packetLength) {
qDebug() << "EntityTree::processEraseMessageDetails().... bailing because not enough bytes in buffer";
break; // bail to prevent buffer overflow
}
QByteArray encodedID = dataByteArray.mid(processedBytes, NUM_BYTES_RFC4122_UUID);
QUuid entityID = QUuid::fromRfc4122(encodedID);
dataAt += encodedID.size();
processedBytes += encodedID.size();
EntityItemID entityItemID(entityID);
entityItemIDsToDelete << entityItemID;
}
deleteEntities(entityItemIDsToDelete);
}
return processedBytes;
}
EntityTreeElement* EntityTree::getContainingElement(const EntityItemID& entityItemID) /*const*/ {
// TODO: do we need to make this thread safe? Or is it acceptable as is
if (_entityToElementMap.contains(entityItemID)) {
return _entityToElementMap.value(entityItemID);
} else if (entityItemID.creatorTokenID != UNKNOWN_ENTITY_TOKEN){
// check the creator token version too...
EntityItemID creatorTokenOnly;
creatorTokenOnly.id = UNKNOWN_ENTITY_ID;
creatorTokenOnly.creatorTokenID = entityItemID.creatorTokenID;
creatorTokenOnly.isKnownID = false;
if (_entityToElementMap.contains(creatorTokenOnly)) {
return _entityToElementMap.value(creatorTokenOnly);
}
}
return NULL;
}
// TODO: do we need to make this thread safe? Or is it acceptable as is
void EntityTree::resetContainingElement(const EntityItemID& entityItemID, EntityTreeElement* element) {
if (entityItemID.id == UNKNOWN_ENTITY_ID) {
//assert(entityItemID.id != UNKNOWN_ENTITY_ID);
qDebug() << "UNEXPECTED! resetContainingElement() called with UNKNOWN_ENTITY_ID. entityItemID:" << entityItemID;
return;
}
if (entityItemID.creatorTokenID == UNKNOWN_ENTITY_TOKEN) {
//assert(entityItemID.creatorTokenID != UNKNOWN_ENTITY_TOKEN);
qDebug() << "UNEXPECTED! resetContainingElement() called with UNKNOWN_ENTITY_TOKEN. entityItemID:" << entityItemID;
return;
}
if (!element) {
//assert(element);
qDebug() << "UNEXPECTED! resetContainingElement() called with NULL element. entityItemID:" << entityItemID;
return;
}
// remove the old version with the creatorTokenID
EntityItemID creatorTokenVersion;
creatorTokenVersion.id = UNKNOWN_ENTITY_ID;
creatorTokenVersion.isKnownID = false;
creatorTokenVersion.creatorTokenID = entityItemID.creatorTokenID;
_entityToElementMap.remove(creatorTokenVersion);
// set the new version with both creator token and real ID
_entityToElementMap[entityItemID] = element;
}
void EntityTree::setContainingElement(const EntityItemID& entityItemID, EntityTreeElement* element) {
// TODO: do we need to make this thread safe? Or is it acceptable as is
// If we're a sever side tree, we always remove the creator tokens from our map items
EntityItemID storedEntityItemID = entityItemID;
if (getIsServer()) {
storedEntityItemID.creatorTokenID = UNKNOWN_ENTITY_TOKEN;
}
if (element) {
_entityToElementMap[storedEntityItemID] = element;
} else {
_entityToElementMap.remove(storedEntityItemID);
}
}
void EntityTree::debugDumpMap() {
qDebug() << "EntityTree::debugDumpMap() --------------------------";
QHashIterator<EntityItemID, EntityTreeElement*> i(_entityToElementMap);
while (i.hasNext()) {
i.next();
qDebug() << i.key() << ": " << i.value();
}
qDebug() << "-----------------------------------------------------";
}
class DebugOperator : public RecurseOctreeOperator {
public:
virtual bool preRecursion(OctreeElement* element);
virtual bool postRecursion(OctreeElement* element) { return true; }
};
bool DebugOperator::preRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
qDebug() << "EntityTreeElement [" << entityTreeElement << "]";
entityTreeElement->debugDump();
return true;
}
void EntityTree::dumpTree() {
DebugOperator theOperator;
recurseTreeWithOperator(&theOperator);
}
class PruneOperator : public RecurseOctreeOperator {
public:
virtual bool preRecursion(OctreeElement* element) { return true; }
virtual bool postRecursion(OctreeElement* element);
};
bool PruneOperator::postRecursion(OctreeElement* element) {
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
entityTreeElement->pruneChildren();
return true;
}
void EntityTree::pruneTree() {
PruneOperator theOperator;
recurseTreeWithOperator(&theOperator);
}
void EntityTree::sendEntities(EntityEditPacketSender* packetSender, EntityTree* localTree, float x, float y, float z) {
SendEntitiesOperationArgs args;
args.packetSender = packetSender;
args.localTree = localTree;
args.root = glm::vec3(x, y, z);
recurseTreeWithOperation(sendEntitiesOperation, &args);
packetSender->releaseQueuedMessages();
}
bool EntityTree::sendEntitiesOperation(OctreeElement* element, void* extraData) {
SendEntitiesOperationArgs* args = static_cast<SendEntitiesOperationArgs*>(extraData);
EntityTreeElement* entityTreeElement = static_cast<EntityTreeElement*>(element);
const QList<EntityItem*>& entities = entityTreeElement->getEntities();
for (int i = 0; i < entities.size(); i++) {
EntityItemID newID(NEW_ENTITY, EntityItemID::getNextCreatorTokenID(), false);
EntityItemProperties properties = entities[i]->getProperties();
properties.setPosition(properties.getPosition() + args->root);
properties.markAllChanged(); // so the entire property set is considered new, since we're making a new entity
// queue the packet to send to the server
args->packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, newID, properties);
// also update the local tree instantly (note: this is not our tree, but an alternate tree)
if (args->localTree) {
args->localTree->lockForWrite();
args->localTree->addEntity(newID, properties);
args->localTree->unlock();
}
}
return true;
}