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add comments to make code more clear
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1 changed files with 8 additions and 5 deletions
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@ -503,19 +503,20 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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// we don't own the simulation
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// we don't own the simulation
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// NOTE: we do not volunteer to own kinematic or static objects
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// NOTE: we do not volunteer to own kinematic or static objects
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uint8_t insufficientPriority = _body->isStaticOrKinematicObject() ? VOLUNTEER_SIMULATION_PRIORITY : 0;
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uint8_t volunteerPriority = _body->isStaticOrKinematicObject() ? VOLUNTEER_SIMULATION_PRIORITY : 0;
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bool shouldBid = _outgoingPriority > insufficientPriority && // but we would like to own it AND
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bool shouldBid = _outgoingPriority > volunteerPriority && // but we would like to own it AND
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usecTimestampNow() > _nextOwnershipBid; // it is time to bid again
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usecTimestampNow() > _nextOwnershipBid; // it is time to bid again
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if (shouldBid && _outgoingPriority < _entity->getSimulationPriority()) {
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if (shouldBid && _outgoingPriority < _entity->getSimulationPriority()) {
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// we are insufficiently interested so clear our interest
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// we are insufficiently interested so clear _outgoingPriority
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// and reset the bid expiry
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// and reset the bid expiry
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_outgoingPriority = 0;
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_outgoingPriority = 0;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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}
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return shouldBid;
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return shouldBid;
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} else {
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} else {
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// make sure _outgoingPriority is not less than current owned priority
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// When we own the simulation: make sure _outgoingPriority is not less than current owned priority
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// because: an _outgoingPriority of zero indicates that we should drop ownership when we have it.
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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}
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}
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@ -622,8 +623,10 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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_entity->setPendingOwnershipPriority(_outgoingPriority, now);
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_entity->setPendingOwnershipPriority(_outgoingPriority, now);
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// don't forget to remember that we have made a bid
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// don't forget to remember that we have made a bid
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_entity->rememberHasSimulationOwnershipBid();
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_entity->rememberHasSimulationOwnershipBid();
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// ...then reset _outgoingPriority in preparation for the next frame
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// ...then reset _outgoingPriority
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_outgoingPriority = 0;
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_outgoingPriority = 0;
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// _outgoingPrioriuty will be re-computed before next bid,
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// or will be set to agree with ownership priority should we win the bid
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} else if (_outgoingPriority != _entity->getSimulationPriority()) {
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} else if (_outgoingPriority != _entity->getSimulationPriority()) {
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// we own the simulation but our desired priority has changed
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// we own the simulation but our desired priority has changed
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if (_outgoingPriority == 0) {
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if (_outgoingPriority == 0) {
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