cr cleanup

This commit is contained in:
ZappoMan 2013-04-30 11:40:12 -07:00
parent 2a746ec111
commit 08c7c486d9

View file

@ -168,45 +168,9 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
}
void voxelDistributeHelper(AgentList* agentList, AgentList::iterator& agent, VoxelAgentData* agentData, ViewFrustum& viewFrustum) {
// A quick explanation of the strategy here. First, each time through, we ask ourselves, do we have voxels
// that need to be sent? If not, we search for them, if we do, then we send them. We store our to be sent voxel sub trees
// in a VoxelNodeBag on a per agent basis. The bag stores just pointers to the root node of the sub tree to be sent, so
// it doesn't store much on a per agent basis.
//
// There could be multiple strategies at play for how we determine which voxels need to be sent. For example, at the
// simplest level, we can just add the root node to this bag, and let the system send it. The other thing that we use
// this bag for is, keeping track of voxels sub trees we wanted to send in the packet, but wouldn't fit into the current
// packet because they were too big once encoded. So, as we run though this function multiple times, we start out with
// voxel sub trees that we determined needed to be sent because they were in view, new, correct distance, etc. But as
// we send those sub trees, if their child trees don't fit in a packet, we'll add those sub trees to this bag as well, and
// next chance we get, we'll also send those needed sub trees.
// If we don't have nodes already in our agent's node bag, then fill the node bag
void voxelDistributor(AgentList* agentList, AgentList::iterator& agent, VoxelAgentData* agentData, ViewFrustum& viewFrustum) {
// If the bag is empty, fill it...
if (agentData->nodeBag.isEmpty()) {
// To get things started, we look for colored nodes. We could have also just started with the root node. In fact, if
// you substitute this call with something as simple as agentData->nodeBag.insert(rootNod), you'll see almost the same
// behavior on the client. The scene will appear.
//
// So why do we do this extra effort to look for colored nodes? It turns out that there are subtle differences between
// how many bytes it takes to encode a tree based on how deep it is relative to the root node (which effects the octal
// code size) vs how dense the tree is (which effects how many bits in the bitMask are being wasted, and maybe more
// importantly, how many subtrees are also included). There is a break point where the more dense a tree is, it's more
// efficient to encode the peers together with their empty parents. This would argue that we shouldn't search for these
// sub trees, and we should instead encode the parent for dense scenes.
//
// But, there's another important side effect of dense trees related to out maximum packet size. Namely... if a tree
// is very dense, then you can't fit as many branches in a single network packet. Because when we encode the parent and
// children in a single packet, we must include the entire child branch (all the way down to our target LOD) before we
// can include the siblings. Since dense trees take more space per ranch, we often end up only being able to encode a
// single branch. This means on a per packet basis, the trees actually _are not_ dense. And sparse trees are shorter to
// encode when we only include the child tree.
//
// Now, a quick explanation of maxSearchLevel: We will actually send the entire scene, multiple times for each search
// level. We start at level 1, and we scan the scene for this level, then we increment to the next level until we've
// sent the entire scene at it's deepest possible level. This means that clients will get an initial view of the scene
// with chunky granularity and then finer and finer granularity until they've gotten the whole scene. Then we start
// over to handle packet loss and changes in the scene.
int maxLevelReached = randomTree.searchForColoredNodes(agentData->getMaxSearchLevel(), randomTree.rootNode,
viewFrustum, agentData->nodeBag);
agentData->setMaxLevelReached(maxLevelReached);
@ -225,58 +189,34 @@ void voxelDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Vox
if (!agentData->nodeBag.isEmpty()) {
static unsigned char tempOutputBuffer[MAX_VOXEL_PACKET_SIZE - 1]; // save on allocs by making this static
int bytesWritten = 0;
// NOTE: we can assume the voxelPacket has already been set up with a "V"
int packetsSentThisInterval = 0;
while (packetsSentThisInterval < PACKETS_PER_CLIENT_PER_INTERVAL) {
if (!agentData->nodeBag.isEmpty()) {
VoxelNode* subTree = agentData->nodeBag.extract();
// Only let this guy create at largest packets equal to the amount of space we have left in our final???
// Or let it create the largest possible size (minus 1 for the "V")
bytesWritten = randomTree.encodeTreeBitstream(agentData->getMaxSearchLevel(), subTree, viewFrustum,
&tempOutputBuffer[0], MAX_VOXEL_PACKET_SIZE - 1,
agentData->nodeBag);
// if we have room in our final packet, add this buffer to the final packet
if (agentData->getAvailable() >= bytesWritten) {
agentData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
} else {
// otherwise "send" the packet because it's as full as we can make it for now
agentList->getAgentSocket().send(agent->getActiveSocket(),
agentData->getPacket(), agentData->getPacketLength());
// keep track that we sent it
packetsSentThisInterval++;
// reset our finalOutputBuffer (keep the 'V')
agentData->resetVoxelPacket();
// we also need to stick the last created partial packet in here!!
agentData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
}
} else {
// we're here, if there are no more nodes in our bag waiting to be sent.
// If we have a partial packet ready, then send it...
if (agentData->isPacketWaiting()) {
agentList->getAgentSocket().send(agent->getActiveSocket(),
agentData->getPacket(), agentData->getPacketLength());
// reset our finalOutputBuffer (keep the 'V')
agentData->resetVoxelPacket();
}
// and we're done now for this interval, because we know we have not nodes in our
// bag, and we just sent the last waiting packet if we had one, so tell ourselves
// we done for the interval
packetsSentThisInterval = PACKETS_PER_CLIENT_PER_INTERVAL;
packetsSentThisInterval = PACKETS_PER_CLIENT_PER_INTERVAL; // done for now, no nodes left
}
}
// Ok, so we're in the "send from our bag mode"... if during this last pass, we emptied our bag, then
// we want to move to the next level.
// if during this last pass, we emptied our bag, then we want to move to the next level.
if (agentData->nodeBag.isEmpty()) {
if (agentData->getMaxLevelReached() < agentData->getMaxSearchLevel()) {
agentData->resetMaxSearchLevel();
@ -314,7 +254,7 @@ void *distributeVoxelsToListeners(void *args) {
viewFrustum.calculate();
voxelDistributeHelper(agentList, agent, agentData, viewFrustum);
voxelDistributor(agentList, agent, agentData, viewFrustum);
}
}