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Merge pull request #6154 from howard-stearns/safe-avatar-list-access
Safe avatar list access
This commit is contained in:
commit
10717dc364
4 changed files with 34 additions and 13 deletions
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@ -77,7 +77,10 @@ AvatarManager::AvatarManager(QObject* parent) :
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void AvatarManager::init() {
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_myAvatar->init();
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_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
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{
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QWriteLocker locker(&_hashLock);
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_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
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}
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connect(DependencyManager::get<SceneScriptingInterface>().data(), &SceneScriptingInterface::shouldRenderAvatarsChanged, this, &AvatarManager::updateAvatarRenderStatus, Qt::QueuedConnection);
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@ -127,6 +130,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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} else if (avatar->shouldDie()) {
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removeAvatarMotionState(avatar);
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_avatarFades.push_back(avatarIterator.value());
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QWriteLocker locker(&_hashLock);
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avatarIterator = _avatarHash.erase(avatarIterator);
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} else {
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avatar->startUpdate();
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@ -202,6 +206,7 @@ void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
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if (avatar != _myAvatar && avatar->isInitialized()) {
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removeAvatarMotionState(avatar);
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_avatarFades.push_back(avatarIterator.value());
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QWriteLocker locker(&_hashLock);
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_avatarHash.erase(avatarIterator);
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}
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}
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@ -218,6 +223,7 @@ void AvatarManager::clearOtherAvatars() {
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} else {
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removeAvatarMotionState(avatar);
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_avatarFades.push_back(avatarIterator.value());
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QWriteLocker locker(&_hashLock);
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avatarIterator = _avatarHash.erase(avatarIterator);
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}
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}
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@ -349,5 +355,6 @@ AvatarSharedPointer AvatarManager::getAvatarBySessionID(const QUuid& sessionID)
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if (sessionID == _myAvatar->getSessionUUID()) {
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return std::static_pointer_cast<Avatar>(_myAvatar);
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}
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return getAvatarHash()[sessionID];
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QReadLocker locker(&_hashLock);
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return _avatarHash[sessionID];
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}
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@ -1020,7 +1020,11 @@ void MyAvatar::updateLookAtTargetAvatar() {
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const float KEEP_LOOKING_AT_CURRENT_ANGLE_FACTOR = 1.3f;
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const float GREATEST_LOOKING_AT_DISTANCE = 10.0f;
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foreach (const AvatarSharedPointer& avatarPointer, DependencyManager::get<AvatarManager>()->getAvatarHash()) {
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AvatarHash hash;
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DependencyManager::get<AvatarManager>()->withAvatarHash([&] (const AvatarHash& locked) {
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hash = locked; // make a shallow copy and operate on that, to minimize lock time
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});
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foreach (const AvatarSharedPointer& avatarPointer, hash) {
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auto avatar = static_pointer_cast<Avatar>(avatarPointer);
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bool isCurrentTarget = avatar->getIsLookAtTarget();
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float distanceTo = glm::length(avatar->getHead()->getEyePosition() - cameraPosition);
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@ -1052,7 +1056,6 @@ void MyAvatar::updateLookAtTargetAvatar() {
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glm::vec3 humanLeftEye = humanSystem->getPosition() + (humanSystem->getOrientation() * leftEyeHeadLocal);
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glm::vec3 humanRightEye = humanSystem->getPosition() + (humanSystem->getOrientation() * rightEyeHeadLocal);
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// First find out where (in world space) the person is looking relative to that bridge-of-the-avatar point.
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// (We will be adding that offset to the camera position, after making some other adjustments.)
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glm::vec3 gazeOffset = lookAtPosition - getHead()->getEyePosition();
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@ -1064,14 +1067,14 @@ void MyAvatar::updateLookAtTargetAvatar() {
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// If the camera is also not oriented with the head, adjust by getting the offset in head-space...
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/* Not needed (i.e., code is a no-op), but I'm leaving the example code here in case something like this is needed someday.
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glm::quat avatarHeadOrientation = getHead()->getOrientation();
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glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
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// ... and treat that as though it were in camera space, bringing it back to world space.
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// But camera is fudged to make the picture feel like the avatar's orientation.
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glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
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gazeOffset = humanOrientation * gazeOffsetLocalToHead;
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glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
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*/
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glm::quat avatarHeadOrientation = getHead()->getOrientation();
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glm::vec3 gazeOffsetLocalToHead = glm::inverse(avatarHeadOrientation) * gazeOffset;
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// ... and treat that as though it were in camera space, bringing it back to world space.
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// But camera is fudged to make the picture feel like the avatar's orientation.
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glm::quat humanOrientation = humanSystem->getOrientation(); // or just avatar getOrienation() ?
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gazeOffset = humanOrientation * gazeOffsetLocalToHead;
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glm::vec3 corrected = humanSystem->getPosition() + gazeOffset;
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*/
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// And now we can finally add that offset to the camera.
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glm::vec3 corrected = qApp->getViewFrustum()->getPosition() + gazeOffset;
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@ -22,7 +22,12 @@ AvatarHashMap::AvatarHashMap() {
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connect(DependencyManager::get<NodeList>().data(), &NodeList::uuidChanged, this, &AvatarHashMap::sessionUUIDChanged);
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}
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void AvatarHashMap::withAvatarHash(std::function<void(const AvatarHash& hash)> callback) {
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QReadLocker locker(&_hashLock);
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callback(_avatarHash);
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}
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bool AvatarHashMap::isAvatarInRange(const glm::vec3& position, const float range) {
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QReadLocker locker(&_hashLock);
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foreach(const AvatarSharedPointer& sharedAvatar, _avatarHash) {
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glm::vec3 avatarPosition = sharedAvatar->getPosition();
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float distance = glm::distance(avatarPosition, position);
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@ -43,6 +48,7 @@ AvatarSharedPointer AvatarHashMap::addAvatar(const QUuid& sessionUUID, const QWe
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AvatarSharedPointer avatar = newSharedAvatar();
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avatar->setSessionUUID(sessionUUID);
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avatar->setOwningAvatarMixer(mixerWeakPointer);
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QWriteLocker locker(&_hashLock);
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_avatarHash.insert(sessionUUID, avatar);
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return avatar;
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@ -134,6 +140,7 @@ void AvatarHashMap::processKillAvatar(QSharedPointer<NLPacket> packet, SharedNod
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}
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void AvatarHashMap::removeAvatar(const QUuid& sessionUUID) {
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QWriteLocker locker(&_hashLock);
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_avatarHash.remove(sessionUUID);
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}
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@ -16,6 +16,7 @@
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#include <QtCore/QSharedPointer>
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#include <QtCore/QUuid>
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#include <functional>
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#include <memory>
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#include <DependencyManager.h>
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@ -30,7 +31,7 @@ class AvatarHashMap : public QObject, public Dependency {
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SINGLETON_DEPENDENCY
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public:
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const AvatarHash& getAvatarHash() { return _avatarHash; }
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void withAvatarHash(std::function<void(const AvatarHash& hash)>);
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int size() { return _avatarHash.size(); }
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public slots:
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@ -52,6 +53,9 @@ protected:
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virtual void removeAvatar(const QUuid& sessionUUID);
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AvatarHash _avatarHash;
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// "Case-based safety": Most access to the _avatarHash is on the same thread. Write access is protected by a write-lock.
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// If you read from a different thread, you must read-lock the _hashLock. (Scripted write access is not supported).
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QReadWriteLock _hashLock;
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private:
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QUuid _lastOwnerSessionUUID;
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