mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 12:04:18 +02:00
Merge pull request #8 from AndrewMeadows/avatarBandwidthBudgetImprovements
count avatar joint updates and non-updates
This commit is contained in:
commit
10f465f8ea
6 changed files with 47 additions and 21 deletions
|
@ -107,11 +107,11 @@ Item {
|
|||
}
|
||||
StatText {
|
||||
visible: root.expanded
|
||||
text: "Fully Simulated Avatars: " + root.fullySimulatedAvatarCount
|
||||
text: "Avatars Updated: " + root.updatedAvatarCount
|
||||
}
|
||||
StatText {
|
||||
visible: root.expanded
|
||||
text: "Partially Simulated Avatars: " + root.partiallySimulatedAvatarCount
|
||||
text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -183,6 +183,8 @@ public:
|
|||
|
||||
Q_INVOKABLE float getSimulationRate(const QString& rateName = QString("")) const;
|
||||
|
||||
bool hasNewJointData() const { return _hasNewJointData; }
|
||||
|
||||
public slots:
|
||||
|
||||
// FIXME - these should be migrated to use Pose data instead
|
||||
|
|
|
@ -195,8 +195,8 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
uint64_t renderExpiry = startTime + RENDER_UPDATE_BUDGET;
|
||||
uint64_t maxExpiry = startTime + MAX_UPDATE_BUDGET;
|
||||
|
||||
int fullySimulatedAvatars = 0;
|
||||
int partiallySimulatedAvatars = 0;
|
||||
int numAvatarsUpdated = 0;
|
||||
int numAVatarsNotUpdated = 0;
|
||||
while (!sortedAvatars.empty()) {
|
||||
const AvatarPriority& sortData = sortedAvatars.top();
|
||||
const auto& avatar = std::static_pointer_cast<Avatar>(sortData.avatar);
|
||||
|
@ -217,33 +217,57 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
|
|||
}
|
||||
avatar->animateScaleChanges(deltaTime);
|
||||
|
||||
const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY;
|
||||
uint64_t now = usecTimestampNow();
|
||||
if (now < renderExpiry) {
|
||||
// we're within budget
|
||||
const float OUT_OF_VIEW_THRESHOLD = 0.5f * AvatarData::OUT_OF_VIEW_PENALTY;
|
||||
bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
|
||||
if (inView && avatar->hasNewJointData()) {
|
||||
numAvatarsUpdated++;
|
||||
}
|
||||
avatar->simulate(deltaTime, inView);
|
||||
avatar->updateRenderItem(pendingChanges);
|
||||
avatar->setLastRenderUpdateTime(startTime);
|
||||
fullySimulatedAvatars++;
|
||||
} else if (now < maxExpiry) {
|
||||
// we've spent most of our time budget, but we still simulate() the avatar as it if were out of view
|
||||
// --> some avatars may freeze until their priority trickles up
|
||||
const bool inView = false;
|
||||
avatar->simulate(deltaTime, inView);
|
||||
partiallySimulatedAvatars++;
|
||||
bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
|
||||
if (inView && avatar->hasNewJointData()) {
|
||||
numAVatarsNotUpdated++;
|
||||
}
|
||||
avatar->simulate(deltaTime, false);
|
||||
} else {
|
||||
// we've spent ALL of our time budget --> bail on the rest of the avatar updates
|
||||
// --> more avatars may freeze until their priority trickles up
|
||||
// --> some scale or fade animations may glitch
|
||||
// --> some avatar velocity measurements may be a little off
|
||||
|
||||
// HACK: no time simulate, but we will take the time to count how many were tragically missed
|
||||
bool inView = sortData.priority > OUT_OF_VIEW_THRESHOLD;
|
||||
if (!inView) {
|
||||
break;
|
||||
}
|
||||
if (inView && avatar->hasNewJointData()) {
|
||||
numAVatarsNotUpdated++;
|
||||
}
|
||||
sortedAvatars.pop();
|
||||
while (inView && !sortedAvatars.empty()) {
|
||||
const AvatarPriority& newSortData = sortedAvatars.top();
|
||||
const auto& newAvatar = std::static_pointer_cast<Avatar>(newSortData.avatar);
|
||||
inView = newSortData.priority > OUT_OF_VIEW_THRESHOLD;
|
||||
if (inView && newAvatar->hasNewJointData()) {
|
||||
numAVatarsNotUpdated++;
|
||||
}
|
||||
sortedAvatars.pop();
|
||||
}
|
||||
break;
|
||||
}
|
||||
sortedAvatars.pop();
|
||||
}
|
||||
|
||||
_avatarSimulationTime = (float)(usecTimestampNow() - startTime) / (float)USECS_PER_MSEC;
|
||||
_fullySimulatedAvatars = fullySimulatedAvatars;
|
||||
_partiallySimulatedAvatars = partiallySimulatedAvatars;
|
||||
_numAvatarsUpdated = numAvatarsUpdated;
|
||||
_numAvatarsNotUpdated = numAVatarsNotUpdated;
|
||||
qApp->getMain3DScene()->enqueuePendingChanges(pendingChanges);
|
||||
|
||||
simulateAvatarFades(deltaTime);
|
||||
|
|
|
@ -43,8 +43,8 @@ public:
|
|||
std::shared_ptr<MyAvatar> getMyAvatar() { return _myAvatar; }
|
||||
AvatarSharedPointer getAvatarBySessionID(const QUuid& sessionID) const override;
|
||||
|
||||
int getFullySimulatedAvatars() const { return _fullySimulatedAvatars; }
|
||||
int getPartiallySimulatedAvatars() const { return _partiallySimulatedAvatars; }
|
||||
int getNumAvatarsUpdated() const { return _numAvatarsUpdated; }
|
||||
int getNumAvatarsNotUpdated() const { return _numAvatarsNotUpdated; }
|
||||
float getAvatarSimulationTime() const { return _avatarSimulationTime; }
|
||||
|
||||
void updateMyAvatar(float deltaTime);
|
||||
|
@ -120,8 +120,8 @@ private:
|
|||
VectorOfMotionStates _motionStatesToRemoveFromPhysics;
|
||||
|
||||
RateCounter<> _myAvatarSendRate;
|
||||
int _fullySimulatedAvatars { 0 };
|
||||
int _partiallySimulatedAvatars { 0 };
|
||||
int _numAvatarsUpdated { 0 };
|
||||
int _numAvatarsNotUpdated { 0 };
|
||||
float _avatarSimulationTime { 0.0f };
|
||||
};
|
||||
|
||||
|
|
|
@ -121,8 +121,8 @@ void Stats::updateStats(bool force) {
|
|||
auto avatarManager = DependencyManager::get<AvatarManager>();
|
||||
// we need to take one avatar out so we don't include ourselves
|
||||
STAT_UPDATE(avatarCount, avatarManager->size() - 1);
|
||||
STAT_UPDATE(fullySimulatedAvatarCount, avatarManager->getFullySimulatedAvatars());
|
||||
STAT_UPDATE(partiallySimulatedAvatarCount, avatarManager->getPartiallySimulatedAvatars());
|
||||
STAT_UPDATE(updatedAvatarCount, avatarManager->getNumAvatarsUpdated());
|
||||
STAT_UPDATE(notUpdatedAvatarCount, avatarManager->getNumAvatarsNotUpdated());
|
||||
STAT_UPDATE(serverCount, (int)nodeList->size());
|
||||
STAT_UPDATE(framerate, qApp->getFps());
|
||||
if (qApp->getActiveDisplayPlugin()) {
|
||||
|
|
|
@ -49,8 +49,8 @@ class Stats : public QQuickItem {
|
|||
STATS_PROPERTY(int, simrate, 0)
|
||||
STATS_PROPERTY(int, avatarSimrate, 0)
|
||||
STATS_PROPERTY(int, avatarCount, 0)
|
||||
STATS_PROPERTY(int, fullySimulatedAvatarCount, 0)
|
||||
STATS_PROPERTY(int, partiallySimulatedAvatarCount, 0)
|
||||
STATS_PROPERTY(int, updatedAvatarCount, 0)
|
||||
STATS_PROPERTY(int, notUpdatedAvatarCount, 0)
|
||||
STATS_PROPERTY(int, packetInCount, 0)
|
||||
STATS_PROPERTY(int, packetOutCount, 0)
|
||||
STATS_PROPERTY(float, mbpsIn, 0)
|
||||
|
@ -159,8 +159,8 @@ signals:
|
|||
void simrateChanged();
|
||||
void avatarSimrateChanged();
|
||||
void avatarCountChanged();
|
||||
void fullySimulatedAvatarCountChanged();
|
||||
void partiallySimulatedAvatarCountChanged();
|
||||
void updatedAvatarCountChanged();
|
||||
void notUpdatedAvatarCountChanged();
|
||||
void packetInCountChanged();
|
||||
void packetOutCountChanged();
|
||||
void mbpsInChanged();
|
||||
|
|
Loading…
Reference in a new issue