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keep track of readded entities in a set to avoid rechecking them, compute priority early
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parent
9fb7eb4ba6
commit
18f88a5a64
2 changed files with 48 additions and 27 deletions
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@ -100,6 +100,39 @@ void EntityTreeSendThread::traverseTreeAndSendContents(SharedNodePointer node, O
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// If the previous traversal didn't finish, we'll need to resort the entities still in _sendQueue after calling traverse
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// If the previous traversal didn't finish, we'll need to resort the entities still in _sendQueue after calling traverse
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EntityPriorityQueue prevSendQueue;
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EntityPriorityQueue prevSendQueue;
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_sendQueue.swap(prevSendQueue);
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_sendQueue.swap(prevSendQueue);
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_prevEntitySet.clear();
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// Re-add elements from previous traveral if they still need to be sent
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while (!prevSendQueue.empty()) {
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EntityItemPointer entity = prevSendQueue.top().getEntity();
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prevSendQueue.pop();
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if (entity) {
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// We can keep track of the entity regardless of if we decide to send it so that we don't have to check it again
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// during the traversal
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_prevEntitySet.insert(entity);
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bool success = false;
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AACube cube = entity->getQueryAACube(success);
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if (success) {
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if (_traversal.getCurrentView().cubeIntersectsKeyhole(cube)) {
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const float DO_NOT_SEND = -1.0e-6f;
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float priority = _conicalView.computePriority(cube);
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if (priority != DO_NOT_SEND) {
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float renderAccuracy = calculateRenderAccuracy(_traversal.getCurrentView().getPosition(),
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cube,
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_traversal.getCurrentRootSizeScale(),
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lodLevelOffset);
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// Only send entities if they are large enough to see
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if (renderAccuracy > 0.0f) {
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_sendQueue.push(PrioritizedEntity(entity, priority));
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}
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}
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}
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} else {
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const float WHEN_IN_DOUBT_PRIORITY = 1.0f;
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_sendQueue.push(PrioritizedEntity(entity, WHEN_IN_DOUBT_PRIORITY));
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}
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}
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}
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if (!_traversal.finished()) {
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if (!_traversal.finished()) {
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uint64_t startTime = usecTimestampNow();
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uint64_t startTime = usecTimestampNow();
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@ -111,33 +144,6 @@ void EntityTreeSendThread::traverseTreeAndSendContents(SharedNodePointer node, O
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std::cout << "adebug traversal complete " << " Q.size = " << _sendQueue.size() << " dt = " << dt << std::endl; // adebug
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std::cout << "adebug traversal complete " << " Q.size = " << _sendQueue.size() << " dt = " << dt << std::endl; // adebug
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}
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}
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// Re-add elements from previous traveral if they still need to be sent
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while (!prevSendQueue.empty()) {
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EntityItemPointer entity = prevSendQueue.top().getEntity();
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prevSendQueue.pop();
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if (entity) {
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bool success = false;
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AACube cube = entity->getQueryAACube(success);
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if (success) {
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if (_traversal.getCurrentView().cubeIntersectsKeyhole(cube)) {
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float renderAccuracy = calculateRenderAccuracy(_traversal.getCurrentView().getPosition(),
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cube,
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_traversal.getCurrentRootSizeScale(),
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lodLevelOffset);
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// Only send entities if they are large enough to see
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if (renderAccuracy > 0.0f) {
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float priority = _conicalView.computePriority(cube);
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_sendQueue.push(PrioritizedEntity(entity, priority));
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}
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}
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} else {
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const float WHEN_IN_DOUBT_PRIORITY = 1.0f;
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_sendQueue.push(PrioritizedEntity(entity, WHEN_IN_DOUBT_PRIORITY));
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}
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}
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}
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if (!_sendQueue.empty()) {
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if (!_sendQueue.empty()) {
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// print what needs to be sent
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// print what needs to be sent
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while (!_sendQueue.empty()) {
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while (!_sendQueue.empty()) {
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@ -222,6 +228,10 @@ void EntityTreeSendThread::startNewTraversal(const ViewFrustum& view, EntityTree
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case DiffTraversal::First:
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case DiffTraversal::First:
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_traversal.setScanCallback([&] (DiffTraversal::VisibleElement& next) {
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_traversal.setScanCallback([&] (DiffTraversal::VisibleElement& next) {
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next.element->forEachEntity([&](EntityItemPointer entity) {
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next.element->forEachEntity([&](EntityItemPointer entity) {
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// Bail early if we've already checked this entity this frame
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if (_prevEntitySet.find(entity) != _prevEntitySet.end()) {
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return;
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}
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bool success = false;
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bool success = false;
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AACube cube = entity->getQueryAACube(success);
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AACube cube = entity->getQueryAACube(success);
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if (success) {
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if (success) {
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@ -253,6 +263,10 @@ void EntityTreeSendThread::startNewTraversal(const ViewFrustum& view, EntityTree
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if (next.element->getLastChangedContent() > _traversal.getStartOfCompletedTraversal()) {
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if (next.element->getLastChangedContent() > _traversal.getStartOfCompletedTraversal()) {
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uint64_t timestamp = _traversal.getStartOfCompletedTraversal();
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uint64_t timestamp = _traversal.getStartOfCompletedTraversal();
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next.element->forEachEntity([&](EntityItemPointer entity) {
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next.element->forEachEntity([&](EntityItemPointer entity) {
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// Bail early if we've already checked this entity this frame
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if (_prevEntitySet.find(entity) != _prevEntitySet.end()) {
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return;
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}
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if (entity->getLastEdited() > timestamp) {
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if (entity->getLastEdited() > timestamp) {
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bool success = false;
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bool success = false;
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AACube cube = entity->getQueryAACube(success);
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AACube cube = entity->getQueryAACube(success);
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@ -285,6 +299,10 @@ void EntityTreeSendThread::startNewTraversal(const ViewFrustum& view, EntityTree
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uint64_t timestamp = _traversal.getStartOfCompletedTraversal();
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uint64_t timestamp = _traversal.getStartOfCompletedTraversal();
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if (next.element->getLastChangedContent() > timestamp || next.intersection != ViewFrustum::INSIDE) {
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if (next.element->getLastChangedContent() > timestamp || next.intersection != ViewFrustum::INSIDE) {
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next.element->forEachEntity([&](EntityItemPointer entity) {
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next.element->forEachEntity([&](EntityItemPointer entity) {
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// Bail early if we've already checked this entity this frame
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if (_prevEntitySet.find(entity) != _prevEntitySet.end()) {
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return;
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}
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bool success = false;
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bool success = false;
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AACube cube = entity->getQueryAACube(success);
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AACube cube = entity->getQueryAACube(success);
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if (success) {
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if (success) {
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@ -12,6 +12,8 @@
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#ifndef hifi_EntityTreeSendThread_h
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#ifndef hifi_EntityTreeSendThread_h
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#define hifi_EntityTreeSendThread_h
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#define hifi_EntityTreeSendThread_h
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#include <unordered_set>
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#include "../octree/OctreeSendThread.h"
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#include "../octree/OctreeSendThread.h"
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#include <DiffTraversal.h>
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#include <DiffTraversal.h>
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@ -40,6 +42,7 @@ private:
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DiffTraversal _traversal;
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DiffTraversal _traversal;
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EntityPriorityQueue _sendQueue;
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EntityPriorityQueue _sendQueue;
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std::unordered_set<EntityItemPointer> _prevEntitySet;
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ConicalView _conicalView; // cached optimized view for fast priority calculations
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ConicalView _conicalView; // cached optimized view for fast priority calculations
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};
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};
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