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https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
Merge pull request #4852 from AndrewMeadows/nova
improved distributed simulation ownership negotiation
This commit is contained in:
commit
41d77e6146
17 changed files with 250 additions and 184 deletions
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@ -2456,7 +2456,7 @@ void Application::update(float deltaTime) {
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if (_physicsEngine.hasOutgoingChanges()) {
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_entitySimulation.lock();
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_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
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_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges(), _physicsEngine.getSessionID());
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_entitySimulation.handleCollisionEvents(_physicsEngine.getCollisionEvents());
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_entitySimulation.unlock();
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_physicsEngine.dumpStatsIfNecessary();
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@ -569,7 +569,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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READ_ENTITY_PROPERTY(PROP_USER_DATA, QString, setUserData);
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if (args.bitstreamVersion >= VERSION_ENTITIES_HAVE_ACCELERATION) {
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READ_ENTITY_PROPERTY(PROP_SIMULATOR_ID, QUuid, setSimulatorID);
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READ_ENTITY_PROPERTY(PROP_SIMULATOR_ID, QUuid, updateSimulatorID);
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}
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if (args.bitstreamVersion >= VERSION_ENTITIES_HAS_MARKETPLACE_ID) {
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@ -946,7 +946,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, updateCollisionsWillMove);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(locked, setLocked);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(userData, setUserData);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulatorID, setSimulatorID);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulatorID, updateSimulatorID);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(marketplaceID, setMarketplaceID);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(name, setName);
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@ -1191,16 +1191,16 @@ void EntityItem::updateVelocityInDomainUnits(const glm::vec3& value) {
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void EntityItem::updateVelocity(const glm::vec3& value) {
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auto delta = glm::distance(_velocity, value);
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if (delta > IGNORE_LINEAR_VELOCITY_DELTA) {
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_dirtyFlags |= EntityItem::DIRTY_LINEAR_VELOCITY;
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const float MIN_LINEAR_SPEED = 0.001f;
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if (glm::length(value) < MIN_LINEAR_SPEED) {
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_velocity = ENTITY_ITEM_ZERO_VEC3;
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} else {
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_velocity = value;
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}
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_dirtyFlags |= EntityItem::DIRTY_LINEAR_VELOCITY;
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if (delta > ACTIVATION_LINEAR_VELOCITY_DELTA) {
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_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
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// only activate when setting non-zero velocity
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if (delta > ACTIVATION_LINEAR_VELOCITY_DELTA) {
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_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
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}
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}
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}
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}
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@ -1238,9 +1238,10 @@ void EntityItem::updateAngularVelocity(const glm::vec3& value) {
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_angularVelocity = ENTITY_ITEM_ZERO_VEC3;
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} else {
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_angularVelocity = value;
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}
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if (delta > ACTIVATION_ANGULAR_VELOCITY_DELTA) {
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_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
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// only activate when setting non-zero velocity
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if (delta > ACTIVATION_ANGULAR_VELOCITY_DELTA) {
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_dirtyFlags |= EntityItem::DIRTY_PHYSICS_ACTIVATION;
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}
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}
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}
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}
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@ -1275,8 +1276,14 @@ void EntityItem::updateLifetime(float value) {
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}
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void EntityItem::setSimulatorID(const QUuid& value) {
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_simulatorID = value;
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_simulatorIDChangedTime = usecTimestampNow();
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}
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void EntityItem::updateSimulatorID(const QUuid& value) {
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if (_simulatorID != value) {
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_simulatorID = value;
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_simulatorIDChangedTime = usecTimestampNow();
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_dirtyFlags |= EntityItem::DIRTY_SIMULATOR_ID;
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}
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}
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@ -82,6 +82,7 @@ public:
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DIRTY_UPDATEABLE = 0x0200,
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DIRTY_MATERIAL = 0x00400,
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DIRTY_PHYSICS_ACTIVATION = 0x0800, // we want to activate the object
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DIRTY_SIMULATOR_ID = 0x1000,
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DIRTY_TRANSFORM = DIRTY_POSITION | DIRTY_ROTATION,
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DIRTY_VELOCITIES = DIRTY_LINEAR_VELOCITY | DIRTY_ANGULAR_VELOCITY
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};
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@ -286,6 +287,7 @@ public:
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QUuid getSimulatorID() const { return _simulatorID; }
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void setSimulatorID(const QUuid& value);
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void updateSimulatorID(const QUuid& value);
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quint64 getSimulatorIDChangedTime() const { return _simulatorIDChangedTime; }
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const QString& getMarketplaceID() const { return _marketplaceID; }
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@ -495,7 +495,7 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object) {
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COPY_PROPERTY_FROM_QSCRIPTVALUE(locked, bool, setLocked);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(textures, QString, setTextures);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(userData, QString, setUserData);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(simulatorID, QUuid, setSimulatorID);
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//COPY_PROPERTY_FROM_QSCRIPTVALUE(simulatorID, QUuid, setSimulatorID); DO NOT accept this info from QScriptValue
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COPY_PROPERTY_FROM_QSCRIPTVALUE(text, QString, setText);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(lineHeight, float, setLineHeight);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(textColor, xColor, setTextColor);
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@ -61,13 +61,12 @@ void EntityScriptingInterface::setEntityTree(EntityTree* modelTree) {
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}
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}
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void setSimId(EntityItemProperties& propertiesWithSimID, EntityItem* entity) {
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void bidForSimulationOwnership(EntityItemProperties& properties) {
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// We make a bid for simulation ownership by declaring our sessionID as simulation owner
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// in the outgoing properties. The EntityServer may accept the bid or might not.
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid myNodeID = nodeList->getSessionUUID();
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propertiesWithSimID.setSimulatorID(myNodeID);
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entity->setSimulatorID(myNodeID);
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properties.setSimulatorID(myNodeID);
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}
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@ -89,7 +88,7 @@ EntityItemID EntityScriptingInterface::addEntity(const EntityItemProperties& pro
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entity->setLastBroadcast(usecTimestampNow());
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if (entity) {
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// This Node is creating a new object. If it's in motion, set this Node as the simulator.
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setSimId(propertiesWithSimID, entity);
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bidForSimulationOwnership(propertiesWithSimID);
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} else {
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qCDebug(entities) << "script failed to add new Entity to local Octree";
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success = false;
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@ -163,29 +162,31 @@ EntityItemID EntityScriptingInterface::editEntity(EntityItemID entityID, const E
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}
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}
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EntityItemProperties propertiesWithSimID = properties;
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// If we have a local entity tree set, then also update it. We can do this even if we don't know
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// the actual id, because we can edit out local entities just with creatorTokenID
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if (_entityTree) {
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_entityTree->lockForWrite();
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_entityTree->updateEntity(entityID, propertiesWithSimID, canAdjustLocks());
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_entityTree->updateEntity(entityID, properties);
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_entityTree->unlock();
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}
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// if at this point, we know the id, send the update to the entity server
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if (entityID.isKnownID) {
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// make sure the properties has a type, so that the encode can know which properties to include
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if (propertiesWithSimID.getType() == EntityTypes::Unknown) {
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if (properties.getType() == EntityTypes::Unknown) {
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EntityItem* entity = _entityTree->findEntityByEntityItemID(entityID);
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if (entity) {
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// we need to change the outgoing properties, so we make a copy, modify, and send.
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EntityItemProperties modifiedProperties = properties;
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entity->setLastBroadcast(usecTimestampNow());
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propertiesWithSimID.setType(entity->getType());
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setSimId(propertiesWithSimID, entity);
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modifiedProperties.setType(entity->getType());
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bidForSimulationOwnership(modifiedProperties);
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queueEntityMessage(PacketTypeEntityAddOrEdit, entityID, modifiedProperties);
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return entityID;
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}
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}
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queueEntityMessage(PacketTypeEntityAddOrEdit, entityID, propertiesWithSimID);
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queueEntityMessage(PacketTypeEntityAddOrEdit, entityID, properties);
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}
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return entityID;
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@ -37,7 +37,8 @@ const int DIRTY_SIMULATION_FLAGS =
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EntityItem::DIRTY_SHAPE |
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EntityItem::DIRTY_LIFETIME |
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EntityItem::DIRTY_UPDATEABLE |
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EntityItem::DIRTY_MATERIAL;
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EntityItem::DIRTY_MATERIAL |
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EntityItem::DIRTY_SIMULATOR_ID;
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class EntitySimulation : public QObject {
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Q_OBJECT
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@ -86,7 +86,7 @@ void EntityTree::postAddEntity(EntityItem* entity) {
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emit addingEntity(entity->getEntityItemID());
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}
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bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, bool allowLockChange) {
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bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, const SharedNodePointer& senderNode) {
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EntityTreeElement* containingElement = getContainingElement(entityID);
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if (!containingElement) {
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qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entityID doesn't exist!!! entityID=" << entityID;
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@ -99,22 +99,34 @@ bool EntityTree::updateEntity(const EntityItemID& entityID, const EntityItemProp
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return false;
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}
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return updateEntityWithElement(existingEntity, properties, containingElement, allowLockChange);
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return updateEntityWithElement(existingEntity, properties, containingElement, senderNode);
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}
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bool EntityTree::updateEntity(EntityItem* entity, const EntityItemProperties& properties, bool allowLockChange) {
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bool EntityTree::updateEntity(EntityItem* entity, const EntityItemProperties& properties, const SharedNodePointer& senderNode) {
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EntityTreeElement* containingElement = getContainingElement(entity->getEntityItemID());
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if (!containingElement) {
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qCDebug(entities) << "UNEXPECTED!!!! EntityTree::updateEntity() entity-->element lookup failed!!! entityID="
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<< entity->getEntityItemID();
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return false;
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}
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return updateEntityWithElement(entity, properties, containingElement, allowLockChange);
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return updateEntityWithElement(entity, properties, containingElement, senderNode);
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}
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bool EntityTree::updateEntityWithElement(EntityItem* entity, const EntityItemProperties& origProperties,
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EntityTreeElement* containingElement, bool allowLockChange) {
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EntityTreeElement* containingElement, const SharedNodePointer& senderNode) {
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EntityItemProperties properties = origProperties;
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bool allowLockChange;
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QUuid senderID;
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if (senderNode.isNull()) {
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auto nodeList = DependencyManager::get<NodeList>();
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allowLockChange = nodeList->getThisNodeCanAdjustLocks();
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senderID = nodeList->getSessionUUID();
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} else {
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allowLockChange = senderNode->getCanAdjustLocks();
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senderID = senderNode->getUUID();
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}
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if (!allowLockChange && (entity->getLocked() != properties.getLocked())) {
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qCDebug(entities) << "Refusing disallowed lock adjustment.";
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return false;
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@ -134,22 +146,41 @@ bool EntityTree::updateEntityWithElement(EntityItem* entity, const EntityItemPro
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}
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}
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} else {
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if (properties.simulatorIDChanged() &&
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!entity->getSimulatorID().isNull() &&
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properties.getSimulatorID() != entity->getSimulatorID()) {
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// A Node is trying to take ownership of the simulation of this entity from another Node. Only allow this
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// if ownership hasn't recently changed.
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if (usecTimestampNow() - entity->getSimulatorIDChangedTime() < SIMULATOR_CHANGE_LOCKOUT_PERIOD) {
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qCDebug(entities) << "simulator_change_lockout_period:"
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<< entity->getSimulatorID() << "to" << properties.getSimulatorID();
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if (getIsServer()) {
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bool simulationBlocked = !entity->getSimulatorID().isNull();
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if (properties.simulatorIDChanged()) {
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QUuid submittedID = properties.getSimulatorID();
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// a legit interface will only submit their own ID or NULL:
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if (submittedID.isNull()) {
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if (entity->getSimulatorID() == senderID) {
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// We only allow the simulation owner to clear their own simulationID's.
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simulationBlocked = false;
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}
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// else: We assume the sender really did believe it was the simulation owner when it sent
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} else if (submittedID == senderID) {
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// the sender is trying to take or continue ownership
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if (entity->getSimulatorID().isNull() || entity->getSimulatorID() == senderID) {
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simulationBlocked = false;
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} else {
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// the sender is trying to steal ownership from another simulator
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// so we apply the ownership change filter
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if (usecTimestampNow() - entity->getSimulatorIDChangedTime() > SIMULATOR_CHANGE_LOCKOUT_PERIOD) {
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simulationBlocked = false;
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}
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}
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} else {
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// the entire update is suspect --> ignore it
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return false;
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}
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}
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if (simulationBlocked) {
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// squash the physics-related changes.
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properties.setSimulatorIDChanged(false);
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properties.setPositionChanged(false);
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properties.setRotationChanged(false);
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} else {
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qCDebug(entities) << "allowing simulatorID change";
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}
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}
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// else client accepts what the server says
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QString entityScriptBefore = entity->getScript();
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uint32_t preFlags = entity->getDirtyFlags();
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@ -664,7 +695,7 @@ int EntityTree::processEditPacketData(PacketType packetType, const unsigned char
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qCDebug(entities) << "User [" << senderNode->getUUID() << "] editing entity. ID:" << entityItemID;
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qCDebug(entities) << " properties:" << properties;
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}
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updateEntity(entityItemID, properties, senderNode->getCanAdjustLocks());
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updateEntity(entityItemID, properties, senderNode);
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existingEntity->markAsChangedOnServer();
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} else {
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qCDebug(entities) << "User attempted to edit an unknown entity. ID:" << entityItemID;
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@ -88,10 +88,10 @@ public:
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EntityItem* addEntity(const EntityItemID& entityID, const EntityItemProperties& properties);
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// use this method if you only know the entityID
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bool updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, bool allowLockChange);
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bool updateEntity(const EntityItemID& entityID, const EntityItemProperties& properties, const SharedNodePointer& senderNode = SharedNodePointer(nullptr));
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// use this method if you have a pointer to the entity (avoid an extra entity lookup)
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bool updateEntity(EntityItem* entity, const EntityItemProperties& properties, bool allowLockChange);
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bool updateEntity(EntityItem* entity, const EntityItemProperties& properties, const SharedNodePointer& senderNode = SharedNodePointer(nullptr));
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void deleteEntity(const EntityItemID& entityID, bool force = false, bool ignoreWarnings = false);
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void deleteEntities(QSet<EntityItemID> entityIDs, bool force = false, bool ignoreWarnings = false);
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@ -180,7 +180,8 @@ private:
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void processRemovedEntities(const DeleteEntityOperator& theOperator);
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bool updateEntityWithElement(EntityItem* entity, const EntityItemProperties& properties,
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EntityTreeElement* containingElement, bool allowLockChange);
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EntityTreeElement* containingElement,
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const SharedNodePointer& senderNode = SharedNodePointer(nullptr));
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static bool findNearPointOperation(OctreeElement* element, void* extraData);
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static bool findInSphereOperation(OctreeElement* element, void* extraData);
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static bool findInCubeOperation(OctreeElement* element, void* extraData);
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@ -32,6 +32,7 @@ void SimpleEntitySimulation::updateEntitiesInternal(const quint64& now) {
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SharedNodePointer ownerNode = nodeList->nodeWithUUID(entity->getSimulatorID());
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if (ownerNode.isNull() || !ownerNode->isAlive()) {
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qCDebug(entities) << "auto-removing simulation owner" << entity->getSimulatorID();
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// TODO: zero velocities when we clear simulatorID?
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entity->setSimulatorID(QUuid());
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itemItr = _hasSimulationOwnerEntities.erase(itemItr);
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} else {
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@ -25,7 +25,7 @@ static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity) :
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ObjectMotionState(shape),
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_entity(entity),
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_sentMoving(false),
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_sentActive(false),
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_numNonMovingUpdates(0),
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_lastStep(0),
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_serverPosition(0.0f),
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@ -35,8 +35,9 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItem* entity
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_serverGravity(0.0f),
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_serverAcceleration(0.0f),
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_accelerationNearlyGravityCount(0),
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_shouldClaimSimulationOwnership(false),
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_movingStepsWithoutSimulationOwner(0)
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_candidateForOwnership(false),
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_loopsSinceOwnershipBid(0),
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_loopsWithoutOwner(0)
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{
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_type = MOTION_STATE_TYPE_ENTITY;
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assert(entity != nullptr);
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@ -66,6 +67,28 @@ void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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updateServerPhysicsVariables(flags);
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
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_loopsWithoutOwner = 0;
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_candidateForOwnership = 0;
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if (_entity->getSimulatorID().isNull()
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&& !_entity->isMoving()
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&& _body->isActive()) {
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// remove the ACTIVATION flag because this object is coming to rest
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// according to a remote simulation and we don't want to wake it up again
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flags &= ~EntityItem::DIRTY_PHYSICS_ACTIVATION;
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_body->setActivationState(WANTS_DEACTIVATION);
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} else {
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid& sessionID = nodeList->getSessionUUID();
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if (_entity->getSimulatorID() != sessionID) {
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_loopsSinceOwnershipBid = 0;
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}
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}
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}
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if ((flags & EntityItem::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
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_body->activate();
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}
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}
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@ -95,15 +118,6 @@ bool EntityMotionState::isMoving() const {
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return _entity && _entity->isMoving();
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}
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bool EntityMotionState::isMovingVsServer() const {
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auto alignmentDot = glm::abs(glm::dot(_serverRotation, _entity->getRotation()));
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if (glm::distance(_serverPosition, _entity->getPosition()) > IGNORE_POSITION_DELTA ||
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alignmentDot < IGNORE_ALIGNMENT_DOT) {
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return true;
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}
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return false;
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}
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// This callback is invoked by the physics simulation in two cases:
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// (1) when the RigidBody is first added to the world
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// (irregardless of MotionType: STATIC, DYNAMIC, or KINEMATIC)
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||||
|
@ -143,19 +157,16 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
|
|||
|
||||
_entity->setLastSimulated(usecTimestampNow());
|
||||
|
||||
// if (_entity->getSimulatorID().isNull() && isMoving()) {
|
||||
if (_entity->getSimulatorID().isNull() && isMovingVsServer()) {
|
||||
// if object is moving and has no owner, attempt to claim simulation ownership.
|
||||
_movingStepsWithoutSimulationOwner++;
|
||||
if (_entity->getSimulatorID().isNull()) {
|
||||
_loopsWithoutOwner++;
|
||||
|
||||
const uint32_t OWNERSHIP_BID_DELAY = 50;
|
||||
if (_loopsWithoutOwner > OWNERSHIP_BID_DELAY) {
|
||||
//qDebug() << "Warning -- claiming something I saw moving." << getName();
|
||||
_candidateForOwnership = true;
|
||||
}
|
||||
} else {
|
||||
_movingStepsWithoutSimulationOwner = 0;
|
||||
}
|
||||
|
||||
uint32_t ownershipClaimDelay = 50; // TODO -- how to pick this? based on meters from our characterController?
|
||||
|
||||
if (_movingStepsWithoutSimulationOwner > ownershipClaimDelay) {
|
||||
//qDebug() << "Warning -- claiming something I saw moving." << getName();
|
||||
setShouldClaimSimulationOwnership(true);
|
||||
_loopsWithoutOwner = 0;
|
||||
}
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
|
@ -177,8 +188,11 @@ void EntityMotionState::computeObjectShapeInfo(ShapeInfo& shapeInfo) {
|
|||
// we alwasy resend packets for objects that have stopped moving up to some max limit.
|
||||
const int MAX_NUM_NON_MOVING_UPDATES = 5;
|
||||
|
||||
bool EntityMotionState::doesNotNeedToSendUpdate() const {
|
||||
return !_body || (_body->isActive() && _numNonMovingUpdates > MAX_NUM_NON_MOVING_UPDATES);
|
||||
bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
|
||||
if (!_body || !_entity) {
|
||||
return false;
|
||||
}
|
||||
return _candidateForOwnership || sessionID == _entity->getSimulatorID();
|
||||
}
|
||||
|
||||
bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
||||
|
@ -191,6 +205,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
_serverVelocity = bulletToGLM(_body->getLinearVelocity());
|
||||
_serverAngularVelocity = bulletToGLM(_body->getAngularVelocity());
|
||||
_lastStep = simulationStep;
|
||||
_sentActive = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -202,21 +217,26 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
int numSteps = simulationStep - _lastStep;
|
||||
float dt = (float)(numSteps) * PHYSICS_ENGINE_FIXED_SUBSTEP;
|
||||
_lastStep = simulationStep;
|
||||
bool isActive = _body->isActive();
|
||||
|
||||
const float INACTIVE_UPDATE_PERIOD = 0.5f;
|
||||
if (!_sentActive) {
|
||||
// we resend the inactive update every INACTIVE_UPDATE_PERIOD
|
||||
// until it is removed from the outgoing updates
|
||||
// (which happens when we don't own the simulation and it isn't touching our simulation)
|
||||
return (dt > INACTIVE_UPDATE_PERIOD);
|
||||
}
|
||||
|
||||
bool isActive = _body->isActive();
|
||||
if (!isActive) {
|
||||
if (_sentMoving) {
|
||||
// this object just went inactive so send an update immediately
|
||||
return true;
|
||||
} else {
|
||||
const float NON_MOVING_UPDATE_PERIOD = 1.0f;
|
||||
if (dt > NON_MOVING_UPDATE_PERIOD && _numNonMovingUpdates < MAX_NUM_NON_MOVING_UPDATES) {
|
||||
// RELIABLE_SEND_HACK: since we're not yet using a reliable method for non-moving update packets we repeat these
|
||||
// at a faster rate than the MAX period above, and only send a limited number of them.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// object has gone inactive but our last send was moving --> send non-moving update immediately
|
||||
return true;
|
||||
}
|
||||
|
||||
_lastStep = simulationStep;
|
||||
if (glm::length2(_serverVelocity) > 0.0f) {
|
||||
_serverVelocity += _serverAcceleration * dt;
|
||||
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
_serverPosition += dt * _serverVelocity;
|
||||
}
|
||||
|
||||
// Else we measure the error between current and extrapolated transform (according to expected behavior
|
||||
|
@ -224,15 +244,10 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
|
||||
// NOTE: math is done in the simulation-frame, which is NOT necessarily the same as the world-frame
|
||||
// due to _worldOffset.
|
||||
// TODO: compensate for _worldOffset offset here
|
||||
|
||||
// compute position error
|
||||
if (glm::length2(_serverVelocity) > 0.0f) {
|
||||
_serverVelocity += _serverAcceleration * dt;
|
||||
_serverVelocity *= powf(1.0f - _body->getLinearDamping(), dt);
|
||||
_serverPosition += dt * _serverVelocity;
|
||||
}
|
||||
|
||||
// TODO: compensate for simulation offset here
|
||||
btTransform worldTrans = _body->getWorldTransform();
|
||||
glm::vec3 position = bulletToGLM(worldTrans.getOrigin());
|
||||
|
||||
|
@ -285,42 +300,50 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
|
|||
return (fabsf(glm::dot(actualRotation, _serverRotation)) < MIN_ROTATION_DOT);
|
||||
}
|
||||
|
||||
bool EntityMotionState::shouldSendUpdate(uint32_t simulationFrame) {
|
||||
if (!_entity || !remoteSimulationOutOfSync(simulationFrame)) {
|
||||
bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID) {
|
||||
// NOTE: we expect _entity and _body to be valid in this context, since shouldSendUpdate() is only called
|
||||
// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
|
||||
assert(_entity);
|
||||
assert(_body);
|
||||
|
||||
if (!remoteSimulationOutOfSync(simulationStep)) {
|
||||
_candidateForOwnership = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (getShouldClaimSimulationOwnership()) {
|
||||
if (_entity->getSimulatorID() == sessionID) {
|
||||
// we own the simulation
|
||||
_candidateForOwnership = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
const QUuid& myNodeID = nodeList->getSessionUUID();
|
||||
const QUuid& simulatorID = _entity->getSimulatorID();
|
||||
|
||||
if (simulatorID != myNodeID) {
|
||||
// some other Node owns the simulating of this, so don't broadcast the results of local simulation.
|
||||
return false;
|
||||
const uint32_t FRAMES_BETWEEN_OWNERSHIP_CLAIMS = 30;
|
||||
if (_candidateForOwnership) {
|
||||
_candidateForOwnership = false;
|
||||
++_loopsSinceOwnershipBid;
|
||||
if (_loopsSinceOwnershipBid > FRAMES_BETWEEN_OWNERSHIP_CLAIMS) {
|
||||
// we don't own the simulation, but it's time to bid for it
|
||||
_loopsSinceOwnershipBid = 0;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
_candidateForOwnership = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
|
||||
if (!_entity || !_entity->isKnownID()) {
|
||||
return; // never update entities that are unknown
|
||||
}
|
||||
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
|
||||
assert(_entity);
|
||||
assert(_entity->isKnownID());
|
||||
|
||||
bool active = _body->isActive();
|
||||
if (!active) {
|
||||
if (_sentMoving) {
|
||||
// make sure all derivatives are zero
|
||||
glm::vec3 zero(0.0f);
|
||||
_entity->setVelocity(zero);
|
||||
_entity->setAngularVelocity(zero);
|
||||
_entity->setAcceleration(zero);
|
||||
}
|
||||
|
||||
// make sure all derivatives are zero
|
||||
glm::vec3 zero(0.0f);
|
||||
_entity->setVelocity(zero);
|
||||
_entity->setAngularVelocity(zero);
|
||||
_entity->setAcceleration(zero);
|
||||
_sentActive = false;
|
||||
} else {
|
||||
float gravityLength = glm::length(_entity->getGravity());
|
||||
float accVsGravity = glm::abs(glm::length(_measuredAcceleration) - gravityLength);
|
||||
|
@ -343,6 +366,21 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
} else {
|
||||
_entity->setAcceleration(glm::vec3(0.0f));
|
||||
}
|
||||
|
||||
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
|
||||
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
|
||||
bool movingSlowly = glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD)
|
||||
&& glm::length2(_entity->getAngularVelocity()) < (DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD)
|
||||
&& _entity->getAcceleration() == glm::vec3(0.0f);
|
||||
|
||||
if (movingSlowly) {
|
||||
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
|
||||
// other simulating observers to deactivate their own copies
|
||||
glm::vec3 zero(0.0f);
|
||||
_entity->setVelocity(zero);
|
||||
_entity->setAngularVelocity(zero);
|
||||
}
|
||||
_sentActive = true;
|
||||
}
|
||||
|
||||
// remember properties for local server prediction
|
||||
|
@ -352,59 +390,41 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
|
|||
_serverAcceleration = _entity->getAcceleration();
|
||||
_serverAngularVelocity = _entity->getAngularVelocity();
|
||||
|
||||
_sentMoving = _serverVelocity != glm::vec3(0.0f) || _serverAngularVelocity != glm::vec3(0.0f);
|
||||
|
||||
EntityItemProperties properties = _entity->getProperties();
|
||||
|
||||
// explicitly set the properties that changed
|
||||
// explicitly set the properties that changed so that they will be packed
|
||||
properties.setPosition(_serverPosition);
|
||||
properties.setRotation(_serverRotation);
|
||||
properties.setVelocity(_serverVelocity);
|
||||
properties.setAcceleration(_serverAcceleration);
|
||||
properties.setAngularVelocity(_serverAngularVelocity);
|
||||
|
||||
// RELIABLE_SEND_HACK: count number of updates for entities at rest
|
||||
// so we can stop sending them after some limit.
|
||||
if (_sentMoving) {
|
||||
_numNonMovingUpdates = 0;
|
||||
// we only update lastEdited when we're sending new physics data
|
||||
quint64 lastSimulated = _entity->getLastSimulated();
|
||||
_entity->setLastEdited(lastSimulated);
|
||||
properties.setLastEdited(lastSimulated);
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
quint64 now = usecTimestampNow();
|
||||
qCDebug(physics) << "EntityMotionState::sendUpdate()";
|
||||
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
|
||||
<< "---------------------------------------------";
|
||||
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
|
||||
#endif //def WANT_DEBUG
|
||||
|
||||
if (sessionID == _entity->getSimulatorID()) {
|
||||
// we think we own the simulation
|
||||
if (!active) {
|
||||
// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
|
||||
// but we remember that we do still own it... and rely on the server to tell us that we don't
|
||||
properties.setSimulatorID(QUuid());
|
||||
} else {
|
||||
// explicitly set the property's simulatorID so that it is flagged as changed and will be packed
|
||||
properties.setSimulatorID(sessionID);
|
||||
}
|
||||
} else {
|
||||
_numNonMovingUpdates++;
|
||||
}
|
||||
if (_numNonMovingUpdates <= 1) {
|
||||
// we only update lastEdited when we're sending new physics data
|
||||
quint64 lastSimulated = _entity->getLastSimulated();
|
||||
_entity->setLastEdited(lastSimulated);
|
||||
properties.setLastEdited(lastSimulated);
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
quint64 now = usecTimestampNow();
|
||||
qCDebug(physics) << "EntityMotionState::sendUpdate()";
|
||||
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
|
||||
<< "---------------------------------------------";
|
||||
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
|
||||
#endif //def WANT_DEBUG
|
||||
|
||||
} else {
|
||||
properties.setLastEdited(_entity->getLastEdited());
|
||||
}
|
||||
|
||||
auto nodeList = DependencyManager::get<NodeList>();
|
||||
QUuid myNodeID = nodeList->getSessionUUID();
|
||||
QUuid simulatorID = _entity->getSimulatorID();
|
||||
|
||||
if (getShouldClaimSimulationOwnership()) {
|
||||
// we think we should own it, so we tell the server that we do,
|
||||
// but we don't remember that we own it...
|
||||
// instead we expect the sever to tell us later whose ownership it has accepted
|
||||
properties.setSimulatorID(myNodeID);
|
||||
setShouldClaimSimulationOwnership(false);
|
||||
} else if (simulatorID == myNodeID
|
||||
&& !_sentMoving
|
||||
&& _numNonMovingUpdates == MAX_NUM_NON_MOVING_UPDATES) {
|
||||
// we own it, the entity has stopped, and we're sending the last non-moving update
|
||||
// --> give up ownership
|
||||
_entity->setSimulatorID(QUuid());
|
||||
properties.setSimulatorID(QUuid());
|
||||
// we don't own the simulation for this entity yet, but we're sending a bid for it
|
||||
properties.setSimulatorID(sessionID);
|
||||
}
|
||||
|
||||
if (EntityItem::getSendPhysicsUpdates()) {
|
||||
|
@ -453,7 +473,7 @@ QUuid EntityMotionState::getSimulatorID() const {
|
|||
|
||||
// virtual
|
||||
void EntityMotionState::bump() {
|
||||
setShouldClaimSimulationOwnership(true);
|
||||
_candidateForOwnership = true;
|
||||
}
|
||||
|
||||
void EntityMotionState::resetMeasuredBodyAcceleration() {
|
||||
|
|
|
@ -36,7 +36,6 @@ public:
|
|||
virtual MotionType computeObjectMotionType() const;
|
||||
|
||||
virtual bool isMoving() const;
|
||||
virtual bool isMovingVsServer() const;
|
||||
|
||||
// this relays incoming position/rotation to the RigidBody
|
||||
virtual void getWorldTransform(btTransform& worldTrans) const;
|
||||
|
@ -46,13 +45,10 @@ public:
|
|||
|
||||
virtual void computeObjectShapeInfo(ShapeInfo& shapeInfo);
|
||||
|
||||
bool doesNotNeedToSendUpdate() const;
|
||||
bool isCandidateForOwnership(const QUuid& sessionID) const;
|
||||
bool remoteSimulationOutOfSync(uint32_t simulationStep);
|
||||
bool shouldSendUpdate(uint32_t simulationFrame);
|
||||
void sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step);
|
||||
|
||||
void setShouldClaimSimulationOwnership(bool value) { _shouldClaimSimulationOwnership = value; }
|
||||
bool getShouldClaimSimulationOwnership() { return _shouldClaimSimulationOwnership; }
|
||||
bool shouldSendUpdate(uint32_t simulationStep, const QUuid& sessionID);
|
||||
void sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step);
|
||||
|
||||
virtual uint32_t getAndClearIncomingDirtyFlags() const;
|
||||
|
||||
|
@ -92,7 +88,7 @@ protected:
|
|||
|
||||
EntityItem* _entity;
|
||||
|
||||
bool _sentMoving; // true if last update was moving
|
||||
bool _sentActive; // true if body was active when we sent last update
|
||||
int _numNonMovingUpdates; // RELIABLE_SEND_HACK for "not so reliable" resends of packets for non-moving objects
|
||||
|
||||
// these are for the prediction of the remote server's simple extrapolation
|
||||
|
@ -109,8 +105,9 @@ protected:
|
|||
glm::vec3 _measuredAcceleration;
|
||||
|
||||
quint8 _accelerationNearlyGravityCount;
|
||||
bool _shouldClaimSimulationOwnership;
|
||||
quint32 _movingStepsWithoutSimulationOwner;
|
||||
bool _candidateForOwnership;
|
||||
uint32_t _loopsSinceOwnershipBid;
|
||||
uint32_t _loopsWithoutOwner;
|
||||
};
|
||||
|
||||
#endif // hifi_EntityMotionState_h
|
||||
|
|
|
@ -146,10 +146,6 @@ void ObjectMotionState::handleEasyChanges(uint32_t flags) {
|
|||
_body->setMassProps(mass, inertia);
|
||||
_body->updateInertiaTensor();
|
||||
}
|
||||
|
||||
if (flags & EntityItem::DIRTY_PHYSICS_ACTIVATION) {
|
||||
_body->activate();
|
||||
}
|
||||
}
|
||||
|
||||
void ObjectMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
|
||||
|
|
|
@ -36,11 +36,11 @@ enum MotionStateType {
|
|||
// and re-added to the physics engine and "easy" which just updates the body properties.
|
||||
const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
|
||||
const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_TRANSFORM | EntityItem::DIRTY_VELOCITIES |
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP |
|
||||
EntityItem::DIRTY_MATERIAL | EntityItem::DIRTY_PHYSICS_ACTIVATION);
|
||||
EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP);
|
||||
|
||||
// These are the set of incoming flags that the PhysicsEngine needs to hear about:
|
||||
const uint32_t DIRTY_PHYSICS_FLAGS = HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS;
|
||||
const uint32_t DIRTY_PHYSICS_FLAGS = HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS |
|
||||
EntityItem::DIRTY_MATERIAL | (uint32_t)EntityItem::DIRTY_PHYSICS_ACTIVATION;
|
||||
|
||||
// These are the outgoing flags that the PhysicsEngine can affect:
|
||||
const uint32_t OUTGOING_DIRTY_PHYSICS_FLAGS = EntityItem::DIRTY_TRANSFORM | EntityItem::DIRTY_VELOCITIES;
|
||||
|
|
|
@ -188,7 +188,7 @@ VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToChange() {
|
|||
return _tempVector;
|
||||
}
|
||||
|
||||
void PhysicalEntitySimulation::handleOutgoingChanges(VectorOfMotionStates& motionStates) {
|
||||
void PhysicalEntitySimulation::handleOutgoingChanges(VectorOfMotionStates& motionStates, const QUuid& sessionID) {
|
||||
// walk the motionStates looking for those that correspond to entities
|
||||
for (auto stateItr : motionStates) {
|
||||
ObjectMotionState* state = &(*stateItr);
|
||||
|
@ -196,24 +196,32 @@ void PhysicalEntitySimulation::handleOutgoingChanges(VectorOfMotionStates& motio
|
|||
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
|
||||
EntityItem* entity = entityState->getEntity();
|
||||
if (entity) {
|
||||
_outgoingChanges.insert(entityState);
|
||||
if (entity->isKnownID() && entityState->isCandidateForOwnership(sessionID)) {
|
||||
_outgoingChanges.insert(entityState);
|
||||
}
|
||||
_entitiesToSort.insert(entityState->getEntity());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// send outgoing packets
|
||||
uint32_t numSubsteps = _physicsEngine->getNumSubsteps();
|
||||
if (_lastStepSendPackets != numSubsteps) {
|
||||
_lastStepSendPackets = numSubsteps;
|
||||
|
||||
if (sessionID.isNull()) {
|
||||
// usually don't get here, but if so --> nothing to do
|
||||
_outgoingChanges.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
// send outgoing packets
|
||||
QSet<EntityMotionState*>::iterator stateItr = _outgoingChanges.begin();
|
||||
while (stateItr != _outgoingChanges.end()) {
|
||||
EntityMotionState* state = *stateItr;
|
||||
if (state->doesNotNeedToSendUpdate()) {
|
||||
if (!state->isCandidateForOwnership(sessionID)) {
|
||||
stateItr = _outgoingChanges.erase(stateItr);
|
||||
} else if (state->shouldSendUpdate(numSubsteps)) {
|
||||
state->sendUpdate(_entityPacketSender, numSubsteps);
|
||||
} else if (state->shouldSendUpdate(numSubsteps, sessionID)) {
|
||||
state->sendUpdate(_entityPacketSender, sessionID, numSubsteps);
|
||||
++stateItr;
|
||||
} else {
|
||||
++stateItr;
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
VectorOfMotionStates& getObjectsToAdd();
|
||||
VectorOfMotionStates& getObjectsToChange();
|
||||
|
||||
void handleOutgoingChanges(VectorOfMotionStates& motionStates);
|
||||
void handleOutgoingChanges(VectorOfMotionStates& motionStates, const QUuid& sessionID);
|
||||
void handleCollisionEvents(CollisionEvents& collisionEvents);
|
||||
|
||||
private:
|
||||
|
|
|
@ -53,6 +53,7 @@ public:
|
|||
void init();
|
||||
|
||||
void setSessionUUID(const QUuid& sessionID) { _sessionID = sessionID; }
|
||||
const QUuid& getSessionID() const { return _sessionID; }
|
||||
|
||||
void addObject(ObjectMotionState* motionState);
|
||||
void removeObject(ObjectMotionState* motionState);
|
||||
|
|
|
@ -103,7 +103,7 @@ void EntityTests::entityTreeTests(bool verbose) {
|
|||
|
||||
properties.setPosition(newPosition);
|
||||
|
||||
tree.updateEntity(entityID, properties, true);
|
||||
tree.updateEntity(entityID, properties);
|
||||
|
||||
float targetRadius = oneMeter * 2.0f;
|
||||
const EntityItem* foundEntityByRadius = tree.findClosestEntity(positionNearOrigin, targetRadius);
|
||||
|
@ -143,7 +143,7 @@ void EntityTests::entityTreeTests(bool verbose) {
|
|||
|
||||
properties.setPosition(newPosition);
|
||||
|
||||
tree.updateEntity(entityID, properties, true);
|
||||
tree.updateEntity(entityID, properties);
|
||||
|
||||
float targetRadius = oneMeter * 2.0f;
|
||||
const EntityItem* foundEntityByRadius = tree.findClosestEntity(positionAtCenter, targetRadius);
|
||||
|
|
Loading…
Reference in a new issue