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Merge pull request #15148 from samcake/rc81-hero
Case 21639: RC81: Adding Hero support in simulation of avatars
This commit is contained in:
commit
801306364a
11 changed files with 179 additions and 86 deletions
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@ -130,12 +130,16 @@ int AvatarMixerClientData::parseData(ReceivedMessage& message, const SlaveShared
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}
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}
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_lastReceivedSequenceNumber = sequenceNumber;
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_lastReceivedSequenceNumber = sequenceNumber;
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glm::vec3 oldPosition = getPosition();
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glm::vec3 oldPosition = getPosition();
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bool oldHasPriority = _avatar->getHasPriority();
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// compute the offset to the data payload
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// compute the offset to the data payload
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if (!_avatar->parseDataFromBuffer(message.readWithoutCopy(message.getBytesLeftToRead()))) {
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if (!_avatar->parseDataFromBuffer(message.readWithoutCopy(message.getBytesLeftToRead()))) {
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return false;
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return false;
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}
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}
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// Regardless of what the client says, restore the priority as we know it without triggering any update.
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_avatar->setHasPriorityWithoutTimestampReset(oldHasPriority);
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auto newPosition = getPosition();
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auto newPosition = getPosition();
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if (newPosition != oldPosition) {
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if (newPosition != oldPosition) {
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//#define AVATAR_HERO_TEST_HACK
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//#define AVATAR_HERO_TEST_HACK
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@ -19,11 +19,8 @@
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class MixerAvatar : public AvatarData {
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class MixerAvatar : public AvatarData {
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public:
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public:
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bool getHasPriority() const { return _hasPriority; }
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void setHasPriority(bool hasPriority) { _hasPriority = hasPriority; }
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private:
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private:
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bool _hasPriority { false };
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};
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};
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using MixerAvatarSharedPointer = std::shared_ptr<MixerAvatar>;
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using MixerAvatarSharedPointer = std::shared_ptr<MixerAvatar>;
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@ -113,6 +113,10 @@ Item {
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visible: root.expanded
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visible: root.expanded
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text: "Avatars Updated: " + root.updatedAvatarCount
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text: "Avatars Updated: " + root.updatedAvatarCount
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}
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}
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StatText {
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visible: root.expanded
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text: "Heroes Count/Updated: " + root.heroAvatarCount + "/" + root.updatedHeroAvatarCount
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}
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StatText {
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StatText {
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visible: root.expanded
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visible: root.expanded
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text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount
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text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount
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@ -115,6 +115,10 @@ Item {
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visible: root.expanded
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visible: root.expanded
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text: "Avatars Updated: " + root.updatedAvatarCount
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text: "Avatars Updated: " + root.updatedAvatarCount
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}
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}
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StatText {
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visible: root.expanded
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text: "Heroes Count/Updated: " + root.heroAvatarCount + "/" + root.updatedHeroAvatarCount
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}
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StatText {
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StatText {
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visible: root.expanded
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visible: root.expanded
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text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount
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text: "Avatars NOT Updated: " + root.notUpdatedAvatarCount
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@ -232,96 +232,142 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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auto avatarMap = getHashCopy();
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auto avatarMap = getHashCopy();
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const auto& views = qApp->getConicalViews();
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const auto& views = qApp->getConicalViews();
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PrioritySortUtil::PriorityQueue<SortableAvatar> sortedAvatars(views,
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// Prepare 2 queues for heros and for crowd avatars
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AvatarData::_avatarSortCoefficientSize,
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using AvatarPriorityQueue = PrioritySortUtil::PriorityQueue<SortableAvatar>;
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AvatarData::_avatarSortCoefficientCenter,
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// Keep two independent queues, one for heroes and one for the riff-raff.
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AvatarData::_avatarSortCoefficientAge);
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enum PriorityVariants
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sortedAvatars.reserve(avatarMap.size() - 1); // don't include MyAvatar
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{
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kHero = 0,
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kNonHero,
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NumVariants
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};
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AvatarPriorityQueue avatarPriorityQueues[NumVariants] = {
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{ views,
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AvatarData::_avatarSortCoefficientSize,
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AvatarData::_avatarSortCoefficientCenter,
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AvatarData::_avatarSortCoefficientAge },
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{ views,
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AvatarData::_avatarSortCoefficientSize,
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AvatarData::_avatarSortCoefficientCenter,
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AvatarData::_avatarSortCoefficientAge } };
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// Reserve space
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//avatarPriorityQueues[kHero].reserve(10); // just few
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avatarPriorityQueues[kNonHero].reserve(avatarMap.size() - 1); // don't include MyAvatar
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// Build vector and compute priorities
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// Build vector and compute priorities
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auto nodeList = DependencyManager::get<NodeList>();
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auto nodeList = DependencyManager::get<NodeList>();
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AvatarHash::iterator itr = avatarMap.begin();
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AvatarHash::iterator itr = avatarMap.begin();
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while (itr != avatarMap.end()) {
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while (itr != avatarMap.end()) {
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const auto& avatar = std::static_pointer_cast<Avatar>(*itr);
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auto avatar = std::static_pointer_cast<Avatar>(*itr);
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// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
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// DO NOT update _myAvatar! Its update has already been done earlier in the main loop.
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// DO NOT update or fade out uninitialized Avatars
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// DO NOT update or fade out uninitialized Avatars
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if (avatar != _myAvatar && avatar->isInitialized() && !nodeList->isPersonalMutingNode(avatar->getID())) {
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if (avatar != _myAvatar && avatar->isInitialized() && !nodeList->isPersonalMutingNode(avatar->getID())) {
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sortedAvatars.push(SortableAvatar(avatar));
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if (avatar->getHasPriority()) {
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avatarPriorityQueues[kHero].push(SortableAvatar(avatar));
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} else {
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avatarPriorityQueues[kNonHero].push(SortableAvatar(avatar));
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}
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}
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}
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++itr;
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++itr;
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}
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}
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// Sort
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const auto& sortedAvatarVector = sortedAvatars.getSortedVector();
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_numHeroAvatars = (int)avatarPriorityQueues[kHero].size();
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// process in sorted order
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// process in sorted order
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uint64_t startTime = usecTimestampNow();
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uint64_t startTime = usecTimestampNow();
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uint64_t updateExpiry = startTime + MAX_UPDATE_AVATARS_TIME_BUDGET;
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const uint64_t MAX_UPDATE_HEROS_TIME_BUDGET = uint64_t(0.8 * MAX_UPDATE_AVATARS_TIME_BUDGET);
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uint64_t updatePriorityExpiries[NumVariants] = { startTime + MAX_UPDATE_HEROS_TIME_BUDGET, startTime + MAX_UPDATE_AVATARS_TIME_BUDGET };
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int numHerosUpdated = 0;
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int numAvatarsUpdated = 0;
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int numAvatarsUpdated = 0;
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int numAVatarsNotUpdated = 0;
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int numAvatarsNotUpdated = 0;
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render::Transaction renderTransaction;
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render::Transaction renderTransaction;
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workload::Transaction workloadTransaction;
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workload::Transaction workloadTransaction;
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for (auto it = sortedAvatarVector.begin(); it != sortedAvatarVector.end(); ++it) {
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const SortableAvatar& sortData = *it;
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for (int p = kHero; p < NumVariants; p++) {
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const auto avatar = std::static_pointer_cast<OtherAvatar>(sortData.getAvatar());
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auto& priorityQueue = avatarPriorityQueues[p];
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if (!avatar->_isClientAvatar) {
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// Sorting the current queue HERE as part of the measured timing.
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avatar->setIsClientAvatar(true);
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const auto& sortedAvatarVector = priorityQueue.getSortedVector();
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}
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// TODO: to help us scale to more avatars it would be nice to not have to poll this stuff every update
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if (avatar->getSkeletonModel()->isLoaded()) {
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// remove the orb if it is there
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avatar->removeOrb();
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if (avatar->needsPhysicsUpdate()) {
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_avatarsToChangeInPhysics.insert(avatar);
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}
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} else {
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avatar->updateOrbPosition();
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}
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// for ALL avatars...
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auto passExpiry = updatePriorityExpiries[p];
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if (_shouldRender) {
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avatar->ensureInScene(avatar, qApp->getMain3DScene());
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}
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avatar->animateScaleChanges(deltaTime);
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uint64_t now = usecTimestampNow();
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for (auto it = sortedAvatarVector.begin(); it != sortedAvatarVector.end(); ++it) {
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if (now < updateExpiry) {
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const SortableAvatar& sortData = *it;
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// we're within budget
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const auto avatar = std::static_pointer_cast<OtherAvatar>(sortData.getAvatar());
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bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
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if (!avatar->_isClientAvatar) {
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if (inView && avatar->hasNewJointData()) {
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avatar->setIsClientAvatar(true);
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numAvatarsUpdated++;
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}
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}
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auto transitStatus = avatar->_transit.update(deltaTime, avatar->_serverPosition, _transitConfig);
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// TODO: to help us scale to more avatars it would be nice to not have to poll this stuff every update
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if (avatar->getIsNewAvatar() && (transitStatus == AvatarTransit::Status::START_TRANSIT || transitStatus == AvatarTransit::Status::ABORT_TRANSIT)) {
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if (avatar->getSkeletonModel()->isLoaded()) {
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avatar->_transit.reset();
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// remove the orb if it is there
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avatar->setIsNewAvatar(false);
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avatar->removeOrb();
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}
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if (avatar->needsPhysicsUpdate()) {
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avatar->simulate(deltaTime, inView);
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_avatarsToChangeInPhysics.insert(avatar);
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if (avatar->getSkeletonModel()->isLoaded() && avatar->getWorkloadRegion() == workload::Region::R1) {
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_myAvatar->addAvatarHandsToFlow(avatar);
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}
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avatar->updateRenderItem(renderTransaction);
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avatar->updateSpaceProxy(workloadTransaction);
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avatar->setLastRenderUpdateTime(startTime);
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} else {
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// we've spent our full time budget --> bail on the rest of the avatar updates
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// --> more avatars may freeze until their priority trickles up
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// --> some scale animations may glitch
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// --> some avatar velocity measurements may be a little off
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// no time to simulate, but we take the time to count how many were tragically missed
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while (it != sortedAvatarVector.end()) {
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const SortableAvatar& newSortData = *it;
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const auto& newAvatar = newSortData.getAvatar();
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bool inView = newSortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
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// Once we reach an avatar that's not in view, all avatars after it will also be out of view
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if (!inView) {
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break;
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}
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}
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numAVatarsNotUpdated += (int)(newAvatar->hasNewJointData());
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} else {
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++it;
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avatar->updateOrbPosition();
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}
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}
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break;
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// for ALL avatars...
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if (_shouldRender) {
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avatar->ensureInScene(avatar, qApp->getMain3DScene());
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}
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avatar->animateScaleChanges(deltaTime);
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uint64_t now = usecTimestampNow();
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if (now < passExpiry) {
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// we're within budget
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bool inView = sortData.getPriority() > OUT_OF_VIEW_THRESHOLD;
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if (inView && avatar->hasNewJointData()) {
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numAvatarsUpdated++;
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}
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auto transitStatus = avatar->_transit.update(deltaTime, avatar->_serverPosition, _transitConfig);
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if (avatar->getIsNewAvatar() && (transitStatus == AvatarTransit::Status::START_TRANSIT ||
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transitStatus == AvatarTransit::Status::ABORT_TRANSIT)) {
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avatar->_transit.reset();
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avatar->setIsNewAvatar(false);
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}
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avatar->simulate(deltaTime, inView);
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if (avatar->getSkeletonModel()->isLoaded() && avatar->getWorkloadRegion() == workload::Region::R1) {
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_myAvatar->addAvatarHandsToFlow(avatar);
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}
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avatar->updateRenderItem(renderTransaction);
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avatar->updateSpaceProxy(workloadTransaction);
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avatar->setLastRenderUpdateTime(startTime);
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} else {
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// we've spent our time budget for this priority bucket
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// let's deal with the reminding avatars if this pass and BREAK from the for loop
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if (p == kHero) {
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// Hero,
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// --> put them back in the non hero queue
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auto& crowdQueue = avatarPriorityQueues[kNonHero];
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while (it != sortedAvatarVector.end()) {
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crowdQueue.push(SortableAvatar((*it).getAvatar()));
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++it;
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}
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} else {
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// Non Hero
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// --> bail on the rest of the avatar updates
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// --> more avatars may freeze until their priority trickles up
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// --> some scale animations may glitch
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// --> some avatar velocity measurements may be a little off
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// no time to simulate, but we take the time to count how many were tragically missed
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numAvatarsNotUpdated = sortedAvatarVector.end() - it;
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}
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// We had to cut short this pass, we must break out of the for loop here
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break;
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}
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}
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if (p == kHero) {
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numHerosUpdated = numAvatarsUpdated;
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}
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}
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}
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}
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@ -337,7 +383,8 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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_space->enqueueTransaction(workloadTransaction);
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_space->enqueueTransaction(workloadTransaction);
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_numAvatarsUpdated = numAvatarsUpdated;
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_numAvatarsUpdated = numAvatarsUpdated;
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_numAvatarsNotUpdated = numAVatarsNotUpdated;
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_numAvatarsNotUpdated = numAvatarsNotUpdated;
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_numHeroAvatarsUpdated = numHerosUpdated;
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simulateAvatarFades(deltaTime);
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simulateAvatarFades(deltaTime);
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@ -90,6 +90,8 @@ public:
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int getNumAvatarsUpdated() const { return _numAvatarsUpdated; }
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int getNumAvatarsUpdated() const { return _numAvatarsUpdated; }
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int getNumAvatarsNotUpdated() const { return _numAvatarsNotUpdated; }
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int getNumAvatarsNotUpdated() const { return _numAvatarsNotUpdated; }
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int getNumHeroAvatars() const { return _numHeroAvatars; }
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int getNumHeroAvatarsUpdated() const { return _numHeroAvatarsUpdated; }
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float getAvatarSimulationTime() const { return _avatarSimulationTime; }
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float getAvatarSimulationTime() const { return _avatarSimulationTime; }
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void updateMyAvatar(float deltaTime);
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void updateMyAvatar(float deltaTime);
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@ -242,6 +244,8 @@ private:
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RateCounter<> _myAvatarSendRate;
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RateCounter<> _myAvatarSendRate;
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int _numAvatarsUpdated { 0 };
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int _numAvatarsUpdated { 0 };
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int _numAvatarsNotUpdated { 0 };
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int _numAvatarsNotUpdated { 0 };
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int _numHeroAvatars{ 0 };
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int _numHeroAvatarsUpdated{ 0 };
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float _avatarSimulationTime { 0.0f };
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float _avatarSimulationTime { 0.0f };
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bool _shouldRender { true };
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bool _shouldRender { true };
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bool _myAvatarDataPacketsPaused { false };
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bool _myAvatarDataPacketsPaused { false };
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@ -200,17 +200,6 @@ void OtherAvatar::resetDetailedMotionStates() {
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void OtherAvatar::setWorkloadRegion(uint8_t region) {
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void OtherAvatar::setWorkloadRegion(uint8_t region) {
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_workloadRegion = region;
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_workloadRegion = region;
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QString printRegion = "";
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if (region == workload::Region::R1) {
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printRegion = "R1";
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} else if (region == workload::Region::R2) {
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printRegion = "R2";
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} else if (region == workload::Region::R3) {
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printRegion = "R3";
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} else {
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printRegion = "invalid";
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}
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qCDebug(avatars) << "Setting workload region to " << printRegion;
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computeShapeLOD();
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computeShapeLOD();
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}
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}
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@ -235,7 +224,6 @@ void OtherAvatar::computeShapeLOD() {
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if (newLOD != _bodyLOD) {
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if (newLOD != _bodyLOD) {
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_bodyLOD = newLOD;
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_bodyLOD = newLOD;
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if (isInPhysicsSimulation()) {
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if (isInPhysicsSimulation()) {
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qCDebug(avatars) << "Changing to body LOD " << newLOD;
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_needsReinsertion = true;
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_needsReinsertion = true;
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}
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}
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}
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}
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@ -125,8 +125,10 @@ void Stats::updateStats(bool force) {
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auto avatarManager = DependencyManager::get<AvatarManager>();
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auto avatarManager = DependencyManager::get<AvatarManager>();
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// we need to take one avatar out so we don't include ourselves
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// we need to take one avatar out so we don't include ourselves
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STAT_UPDATE(avatarCount, avatarManager->size() - 1);
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STAT_UPDATE(avatarCount, avatarManager->size() - 1);
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STAT_UPDATE(heroAvatarCount, avatarManager->getNumHeroAvatars());
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STAT_UPDATE(physicsObjectCount, qApp->getNumCollisionObjects());
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STAT_UPDATE(physicsObjectCount, qApp->getNumCollisionObjects());
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STAT_UPDATE(updatedAvatarCount, avatarManager->getNumAvatarsUpdated());
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STAT_UPDATE(updatedAvatarCount, avatarManager->getNumAvatarsUpdated());
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||||||
|
STAT_UPDATE(updatedHeroAvatarCount, avatarManager->getNumHeroAvatarsUpdated());
|
||||||
STAT_UPDATE(notUpdatedAvatarCount, avatarManager->getNumAvatarsNotUpdated());
|
STAT_UPDATE(notUpdatedAvatarCount, avatarManager->getNumAvatarsNotUpdated());
|
||||||
STAT_UPDATE(serverCount, (int)nodeList->size());
|
STAT_UPDATE(serverCount, (int)nodeList->size());
|
||||||
STAT_UPDATE_FLOAT(renderrate, qApp->getRenderLoopRate(), 0.1f);
|
STAT_UPDATE_FLOAT(renderrate, qApp->getRenderLoopRate(), 0.1f);
|
||||||
|
|
|
@ -49,8 +49,10 @@ private: \
|
||||||
* @property {number} presentdroprate - <em>Read-only.</em>
|
* @property {number} presentdroprate - <em>Read-only.</em>
|
||||||
* @property {number} gameLoopRate - <em>Read-only.</em>
|
* @property {number} gameLoopRate - <em>Read-only.</em>
|
||||||
* @property {number} avatarCount - <em>Read-only.</em>
|
* @property {number} avatarCount - <em>Read-only.</em>
|
||||||
|
* @property {number} heroAvatarCount - <em>Read-only.</em>
|
||||||
* @property {number} physicsObjectCount - <em>Read-only.</em>
|
* @property {number} physicsObjectCount - <em>Read-only.</em>
|
||||||
* @property {number} updatedAvatarCount - <em>Read-only.</em>
|
* @property {number} updatedAvatarCount - <em>Read-only.</em>
|
||||||
|
* @property {number} updatedHeroAvatarCount - <em>Read-only.</em>
|
||||||
* @property {number} notUpdatedAvatarCount - <em>Read-only.</em>
|
* @property {number} notUpdatedAvatarCount - <em>Read-only.</em>
|
||||||
* @property {number} packetInCount - <em>Read-only.</em>
|
* @property {number} packetInCount - <em>Read-only.</em>
|
||||||
* @property {number} packetOutCount - <em>Read-only.</em>
|
* @property {number} packetOutCount - <em>Read-only.</em>
|
||||||
|
@ -203,8 +205,10 @@ class Stats : public QQuickItem {
|
||||||
STATS_PROPERTY(float, presentdroprate, 0)
|
STATS_PROPERTY(float, presentdroprate, 0)
|
||||||
STATS_PROPERTY(int, gameLoopRate, 0)
|
STATS_PROPERTY(int, gameLoopRate, 0)
|
||||||
STATS_PROPERTY(int, avatarCount, 0)
|
STATS_PROPERTY(int, avatarCount, 0)
|
||||||
|
STATS_PROPERTY(int, heroAvatarCount, 0)
|
||||||
STATS_PROPERTY(int, physicsObjectCount, 0)
|
STATS_PROPERTY(int, physicsObjectCount, 0)
|
||||||
STATS_PROPERTY(int, updatedAvatarCount, 0)
|
STATS_PROPERTY(int, updatedAvatarCount, 0)
|
||||||
|
STATS_PROPERTY(int, updatedHeroAvatarCount, 0)
|
||||||
STATS_PROPERTY(int, notUpdatedAvatarCount, 0)
|
STATS_PROPERTY(int, notUpdatedAvatarCount, 0)
|
||||||
STATS_PROPERTY(int, packetInCount, 0)
|
STATS_PROPERTY(int, packetInCount, 0)
|
||||||
STATS_PROPERTY(int, packetOutCount, 0)
|
STATS_PROPERTY(int, packetOutCount, 0)
|
||||||
|
@ -436,6 +440,13 @@ signals:
|
||||||
*/
|
*/
|
||||||
void avatarCountChanged();
|
void avatarCountChanged();
|
||||||
|
|
||||||
|
/**jsdoc
|
||||||
|
* Triggered when the value of the <code>heroAvatarCount</code> property changes.
|
||||||
|
* @function Stats.heroAvatarCountChanged
|
||||||
|
* @returns {Signal}
|
||||||
|
*/
|
||||||
|
void heroAvatarCountChanged();
|
||||||
|
|
||||||
/**jsdoc
|
/**jsdoc
|
||||||
* Triggered when the value of the <code>updatedAvatarCount</code> property changes.
|
* Triggered when the value of the <code>updatedAvatarCount</code> property changes.
|
||||||
* @function Stats.updatedAvatarCountChanged
|
* @function Stats.updatedAvatarCountChanged
|
||||||
|
@ -443,6 +454,13 @@ signals:
|
||||||
*/
|
*/
|
||||||
void updatedAvatarCountChanged();
|
void updatedAvatarCountChanged();
|
||||||
|
|
||||||
|
/**jsdoc
|
||||||
|
* Triggered when the value of the <code>updatedHeroAvatarCount</code> property changes.
|
||||||
|
* @function Stats.updatedHeroAvatarCountChanged
|
||||||
|
* @returns {Signal}
|
||||||
|
*/
|
||||||
|
void updatedHeroAvatarCountChanged();
|
||||||
|
|
||||||
/**jsdoc
|
/**jsdoc
|
||||||
* Triggered when the value of the <code>notUpdatedAvatarCount</code> property changes.
|
* Triggered when the value of the <code>notUpdatedAvatarCount</code> property changes.
|
||||||
* @function Stats.notUpdatedAvatarCountChanged
|
* @function Stats.notUpdatedAvatarCountChanged
|
||||||
|
|
|
@ -564,6 +564,11 @@ QByteArray AvatarData::toByteArray(AvatarDataDetail dataDetail, quint64 lastSent
|
||||||
setAtBit16(flags, COLLIDE_WITH_OTHER_AVATARS);
|
setAtBit16(flags, COLLIDE_WITH_OTHER_AVATARS);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Avatar has hero priority
|
||||||
|
if (getHasPriority()) {
|
||||||
|
setAtBit16(flags, HAS_HERO_PRIORITY);
|
||||||
|
}
|
||||||
|
|
||||||
data->flags = flags;
|
data->flags = flags;
|
||||||
destinationBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
|
destinationBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
|
||||||
|
|
||||||
|
@ -1152,7 +1157,8 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
|
||||||
auto newHasProceduralEyeFaceMovement = oneAtBit16(bitItems, PROCEDURAL_EYE_FACE_MOVEMENT);
|
auto newHasProceduralEyeFaceMovement = oneAtBit16(bitItems, PROCEDURAL_EYE_FACE_MOVEMENT);
|
||||||
auto newHasProceduralBlinkFaceMovement = oneAtBit16(bitItems, PROCEDURAL_BLINK_FACE_MOVEMENT);
|
auto newHasProceduralBlinkFaceMovement = oneAtBit16(bitItems, PROCEDURAL_BLINK_FACE_MOVEMENT);
|
||||||
auto newCollideWithOtherAvatars = oneAtBit16(bitItems, COLLIDE_WITH_OTHER_AVATARS);
|
auto newCollideWithOtherAvatars = oneAtBit16(bitItems, COLLIDE_WITH_OTHER_AVATARS);
|
||||||
|
auto newHasPriority = oneAtBit16(bitItems, HAS_HERO_PRIORITY);
|
||||||
|
|
||||||
bool keyStateChanged = (_keyState != newKeyState);
|
bool keyStateChanged = (_keyState != newKeyState);
|
||||||
bool handStateChanged = (_handState != newHandState);
|
bool handStateChanged = (_handState != newHandState);
|
||||||
bool faceStateChanged = (_headData->_isFaceTrackerConnected != newFaceTrackerConnected);
|
bool faceStateChanged = (_headData->_isFaceTrackerConnected != newFaceTrackerConnected);
|
||||||
|
@ -1161,8 +1167,10 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
|
||||||
bool proceduralEyeFaceMovementChanged = (_headData->getHasProceduralEyeFaceMovement() != newHasProceduralEyeFaceMovement);
|
bool proceduralEyeFaceMovementChanged = (_headData->getHasProceduralEyeFaceMovement() != newHasProceduralEyeFaceMovement);
|
||||||
bool proceduralBlinkFaceMovementChanged = (_headData->getHasProceduralBlinkFaceMovement() != newHasProceduralBlinkFaceMovement);
|
bool proceduralBlinkFaceMovementChanged = (_headData->getHasProceduralBlinkFaceMovement() != newHasProceduralBlinkFaceMovement);
|
||||||
bool collideWithOtherAvatarsChanged = (_collideWithOtherAvatars != newCollideWithOtherAvatars);
|
bool collideWithOtherAvatarsChanged = (_collideWithOtherAvatars != newCollideWithOtherAvatars);
|
||||||
|
bool hasPriorityChanged = (getHasPriority() != newHasPriority);
|
||||||
bool somethingChanged = keyStateChanged || handStateChanged || faceStateChanged || eyeStateChanged || audioEnableFaceMovementChanged ||
|
bool somethingChanged = keyStateChanged || handStateChanged || faceStateChanged || eyeStateChanged || audioEnableFaceMovementChanged ||
|
||||||
proceduralEyeFaceMovementChanged || proceduralBlinkFaceMovementChanged || collideWithOtherAvatarsChanged;
|
proceduralEyeFaceMovementChanged ||
|
||||||
|
proceduralBlinkFaceMovementChanged || collideWithOtherAvatarsChanged || hasPriorityChanged;
|
||||||
|
|
||||||
_keyState = newKeyState;
|
_keyState = newKeyState;
|
||||||
_handState = newHandState;
|
_handState = newHandState;
|
||||||
|
@ -1172,6 +1180,7 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) {
|
||||||
_headData->setHasProceduralEyeFaceMovement(newHasProceduralEyeFaceMovement);
|
_headData->setHasProceduralEyeFaceMovement(newHasProceduralEyeFaceMovement);
|
||||||
_headData->setHasProceduralBlinkFaceMovement(newHasProceduralBlinkFaceMovement);
|
_headData->setHasProceduralBlinkFaceMovement(newHasProceduralBlinkFaceMovement);
|
||||||
_collideWithOtherAvatars = newCollideWithOtherAvatars;
|
_collideWithOtherAvatars = newCollideWithOtherAvatars;
|
||||||
|
setHasPriorityWithoutTimestampReset(newHasPriority);
|
||||||
|
|
||||||
sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
|
sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags);
|
||||||
|
|
||||||
|
|
|
@ -100,6 +100,9 @@ const quint32 AVATAR_MOTION_SCRIPTABLE_BITS =
|
||||||
// Procedural audio to mouth movement is enabled 8th bit
|
// Procedural audio to mouth movement is enabled 8th bit
|
||||||
// Procedural Blink is enabled 9th bit
|
// Procedural Blink is enabled 9th bit
|
||||||
// Procedural Eyelid is enabled 10th bit
|
// Procedural Eyelid is enabled 10th bit
|
||||||
|
// Procedural PROCEDURAL_BLINK_FACE_MOVEMENT is enabled 11th bit
|
||||||
|
// Procedural Collide with other avatars is enabled 12th bit
|
||||||
|
// Procedural Has Hero Priority is enabled 13th bit
|
||||||
|
|
||||||
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
|
const int KEY_STATE_START_BIT = 0; // 1st and 2nd bits
|
||||||
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
|
const int HAND_STATE_START_BIT = 2; // 3rd and 4th bits
|
||||||
|
@ -111,7 +114,7 @@ const int AUDIO_ENABLED_FACE_MOVEMENT = 8; // 9th bit
|
||||||
const int PROCEDURAL_EYE_FACE_MOVEMENT = 9; // 10th bit
|
const int PROCEDURAL_EYE_FACE_MOVEMENT = 9; // 10th bit
|
||||||
const int PROCEDURAL_BLINK_FACE_MOVEMENT = 10; // 11th bit
|
const int PROCEDURAL_BLINK_FACE_MOVEMENT = 10; // 11th bit
|
||||||
const int COLLIDE_WITH_OTHER_AVATARS = 11; // 12th bit
|
const int COLLIDE_WITH_OTHER_AVATARS = 11; // 12th bit
|
||||||
|
const int HAS_HERO_PRIORITY = 12; // 13th bit (be scared)
|
||||||
|
|
||||||
const char HAND_STATE_NULL = 0;
|
const char HAND_STATE_NULL = 0;
|
||||||
const char LEFT_HAND_POINTING_FLAG = 1;
|
const char LEFT_HAND_POINTING_FLAG = 1;
|
||||||
|
@ -1121,6 +1124,18 @@ public:
|
||||||
int getAverageBytesReceivedPerSecond() const;
|
int getAverageBytesReceivedPerSecond() const;
|
||||||
int getReceiveRate() const;
|
int getReceiveRate() const;
|
||||||
|
|
||||||
|
// An Avatar can be set Priority from the AvatarMixer side.
|
||||||
|
bool getHasPriority() const { return _hasPriority; }
|
||||||
|
// regular setHasPriority does a check of state changed and if true reset 'additionalFlagsChanged' timestamp
|
||||||
|
void setHasPriority(bool hasPriority) {
|
||||||
|
if (_hasPriority != hasPriority) {
|
||||||
|
_additionalFlagsChanged = usecTimestampNow();
|
||||||
|
_hasPriority = hasPriority;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// In some cases, we want to assign the hasPRiority flag without reseting timestamp
|
||||||
|
void setHasPriorityWithoutTimestampReset(bool hasPriority) { _hasPriority = hasPriority; }
|
||||||
|
|
||||||
const glm::vec3& getTargetVelocity() const { return _targetVelocity; }
|
const glm::vec3& getTargetVelocity() const { return _targetVelocity; }
|
||||||
|
|
||||||
void clearRecordingBasis();
|
void clearRecordingBasis();
|
||||||
|
@ -1498,6 +1513,7 @@ protected:
|
||||||
bool _isNewAvatar { true };
|
bool _isNewAvatar { true };
|
||||||
bool _isClientAvatar { false };
|
bool _isClientAvatar { false };
|
||||||
bool _collideWithOtherAvatars { true };
|
bool _collideWithOtherAvatars { true };
|
||||||
|
bool _hasPriority{ false };
|
||||||
|
|
||||||
// null unless MyAvatar or ScriptableAvatar sending traits data to mixer
|
// null unless MyAvatar or ScriptableAvatar sending traits data to mixer
|
||||||
std::unique_ptr<ClientTraitsHandler, LaterDeleter> _clientTraitsHandler;
|
std::unique_ptr<ClientTraitsHandler, LaterDeleter> _clientTraitsHandler;
|
||||||
|
|
Loading…
Reference in a new issue