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https://github.com/overte-org/overte.git
synced 2025-07-22 18:13:35 +02:00
lock the entity tree during physics operations that access then entity tree. if the simulation and entity-tree are both going to be locked, be sure to lock the entity tree first (and unlock it last), because this is what the network-reading thread does
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parent
63812f28ad
commit
a0d77c061c
3 changed files with 95 additions and 22 deletions
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@ -2496,24 +2496,45 @@ void Application::update(float deltaTime) {
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_entitySimulation.lock();
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_physicsEngine.deleteObjects(_entitySimulation.getObjectsToDelete());
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_entitySimulation.unlock();
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_physicsEngine.addObjects(_entitySimulation.getObjectsToAdd());
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_physicsEngine.changeObjects(_entitySimulation.getObjectsToChange());
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entitySimulation.lock();
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_entitySimulation.applyActionChanges();
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_entitySimulation.unlock();
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AvatarManager* avatarManager = DependencyManager::get<AvatarManager>().data();
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_physicsEngine.deleteObjects(avatarManager->getObjectsToDelete());
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_physicsEngine.addObjects(avatarManager->getObjectsToAdd());
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_physicsEngine.changeObjects(avatarManager->getObjectsToChange());
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_entities.getTree()->lockForWrite();
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_physicsEngine.stepSimulation();
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_entities.getTree()->unlock();
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if (_physicsEngine.hasOutgoingChanges()) {
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_entities.getTree()->lockForWrite();
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_entitySimulation.lock();
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_entitySimulation.handleOutgoingChanges(_physicsEngine.getOutgoingChanges(), _physicsEngine.getSessionID());
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_entitySimulation.unlock();
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_entities.getTree()->unlock();
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_entities.getTree()->lockForWrite();
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avatarManager->handleOutgoingChanges(_physicsEngine.getOutgoingChanges());
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_entities.getTree()->unlock();
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auto collisionEvents = _physicsEngine.getCollisionEvents();
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avatarManager->handleCollisionEvents(collisionEvents);
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@ -19,6 +19,10 @@
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#include "PhysicsHelpers.h"
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#include "PhysicsLogging.h"
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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#include "EntityTree.h"
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#endif
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static const float ACCELERATION_EQUIVALENT_EPSILON_RATIO = 0.1f;
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static const quint8 STEPS_TO_DECIDE_BALLISTIC = 4;
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@ -42,6 +46,7 @@ EntityMotionState::EntityMotionState(btCollisionShape* shape, EntityItemPointer
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{
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_type = MOTIONSTATE_TYPE_ENTITY;
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assert(_entity != nullptr);
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assert(entityTreeIsLocked());
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setMass(_entity->computeMass());
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}
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@ -50,7 +55,35 @@ EntityMotionState::~EntityMotionState() {
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assert(!_entity);
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}
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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bool EntityMotionState::entityTreeIsLocked() const {
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EntityTreeElement* element = _entity ? _entity->getElement() : nullptr;
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EntityTree* tree = element ? element->getTree() : nullptr;
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if (tree) {
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bool readSuccess = tree->tryLockForRead();
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if (readSuccess) {
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tree->unlock();
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}
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bool writeSuccess = tree->tryLockForWrite();
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if (writeSuccess) {
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tree->unlock();
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}
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if (readSuccess && writeSuccess) {
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return false; // if we can take either kind of lock, there was no tree lock.
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}
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return true; // either read or write failed, so there is some lock in place.
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} else {
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return true;
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}
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}
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#else
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bool EntityMotionState::entityTreeIsLocked() const {
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return true;
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}
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#endif
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void EntityMotionState::updateServerPhysicsVariables() {
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assert(entityTreeIsLocked());
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_serverPosition = _entity->getPosition();
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_serverRotation = _entity->getRotation();
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_serverVelocity = _entity->getVelocity();
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@ -60,6 +93,7 @@ void EntityMotionState::updateServerPhysicsVariables() {
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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assert(entityTreeIsLocked());
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updateServerPhysicsVariables();
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ObjectMotionState::handleEasyChanges(flags);
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if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
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@ -101,6 +135,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
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if (!_entity) {
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return MOTION_TYPE_STATIC;
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}
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assert(entityTreeIsLocked());
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if (_entity->getCollisionsWillMove()) {
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return MOTION_TYPE_DYNAMIC;
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}
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@ -108,6 +143,7 @@ MotionType EntityMotionState::computeObjectMotionType() const {
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}
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bool EntityMotionState::isMoving() const {
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assert(entityTreeIsLocked());
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return _entity && _entity->isMoving();
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}
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@ -120,6 +156,7 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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if (!_entity) {
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return;
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}
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assert(entityTreeIsLocked());
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if (_motionType == MOTION_TYPE_KINEMATIC) {
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// This is physical kinematic motion which steps strictly by the subframe count
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// of the physics simulation.
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@ -140,6 +177,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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if (!_entity) {
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return;
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}
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assert(entityTreeIsLocked());
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measureBodyAcceleration();
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset());
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_entity->setRotation(bulletToGLM(worldTrans.getRotation()));
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@ -164,9 +202,12 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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#ifdef WANT_DEBUG
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quint64 now = usecTimestampNow();
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qCDebug(physics) << "EntityMotionState::setWorldTransform()... changed entity:" << _entity->getEntityItemID();
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qCDebug(physics) << " last edited:" << _entity->getLastEdited() << formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated() << formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated() << formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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qCDebug(physics) << " last edited:" << _entity->getLastEdited()
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<< formatUsecTime(now - _entity->getLastEdited()) << "ago";
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qCDebug(physics) << " last simulated:" << _entity->getLastSimulated()
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<< formatUsecTime(now - _entity->getLastSimulated()) << "ago";
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qCDebug(physics) << " last updated:" << _entity->getLastUpdated()
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<< formatUsecTime(now - _entity->getLastUpdated()) << "ago";
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#endif
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}
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@ -174,6 +215,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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btCollisionShape* EntityMotionState::computeNewShape() {
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if (_entity) {
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ShapeInfo shapeInfo;
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assert(entityTreeIsLocked());
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_entity->computeShapeInfo(shapeInfo);
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return getShapeManager()->getShape(shapeInfo);
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}
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@ -184,6 +226,7 @@ bool EntityMotionState::isCandidateForOwnership(const QUuid& sessionID) const {
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if (!_body || !_entity) {
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return false;
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}
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assert(entityTreeIsLocked());
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return _candidateForOwnership || sessionID == _entity->getSimulatorID();
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}
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@ -297,6 +340,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& s
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// after doesNotNeedToSendUpdate() returns false and that call should return 'true' if _entity or _body are NULL.
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assert(_entity);
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assert(_body);
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assert(entityTreeIsLocked());
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if (!remoteSimulationOutOfSync(simulationStep)) {
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_candidateForOwnership = false;
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@ -326,6 +370,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep, const QUuid& s
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const QUuid& sessionID, uint32_t step) {
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assert(_entity);
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assert(entityTreeIsLocked());
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bool active = _body->isActive();
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if (!active) {
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@ -436,6 +481,7 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, const Q
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}
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uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
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assert(entityTreeIsLocked());
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uint32_t dirtyFlags = 0;
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if (_body && _entity) {
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dirtyFlags = _entity->getDirtyFlags();
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@ -455,6 +501,7 @@ uint32_t EntityMotionState::getAndClearIncomingDirtyFlags() {
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// virtual
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QUuid EntityMotionState::getSimulatorID() const {
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if (_entity) {
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assert(entityTreeIsLocked());
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return _entity->getSimulatorID();
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}
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return QUuid();
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@ -514,6 +561,7 @@ void EntityMotionState::setMotionType(MotionType motionType) {
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// virtual
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QString EntityMotionState::getName() {
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if (_entity) {
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assert(entityTreeIsLocked());
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return _entity->getName();
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}
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return "";
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@ -83,6 +83,10 @@ public:
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friend class PhysicalEntitySimulation;
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protected:
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#ifdef WANT_DEBUG_ENTITY_TREE_LOCKS
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bool entityTreeIsLocked() const;
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#endif
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virtual btCollisionShape* computeNewShape();
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virtual void clearObjectBackPointer();
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virtual void setMotionType(MotionType motionType);
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