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https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
remove debug code
This commit is contained in:
parent
be3012181f
commit
a16760278e
3 changed files with 1 additions and 93 deletions
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@ -674,13 +674,6 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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// or rejects a set of properties, it clears this. In such cases, we don't want those custom
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// setters to ignore what the server says.
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filterRejection = newSimOwner.getID().isNull();
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bool verbose = getName() == "fubar"; // adebug
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if (verbose && _simulationOwner != newSimOwner) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug ownership changed "
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<< _simulationOwner.getID().toString().toStdString() << "." << (int)_simulationOwner.getPriority() << "-->"
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<< newSimOwner.getID().toString().toStdString() << "." << (int)newSimOwner.getPriority()
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<< std::endl; // adebug
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}
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if (weOwnSimulation) {
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if (newSimOwner.getID().isNull() && !_simulationOwner.pendingRelease(lastEditedFromBufferAdjusted)) {
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// entity-server is trying to clear our ownership (probably at our own request)
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@ -1891,9 +1884,6 @@ void EntityItem::updateSimulationOwner(const SimulationOwner& owner) {
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if (_simulationOwner.set(owner)) {
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_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
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if (getName() == "fubar") {
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std::cout << "debug updateSimulationOwner() " << _simulationOwner.getID().toString().toStdString() << "." << (int)(_simulationOwner.getPriority()) << std::endl; // adebug
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}
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}
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}
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@ -1901,9 +1891,6 @@ void EntityItem::clearSimulationOwnership() {
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if (wantTerseEditLogging() && !_simulationOwner.isNull()) {
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qCDebug(entities) << "sim ownership for" << getDebugName() << "is now null";
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}
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if (getName() == "fubar") {
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std::cout << "debug clearSimulationOwnership()" << std::endl; // adebug
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}
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_simulationOwner.clear();
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// don't bother setting the DIRTY_SIMULATOR_ID flag because:
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@ -10,7 +10,6 @@
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//
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#include <glm/gtx/norm.hpp>
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#include <iostream> // adebug
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#include <EntityItem.h>
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#include <EntityItemProperties.h>
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@ -28,19 +27,6 @@
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#include "EntityTree.h"
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#endif
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// adebug TODO BOOKMARK:
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// Consider an object near deactivation owned by userB and in view of userA...
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// The problem is that userB may deactivate and disown the object before userA deactivates
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// userA will sometimes insert non-zero velocities (and position errors) into the Entity before it is deactivated locally
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//
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// It would be nice to prevent data export from Bullet to Entity for unowned objects except in cases where it is really needed (?)
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// Maybe can recycle _serverPosition and friends to store the "before simulationStep" data to more efficiently figure out
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// if data should be used for non-owned objects.
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//
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// If we do that, we should convert _serverPosition and friends to use Bullet data types for efficiency.
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//
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// adebug
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const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
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const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
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@ -112,15 +98,6 @@ void EntityMotionState::updateServerPhysicsVariables() {
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}
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void EntityMotionState::handleDeactivation() {
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// adebug
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glm::vec3 pos = _entity->getPosition();
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float dx = glm::distance(pos, _serverPosition);
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glm::vec3 v = _entity->getVelocity();
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float dv = glm::distance(v, _serverVelocity);
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std::cout << "adebug deactivate '" << _entity->getName().toStdString()
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<< "' dx = " << dx << " dv = " << dv << std::endl; // adebug
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// adebug
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// copy _server data to entity
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bool success;
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_entity->setPosition(_serverPosition, success, false);
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@ -145,10 +122,6 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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_outgoingPriority = 0;
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const float ACTIVATION_EXPIRY = 3.0f; // something larger than the 2.0 hard coded in Bullet
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_body->setDeactivationTime(ACTIVATION_EXPIRY);
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bool verbose = _entity->getName() == "fubar"; // adebug
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if (verbose) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug flag for deactivation" << std::endl; // adebug
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}
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} else {
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// disowned object is still moving --> start timer for ownership bid
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// TODO? put a delay in here proportional to distance from object?
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@ -156,13 +129,6 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
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_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
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}
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_loopsWithoutOwner = 0;
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// adebug BOOKMARK: the problem is that userB may deactivate and disown the Object
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// but it may still be active for userA... who will store slightly non-zero velocities into EntityItem in the meantime
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//
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// It would be nice if we could ignore slight outgoing changes for unowned objects that WANT_DEACTIVATION until...
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// (a) the changes exceed some threshold (--> bid for ownership) or...
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// (b) they actually get deactivated (--> slam RigidBody positions to agree with EntityItem)
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} else if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
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// we just inherited ownership, make sure our desired priority matches what we have
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upgradeOutgoingPriority(_entity->getSimulationPriority());
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@ -270,20 +236,6 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
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void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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assert(_entity);
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assert(entityTreeIsLocked());
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bool verbose = _entity->getName() == "fubar"; // adebug
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// adebug BOOKMARK: the problem is that userB may deactivate and disown the Object
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// but it may still be active for userA... who will store slightly non-zero velocities into EntityItem in the meantime
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// so what we need to do is ignore setWorldTransform() events for unowned objects when the bullet data is not helpful
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// until either the data passes some threshold (bid for it) or
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// it goes inactive (at which point we should slam bullet to agree with entity)
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if (_body->getActivationState() == WANTS_DEACTIVATION && !_entity->isMoving()) {
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if (verbose) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug entity at rest but physics is not?"
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<< " v = " << _body->getLinearVelocity().length()
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<< " w = " << _body->getAngularVelocity().length()
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<< std::endl; // adebug
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}
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}
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measureBodyAcceleration();
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bool positionSuccess;
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_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset(), positionSuccess, false);
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@ -301,12 +253,6 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
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"setOrientation failed.*");
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qCDebug(physics) << "EntityMotionState::setWorldTransform setOrientation failed" << _entity->getID();
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}
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if (verbose
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&& (glm::length(getBodyLinearVelocity()) > 0.0f || glm::length(getBodyAngularVelocity()) > 0.0f)
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&& _entity->getSimulationOwner().getID().isNull()) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug set non-zero v on unowned object AS = " << _body->getActivationState() << std::endl; // adebug
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}
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_entity->setVelocity(getBodyLinearVelocity());
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_entity->setAngularVelocity(getBodyAngularVelocity());
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_entity->setLastSimulated(usecTimestampNow());
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@ -355,18 +301,6 @@ bool EntityMotionState::isCandidateForOwnership() const {
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assert(_body);
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assert(_entity);
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assert(entityTreeIsLocked());
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/* adebug
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bool verbose = _entity->getName() == "fubar"; // adebug
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if (verbose) {
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bool isCandidate = _outgoingPriority != 0
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|| Physics::getSessionUUID() == _entity->getSimulatorID()
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|| _entity->actionDataNeedsTransmit();
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if (!isCandidate) {
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std::cout << (void*)(this) << " adebug not candidate --> erase" << std::endl; // adebug
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}
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}
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*/
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return _outgoingPriority != 0
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|| Physics::getSessionUUID() == _entity->getSimulatorID()
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|| _entity->actionDataNeedsTransmit();
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@ -565,7 +499,6 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
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void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
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assert(_entity);
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assert(entityTreeIsLocked());
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bool verbose = _entity->getName() == "fubar"; // adebug
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if (!_body->isActive()) {
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// make sure all derivatives are zero
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@ -651,9 +584,6 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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properties.clearSimulationOwner();
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_outgoingPriority = 0;
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_entity->setPendingOwnershipPriority(_outgoingPriority, now);
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if (verbose) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug sendUpdate() clearOwnership numInactiveUpdates = " << (int)_numInactiveUpdates << std::endl; // adebug
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}
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} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
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// we don't own the simulation for this entity yet, but we're sending a bid for it
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quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
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@ -664,9 +594,6 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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// don't forget to remember that we have made a bid
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_entity->rememberHasSimulationOwnershipBid();
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// ...then reset _outgoingPriority in preparation for the next frame
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if (verbose) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug sendUpdate() bidOwnership at " << (int)_outgoingPriority << std::endl; // adebug
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}
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_outgoingPriority = 0;
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} else if (_outgoingPriority != _entity->getSimulationPriority()) {
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// we own the simulation but our desired priority has changed
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@ -678,9 +605,6 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
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properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
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}
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_entity->setPendingOwnershipPriority(_outgoingPriority, now);
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if (verbose) {
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std::cout << (void*)(this) << " " << secTimestampNow() << " adebug sendUpdate() changePriority to " << (int)_outgoingPriority << std::endl; // adebug
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}
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}
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EntityItemID id(_entity->getID());
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@ -136,7 +136,7 @@ void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
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} else {
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//iterate over all active rigid bodies
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// TODO? if this becomes a performance bottleneck we could derive our own SimulationIslandManager
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// that remembers a list of objects it recently deactivated
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// that remembers a list of objects deactivated last step
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_activeStates.clear();
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_deactivatedStates.clear();
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for (int i=0;i<m_nonStaticRigidBodies.size();i++) {
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@ -154,9 +154,6 @@ void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
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}
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}
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}
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if (_deactivatedStates.size() > 0) {
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std::cout << secTimestampNow() << " adebug num deactivated = " << _deactivatedStates.size() << std::endl; // adebug
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}
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_activeStates.swap(_lastActiveStates);
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}
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