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Merge pull request #5027 from AndrewMeadows/isentropic
cleanup around sending all "terse update" data whenever some of it changes
This commit is contained in:
commit
c5143cdfa0
5 changed files with 56 additions and 48 deletions
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@ -944,31 +944,38 @@ void EntityItem::getAllTerseUpdateProperties(EntityItemProperties& properties) c
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bool EntityItem::setProperties(const EntityItemProperties& properties) {
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bool somethingChanged = false;
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePosition); // this will call recalculate collision shape if needed
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensions); // NOTE: radius is obsolete
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// these affect TerseUpdate properties
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePosition);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, updateAngularVelocity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(acceleration, setAcceleration);
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// these (along with "position" above) affect tree structure
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensions);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(registrationPoint, setRegistrationPoint);
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// these (along with all properties above) affect the simulation
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(damping, updateDamping);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, updateAngularDamping);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(restitution, updateRestitution);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(friction, updateFriction);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, updateIgnoreForCollisions);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, updateCollisionsWillMove);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(created, updateCreated);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifetime, updateLifetime);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulatorID, updateSimulatorID);
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// non-simulation properties below
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(script, setScript);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionSoundURL, setCollisionSoundURL);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(registrationPoint, setRegistrationPoint);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, updateAngularVelocity);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, updateAngularDamping);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(localRenderAlpha, setLocalRenderAlpha);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(visible, setVisible);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, updateIgnoreForCollisions);
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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, 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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@ -128,37 +128,45 @@ EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identit
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return results;
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}
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QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties& properties) {
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QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties properties) {
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EntityItemID entityID(id);
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// If we have a local entity tree set, then also update it.
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if (_entityTree) {
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_entityTree->lockForWrite();
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_entityTree->updateEntity(entityID, properties);
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bool updatedEntity = _entityTree->updateEntity(entityID, properties);
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_entityTree->unlock();
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}
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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 (properties.getType() == EntityTypes::Unknown) {
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EntityItemPointer 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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modifiedProperties.setType(entity->getType());
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if (modifiedProperties.hasTerseUpdateChanges()) {
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// we make a bid for (or assert) our simulation ownership
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid myNodeID = nodeList->getSessionUUID();
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modifiedProperties.setSimulatorID(myNodeID);
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if (entity->getSimulatorID() == myNodeID) {
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// we think we already own simulation, so make sure we send ALL TerseUpdate properties
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entity->getAllTerseUpdateProperties(modifiedProperties);
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if (updatedEntity) {
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_entityTree->lockForRead();
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EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
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if (entity) {
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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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properties.setType(entity->getType());
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if (properties.hasTerseUpdateChanges()) {
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auto nodeList = DependencyManager::get<NodeList>();
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const QUuid myNodeID = nodeList->getSessionUUID();
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if (entity->getSimulatorID() == myNodeID) {
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// we think we already own the simulation, so make sure to send ALL TerseUpdate properties
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entity->getAllTerseUpdateProperties(properties);
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// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
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// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
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// and instead let the physics simulation decide when to send a terse update. This would remove
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// the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling
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// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
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// proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
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// simulation.
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}
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// we make a bid for (or assert existing) simulation ownership
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properties.setSimulatorID(myNodeID);
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}
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entity->setLastBroadcast(usecTimestampNow());
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}
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queueEntityMessage(PacketTypeEntityEdit, entityID, modifiedProperties);
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_entityTree->unlock();
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queueEntityMessage(PacketTypeEntityEdit, entityID, properties);
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return id;
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}
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return QUuid();
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}
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queueEntityMessage(PacketTypeEntityEdit, entityID, properties);
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@ -79,7 +79,7 @@ public slots:
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/// edits a model updating only the included properties, will return the identified EntityItemID in case of
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/// successful edit, if the input entityID is for an unknown model this function will have no effect
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Q_INVOKABLE QUuid editEntity(QUuid entityID, const EntityItemProperties& properties);
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Q_INVOKABLE QUuid editEntity(QUuid entityID, EntityItemProperties properties);
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/// deletes a model
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Q_INVOKABLE void deleteEntity(QUuid entityID);
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@ -50,24 +50,17 @@ EntityMotionState::~EntityMotionState() {
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assert(!_entity);
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}
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void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
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if (flags & EntityItem::DIRTY_POSITION) {
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_serverPosition = _entity->getPosition();
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}
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if (flags & EntityItem::DIRTY_ROTATION) {
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_serverRotation = _entity->getRotation();
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}
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if (flags & EntityItem::DIRTY_LINEAR_VELOCITY) {
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_serverVelocity = _entity->getVelocity();
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}
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if (flags & EntityItem::DIRTY_ANGULAR_VELOCITY) {
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_serverAngularVelocity = _entity->getAngularVelocity();
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}
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void EntityMotionState::updateServerPhysicsVariables() {
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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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_serverAngularVelocity = _entity->getAngularVelocity();
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_serverAcceleration = _entity->getAcceleration();
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}
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// virtual
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void EntityMotionState::handleEasyChanges(uint32_t flags) {
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updateServerPhysicsVariables(flags);
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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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_loopsWithoutOwner = 0;
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@ -95,7 +88,7 @@ void EntityMotionState::handleEasyChanges(uint32_t flags) {
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// virtual
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void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
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updateServerPhysicsVariables(flags);
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updateServerPhysicsVariables();
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ObjectMotionState::handleHardAndEasyChanges(flags, engine);
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}
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@ -28,7 +28,7 @@ public:
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EntityMotionState(btCollisionShape* shape, EntityItemPointer item);
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virtual ~EntityMotionState();
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void updateServerPhysicsVariables(uint32_t flags);
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void updateServerPhysicsVariables();
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virtual void handleEasyChanges(uint32_t flags);
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virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
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