comments, namechange, and temporary debug code

This commit is contained in:
Andrew Meadows 2017-03-06 14:09:10 -08:00
parent 95776c2e51
commit d4abdcb6c8
8 changed files with 92 additions and 16 deletions

View file

@ -4440,8 +4440,8 @@ void Application::update(float deltaTime) {
getEntities()->getTree()->withWriteLock([&] {
PerformanceTimer perfTimer("handleOutgoingChanges");
const VectorOfMotionStates& outgoingChanges = _physicsEngine->getOutgoingChanges();
_entitySimulation->handleOutgoingChanges(outgoingChanges);
avatarManager->handleOutgoingChanges(outgoingChanges);
_entitySimulation->handleChangedMotionStates(outgoingChanges);
avatarManager->handleChangedMotionStates(outgoingChanges);
});
if (!_aboutToQuit) {

View file

@ -424,7 +424,7 @@ void AvatarManager::getObjectsToChange(VectorOfMotionStates& result) {
}
}
void AvatarManager::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
void AvatarManager::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
// TODO: extract the MyAvatar results once we use a MotionState for it.
}

View file

@ -70,7 +70,7 @@ public:
void getObjectsToRemoveFromPhysics(VectorOfMotionStates& motionStates);
void getObjectsToAddToPhysics(VectorOfMotionStates& motionStates);
void getObjectsToChange(VectorOfMotionStates& motionStates);
void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
Q_INVOKABLE float getAvatarDataRate(const QUuid& sessionID, const QString& rateName = QString("")) const;

View file

@ -655,13 +655,11 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
// pack SimulationOwner and terse update properties near each other
// NOTE: the server is authoritative for changes to simOwnerID so we always unpack ownership data
// even when we would otherwise ignore the rest of the packet.
bool filterRejection = false;
if (propertyFlags.getHasProperty(PROP_SIMULATION_OWNER)) {
QByteArray simOwnerData;
int bytes = OctreePacketData::unpackDataFromBytes(dataAt, simOwnerData);
SimulationOwner newSimOwner;
@ -676,6 +674,13 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
// or rejects a set of properties, it clears this. In such cases, we don't want those custom
// setters to ignore what the server says.
filterRejection = newSimOwner.getID().isNull();
bool verbose = getName() == "fubar"; // adebug
if (verbose && _simulationOwner != newSimOwner) {
std::cout << (void*)(this) << " adebug ownership changed "
<< _simulationOwner.getID().toString().toStdString() << "." << (int)_simulationOwner.getPriority() << "-->"
<< newSimOwner.getID().toString().toStdString() << "." << (int)newSimOwner.getPriority()
<< std::endl; // adebug
}
if (weOwnSimulation) {
if (newSimOwner.getID().isNull() && !_simulationOwner.pendingRelease(lastEditedFromBufferAdjusted)) {
// entity-server is trying to clear our ownership (probably at our own request)
@ -1879,12 +1884,16 @@ void EntityItem::setSimulationOwner(const SimulationOwner& owner) {
}
void EntityItem::updateSimulationOwner(const SimulationOwner& owner) {
// NOTE: this method only used by EntityServer. The Interface uses special code in readEntityDataFromBuffer().
if (wantTerseEditLogging() && _simulationOwner != owner) {
qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << owner;
}
if (_simulationOwner.set(owner)) {
_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
if (getName() == "fubar") {
std::cout << "debug updateSimulationOwner() " << _simulationOwner.getID().toString().toStdString() << "." << (int)(_simulationOwner.getPriority()) << std::endl; // adebug
}
}
}
@ -1892,10 +1901,14 @@ void EntityItem::clearSimulationOwnership() {
if (wantTerseEditLogging() && !_simulationOwner.isNull()) {
qCDebug(entities) << "sim ownership for" << getDebugName() << "is now null";
}
if (getName() == "fubar") {
std::cout << "debug clearSimulationOwnership()" << std::endl; // adebug
}
_simulationOwner.clear();
// don't bother setting the DIRTY_SIMULATOR_ID flag because clearSimulationOwnership()
// is only ever called on the entity-server and the flags are only used client-side
// don't bother setting the DIRTY_SIMULATOR_ID flag because:
// (a) when entity-server calls clearSimulationOwnership() the dirty-flags are meaningless (only used by interface)
// (b) the interface only calls clearSimulationOwnership() in a context that already knows best about dirty flags
//_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
}

View file

@ -27,6 +27,18 @@
#include "EntityTree.h"
#endif
// adebug TODO BOOKMARK:
// The problem is that userB may deactivate and disown and object before userA deactivates
// userA will sometimes insert non-zero velocities (and position errors) into the Entity before it is deactivated locally
//
// It would be nice to prevent data export from Bullet to Entity for unowned objects except in cases where it is really needed (?)
// Maybe can recycle _serverPosition and friends to store the "before simulationStep" data to more efficiently figure out
// if data should be used for non-owned objects.
//
// If we do that, we should convert _serverPosition and friends to use Bullet data types for efficiency.
//
// adebug
const uint8_t LOOPS_FOR_SIMULATION_ORPHAN = 50;
const quint64 USECS_BETWEEN_OWNERSHIP_BIDS = USECS_PER_SECOND / 5;
@ -111,6 +123,10 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
flags &= ~Simulation::DIRTY_PHYSICS_ACTIVATION;
_body->setActivationState(WANTS_DEACTIVATION);
_outgoingPriority = 0;
bool verbose = _entity->getName() == "fubar"; // adebug
if (verbose) {
std::cout << (void*)(this) << " adebug flag for deactivation" << std::endl; // adebug
}
} else {
// disowned object is still moving --> start timer for ownership bid
// TODO? put a delay in here proportional to distance from object?
@ -118,6 +134,13 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
_nextOwnershipBid = usecTimestampNow() + USECS_BETWEEN_OWNERSHIP_BIDS;
}
_loopsWithoutOwner = 0;
// adebug BOOKMARK: the problem is that userB may deactivate and disown the Object
// but it may still be active for userA... who will store slightly non-zero velocities into EntityItem in the meantime
//
// It would be nice if we could ignore slight outgoing changes for unowned objects that WANT_DEACTIVATION until...
// (a) the changes exceed some threshold (--> bid for ownership) or...
// (b) they actually get deactivated (--> slam RigidBody positions to agree with EntityItem)
} else if (_entity->getSimulatorID() == Physics::getSessionUUID()) {
// we just inherited ownership, make sure our desired priority matches what we have
upgradeOutgoingPriority(_entity->getSimulationPriority());
@ -223,11 +246,19 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
// This callback is invoked by the physics simulation at the end of each simulation step...
// iff the corresponding RigidBody is DYNAMIC and has moved.
void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
if (!_entity) {
return;
}
assert(_entity);
assert(entityTreeIsLocked());
bool verbose = _entity->getName() == "fubar"; // adebug
// adebug BOOKMARK: the problem is that userB may deactivate and disown the Object
// but it may still be active for userA... who will store slightly non-zero velocities into EntityItem in the meantime
// so what we need to do is ignore setWorldTransform() events for unowned objects when the bullet data is not helpful
// until either the data passes some threshold (bid for it) or
// it goes inactive (at which point we should slam bullet to agree with entity)
if (_body->getActivationState() == WANTS_DEACTIVATION && !_entity->isMoving()) {
if (verbose) {
std::cout << (void*)(this) << " adebug v = " << _body->getLinearVelocity().length() << " w = " << _body->getAngularVelocity().length() << std::endl; // adebug
}
}
measureBodyAcceleration();
bool positionSuccess;
_entity->setPosition(bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset(), positionSuccess, false);
@ -245,6 +276,12 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
"setOrientation failed.*");
qCDebug(physics) << "EntityMotionState::setWorldTransform setOrientation failed" << _entity->getID();
}
if (verbose
&& (glm::length(getBodyLinearVelocity()) > 0.0f || glm::length(getBodyAngularVelocity()) > 0.0f)
&& _entity->getSimulationOwner().getID().isNull()) {
std::cout << (void*)(this) << " adebug set non-zero v on unowned object AS = " << _body->getActivationState() << std::endl; // adebug
}
_entity->setVelocity(getBodyLinearVelocity());
_entity->setAngularVelocity(getBodyAngularVelocity());
_entity->setLastSimulated(usecTimestampNow());
@ -293,6 +330,18 @@ bool EntityMotionState::isCandidateForOwnership() const {
assert(_body);
assert(_entity);
assert(entityTreeIsLocked());
/* adebug
bool verbose = _entity->getName() == "fubar"; // adebug
if (verbose) {
bool isCandidate = _outgoingPriority != 0
|| Physics::getSessionUUID() == _entity->getSimulatorID()
|| _entity->actionDataNeedsTransmit();
if (!isCandidate) {
std::cout << (void*)(this) << " adebug not candidate --> erase" << std::endl; // adebug
}
}
*/
return _outgoingPriority != 0
|| Physics::getSessionUUID() == _entity->getSimulatorID()
|| _entity->actionDataNeedsTransmit();
@ -491,6 +540,7 @@ bool EntityMotionState::shouldSendUpdate(uint32_t simulationStep) {
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
assert(_entity);
assert(entityTreeIsLocked());
bool verbose = _entity->getName() == "fubar"; // adebug
if (!_body->isActive()) {
// make sure all derivatives are zero
@ -576,6 +626,9 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
properties.clearSimulationOwner();
_outgoingPriority = 0;
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
if (verbose) {
std::cout << (void*)(this) << " adebug sendUpdate() clearOwnership numInactiveUpdates = " << (int)_numInactiveUpdates << std::endl; // adebug
}
} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
// we don't own the simulation for this entity yet, but we're sending a bid for it
quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
@ -586,6 +639,9 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
// don't forget to remember that we have made a bid
_entity->rememberHasSimulationOwnershipBid();
// ...then reset _outgoingPriority in preparation for the next frame
if (verbose) {
std::cout << (void*)(this) << " adebug sendUpdate() bidOwnership at " << (int)_outgoingPriority << std::endl; // adebug
}
_outgoingPriority = 0;
} else if (_outgoingPriority != _entity->getSimulationPriority()) {
// we own the simulation but our desired priority has changed
@ -597,6 +653,9 @@ void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_
properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
}
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
if (verbose) {
std::cout << (void*)(this) << " adebug sendUpdate() changePriority to " << (int)_outgoingPriority << std::endl; // adebug
}
}
EntityItemID id(_entity->getID());

View file

@ -259,13 +259,14 @@ void PhysicalEntitySimulation::getObjectsToChange(VectorOfMotionStates& result)
_pendingChanges.clear();
}
void PhysicalEntitySimulation::handleOutgoingChanges(const VectorOfMotionStates& motionStates) {
void PhysicalEntitySimulation::handleChangedMotionStates(const VectorOfMotionStates& motionStates) {
QMutexLocker lock(&_mutex);
// walk the motionStates looking for those that correspond to entities
for (auto stateItr : motionStates) {
ObjectMotionState* state = &(*stateItr);
if (state && state->getType() == MOTIONSTATE_TYPE_ENTITY) {
assert(state);
if (state->getType() == MOTIONSTATE_TYPE_ENTITY) {
EntityMotionState* entityState = static_cast<EntityMotionState*>(state);
EntityItemPointer entity = entityState->getEntity();
assert(entity.get());

View file

@ -56,7 +56,7 @@ public:
void setObjectsToChange(const VectorOfMotionStates& objectsToChange);
void getObjectsToChange(VectorOfMotionStates& result);
void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
void handleChangedMotionStates(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
EntityEditPacketSender* getPacketSender() { return _entityPacketSender; }
@ -67,7 +67,7 @@ private:
SetOfEntities _entitiesToAddToPhysics;
SetOfEntityMotionStates _pendingChanges; // EntityMotionStates already in PhysicsEngine that need their physics changed
SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we need to send updates to entity-server
SetOfEntityMotionStates _outgoingChanges; // EntityMotionStates for which we may need to send updates to entity-server
SetOfMotionStates _physicalObjects; // MotionStates of entities in PhysicsEngine

View file

@ -120,6 +120,9 @@ void ThreadSafeDynamicsWorld::synchronizeMotionState(btRigidBody* body) {
void ThreadSafeDynamicsWorld::synchronizeMotionStates() {
BT_PROFILE("synchronizeMotionStates");
_changedMotionStates.clear();
// NOTE: m_synchronizeAllMotionStates is 'false' by default for optimization.
// See PhysicsEngine::init() where we call _dynamicsWorld->setForceUpdateAllAabbs(false)
if (m_synchronizeAllMotionStates) {
//iterate over all collision objects
for (int i=0;i<m_collisionObjects.size();i++) {