mirror of
https://github.com/overte-org/overte.git
synced 2025-04-08 08:14:48 +02:00
Merge branch 'fix-sync-period-calc' into correct-target-frame-rate
This commit is contained in:
commit
dd2d040253
7 changed files with 122 additions and 88 deletions
|
@ -195,6 +195,8 @@ static const QString INFO_EDIT_ENTITIES_PATH = "html/edit-commands.html";
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static const unsigned int THROTTLED_SIM_FRAMERATE = 15;
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static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE;
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static const float PHYSICS_READY_RANGE = 3.0f; // how far from avatar to check for entities that aren't ready for simulation
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#ifndef __APPLE__
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static const QString DESKTOP_LOCATION = QStandardPaths::writableLocation(QStandardPaths::DesktopLocation);
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#else
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@ -1400,7 +1402,7 @@ void Application::paintGL() {
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// Some LOD-like controls need to know a smoothly varying "potential" frame rate that doesn't
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// include time waiting for sync, and which can report a number above target if we've got the headroom.
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// In my tests, the following is mostly less than 0.5ms, and never more than 3ms. I don't think its worth measuring during runtime.
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static const float paintWaitAndQTTimerAllowance = 0.001; // seconds
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const float paintWaitAndQTTimerAllowance = 0.001f; // seconds
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// Store both values now for use by next cycle.
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_lastInstantaneousFps = instantaneousFps;
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_lastUnsynchronizedFps = 1.0f / (((usecTimestampNow() - now) / (float)USECS_PER_SECOND) + paintWaitAndQTTimerAllowance);
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@ -2886,7 +2888,7 @@ void Application::update(float deltaTime) {
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_avatarUpdate->synchronousProcess();
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{
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if (true || _physicsEnabled) {
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PerformanceTimer perfTimer("physics");
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static VectorOfMotionStates motionStates;
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@ -3768,6 +3770,8 @@ void Application::domainChanged(const QString& domainHostname) {
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updateWindowTitle();
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clearDomainOctreeDetails();
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_domainConnectionRefusals.clear();
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// disable physics until we have enough information about our new location to not cause craziness.
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_physicsEnabled = false;
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}
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void Application::handleDomainConnectionDeniedPacket(QSharedPointer<ReceivedMessage> message) {
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@ -3875,6 +3879,31 @@ void Application::trackIncomingOctreePacket(ReceivedMessage& message, SharedNode
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}
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}
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bool Application::nearbyEntitiesAreReadyForPhysics() {
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// this is used to avoid the following scenario:
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// A table has some items sitting on top of it. The items are at rest, meaning they aren't active in bullet.
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// Someone logs in close to the table. They receive information about the items on the table before they
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// receive information about the table. The items are very close to the avatar's capsule, so they become
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// activated in bullet. This causes them to fall to the floor, because the table's shape isn't yet in bullet.
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EntityTreePointer entityTree = _entities.getTree();
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if (!entityTree) {
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return false;
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}
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QVector<EntityItemPointer> entities;
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entityTree->withReadLock([&] {
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AABox box(getMyAvatar()->getPosition() - glm::vec3(PHYSICS_READY_RANGE), glm::vec3(2 * PHYSICS_READY_RANGE));
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entityTree->findEntities(box, entities);
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});
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foreach (EntityItemPointer entity, entities) {
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if (!entity->isReadyToComputeShape()) {
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return false;
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}
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}
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return true;
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}
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int Application::processOctreeStats(ReceivedMessage& message, SharedNodePointer sendingNode) {
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// But, also identify the sender, and keep track of the contained jurisdiction root for this server
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@ -3920,7 +3949,12 @@ int Application::processOctreeStats(ReceivedMessage& message, SharedNodePointer
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});
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});
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if (!_physicsEnabled && nearbyEntitiesAreReadyForPhysics()) {
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// These stats packets are sent in between full sends of a scene.
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// We keep physics disabled until we've recieved a full scene and everything near the avatar in that
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// scene is ready to compute its collision shape.
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_physicsEnabled = true;
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}
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return statsMessageLength;
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}
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@ -390,6 +390,7 @@ private:
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bool importSVOFromURL(const QString& urlString);
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bool nearbyEntitiesAreReadyForPhysics();
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int processOctreeStats(ReceivedMessage& message, SharedNodePointer sendingNode);
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void trackIncomingOctreePacket(ReceivedMessage& message, SharedNodePointer sendingNode, bool wasStatsPacket);
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@ -557,6 +558,7 @@ private:
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bool _isForeground = true; // starts out assumed to be in foreground
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bool _inPaint = false;
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bool _isGLInitialized { false };
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bool _physicsEnabled { false };
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};
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#endif // hifi_Application_h
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@ -54,6 +54,7 @@ public:
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}
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virtual void run() override {
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OpenGLDisplayPlugin* currentPlugin{ nullptr };
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Q_ASSERT(_context);
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while (!_shutdown) {
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if (_pendingMainThreadOperation) {
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@ -81,12 +82,13 @@ public:
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// Check if we have a new plugin to activate
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if (_newPlugin != nullptr) {
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// Deactivate the old plugin
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if (_activePlugin != nullptr) {
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_activePlugin->uncustomizeContext();
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if (currentPlugin != nullptr) {
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currentPlugin->uncustomizeContext();
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currentPlugin->enableDeactivate();
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}
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_newPlugin->customizeContext();
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_activePlugin = _newPlugin;
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currentPlugin = _newPlugin;
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_newPlugin = nullptr;
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}
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_context->doneCurrent();
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@ -94,20 +96,21 @@ public:
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}
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// If there's no active plugin, just sleep
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if (_activePlugin == nullptr) {
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if (currentPlugin == nullptr) {
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QThread::usleep(100);
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continue;
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}
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// take the latest texture and present it
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_context->makeCurrent();
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_activePlugin->present();
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currentPlugin->present();
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_context->doneCurrent();
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}
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_context->makeCurrent();
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if (_activePlugin) {
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_activePlugin->uncustomizeContext();
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if (currentPlugin) {
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currentPlugin->uncustomizeContext();
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currentPlugin->enableDeactivate();
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}
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_context->doneCurrent();
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_context->moveToThread(qApp->thread());
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@ -147,7 +150,6 @@ private:
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bool _finishedMainThreadOperation { false };
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QThread* _mainThread { nullptr };
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OpenGLDisplayPlugin* _newPlugin { nullptr };
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OpenGLDisplayPlugin* _activePlugin { nullptr };
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QGLContext* _context { nullptr };
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};
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@ -208,11 +210,16 @@ void OpenGLDisplayPlugin::stop() {
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}
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void OpenGLDisplayPlugin::deactivate() {
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{
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Lock lock(_mutex);
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_deactivateWait.wait(lock, [&]{ return _uncustomized; });
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}
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_timer.stop();
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DisplayPlugin::deactivate();
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}
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void OpenGLDisplayPlugin::customizeContext() {
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_uncustomized = false;
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auto presentThread = DependencyManager::get<PresentThread>();
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Q_ASSERT(thread() == presentThread->thread());
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@ -233,6 +240,7 @@ void OpenGLDisplayPlugin::uncustomizeContext() {
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_plane.reset();
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}
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// Pressing Alt (and Meta) key alone activates the menubar because its style inherits the
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// SHMenuBarAltKeyNavigation from QWindowsStyle. This makes it impossible for a scripts to
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// receive keyPress events for the Alt (and Meta) key in a reliable manner.
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@ -380,3 +388,9 @@ QImage OpenGLDisplayPlugin::getScreenshot() const {
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});
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return result;
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}
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void OpenGLDisplayPlugin::enableDeactivate() {
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Lock lock(_mutex);
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_uncustomized = true;
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_deactivateWait.notify_one();
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}
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@ -9,6 +9,8 @@
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#include "DisplayPlugin.h"
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#include <condition_variable>
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#include <QtCore/QTimer>
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#include <GLMHelpers.h>
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@ -18,8 +20,9 @@
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class OpenGLDisplayPlugin : public DisplayPlugin {
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protected:
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using Mutex = std::recursive_mutex;
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using Mutex = std::mutex;
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using Lock = std::unique_lock<Mutex>;
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using Condition = std::condition_variable;
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public:
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OpenGLDisplayPlugin();
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virtual void activate() override;
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@ -82,6 +85,12 @@ protected:
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GLTextureEscrow _sceneTextureEscrow;
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bool _vsyncSupported { false };
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private:
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void enableDeactivate();
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Condition _deactivateWait;
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bool _uncustomized{ false };
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};
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@ -628,71 +628,50 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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bool weOwnSimulation = _simulationOwner.matchesValidID(myNodeID);
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if (args.bitstreamVersion >= VERSION_ENTITIES_HAVE_SIMULATION_OWNER_AND_ACTIONS_OVER_WIRE) {
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// pack SimulationOwner and terse update properties near each other
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// pack SimulationOwner and terse update properties near each other
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// NOTE: the server is authoritative for changes to simOwnerID so we always unpack ownership data
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// even when we would otherwise ignore the rest of the packet.
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// NOTE: the server is authoritative for changes to simOwnerID so we always unpack ownership data
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// even when we would otherwise ignore the rest of the packet.
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if (propertyFlags.getHasProperty(PROP_SIMULATION_OWNER)) {
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if (propertyFlags.getHasProperty(PROP_SIMULATION_OWNER)) {
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QByteArray simOwnerData;
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int bytes = OctreePacketData::unpackDataFromBytes(dataAt, simOwnerData);
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SimulationOwner newSimOwner;
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newSimOwner.fromByteArray(simOwnerData);
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dataAt += bytes;
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bytesRead += bytes;
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QByteArray simOwnerData;
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int bytes = OctreePacketData::unpackDataFromBytes(dataAt, simOwnerData);
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SimulationOwner newSimOwner;
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newSimOwner.fromByteArray(simOwnerData);
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dataAt += bytes;
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bytesRead += bytes;
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if (wantTerseEditLogging() && _simulationOwner != newSimOwner) {
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qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << newSimOwner;
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}
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if (_simulationOwner.set(newSimOwner)) {
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_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
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}
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if (wantTerseEditLogging() && _simulationOwner != newSimOwner) {
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qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << newSimOwner;
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}
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{ // When we own the simulation we don't accept updates to the entity's transform/velocities
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// but since we're using macros below we have to temporarily modify overwriteLocalData.
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bool oldOverwrite = overwriteLocalData;
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overwriteLocalData = overwriteLocalData && !weOwnSimulation;
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READ_ENTITY_PROPERTY(PROP_POSITION, glm::vec3, updatePosition);
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READ_ENTITY_PROPERTY(PROP_ROTATION, glm::quat, updateRotation);
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READ_ENTITY_PROPERTY(PROP_VELOCITY, glm::vec3, updateVelocity);
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READ_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, glm::vec3, updateAngularVelocity);
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READ_ENTITY_PROPERTY(PROP_ACCELERATION, glm::vec3, setAcceleration);
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overwriteLocalData = oldOverwrite;
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if (_simulationOwner.set(newSimOwner)) {
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_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
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}
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READ_ENTITY_PROPERTY(PROP_DIMENSIONS, glm::vec3, updateDimensions);
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READ_ENTITY_PROPERTY(PROP_DENSITY, float, updateDensity);
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READ_ENTITY_PROPERTY(PROP_GRAVITY, glm::vec3, updateGravity);
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READ_ENTITY_PROPERTY(PROP_DAMPING, float, updateDamping);
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READ_ENTITY_PROPERTY(PROP_RESTITUTION, float, updateRestitution);
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READ_ENTITY_PROPERTY(PROP_FRICTION, float, updateFriction);
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READ_ENTITY_PROPERTY(PROP_LIFETIME, float, updateLifetime);
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READ_ENTITY_PROPERTY(PROP_SCRIPT, QString, setScript);
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READ_ENTITY_PROPERTY(PROP_SCRIPT_TIMESTAMP, quint64, setScriptTimestamp);
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READ_ENTITY_PROPERTY(PROP_REGISTRATION_POINT, glm::vec3, setRegistrationPoint);
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} else {
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// legacy order of packing here
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// TODO: purge this logic in a few months from now (2015.07)
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READ_ENTITY_PROPERTY(PROP_POSITION, glm::vec3, updatePosition);
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READ_ENTITY_PROPERTY(PROP_DIMENSIONS, glm::vec3, updateDimensions);
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READ_ENTITY_PROPERTY(PROP_ROTATION, glm::quat, updateRotation);
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READ_ENTITY_PROPERTY(PROP_DENSITY, float, updateDensity);
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READ_ENTITY_PROPERTY(PROP_VELOCITY, glm::vec3, updateVelocity);
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READ_ENTITY_PROPERTY(PROP_GRAVITY, glm::vec3, updateGravity);
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READ_ENTITY_PROPERTY(PROP_ACCELERATION, glm::vec3, setAcceleration);
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|
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READ_ENTITY_PROPERTY(PROP_DAMPING, float, updateDamping);
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READ_ENTITY_PROPERTY(PROP_RESTITUTION, float, updateRestitution);
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READ_ENTITY_PROPERTY(PROP_FRICTION, float, updateFriction);
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READ_ENTITY_PROPERTY(PROP_LIFETIME, float, updateLifetime);
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READ_ENTITY_PROPERTY(PROP_SCRIPT, QString, setScript);
|
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READ_ENTITY_PROPERTY(PROP_SCRIPT_TIMESTAMP, quint64, setScriptTimestamp);
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READ_ENTITY_PROPERTY(PROP_REGISTRATION_POINT, glm::vec3, setRegistrationPoint);
|
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READ_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, glm::vec3, updateAngularVelocity);
|
||||
}
|
||||
{ // When we own the simulation we don't accept updates to the entity's transform/velocities
|
||||
// but since we're using macros below we have to temporarily modify overwriteLocalData.
|
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bool oldOverwrite = overwriteLocalData;
|
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overwriteLocalData = overwriteLocalData && !weOwnSimulation;
|
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READ_ENTITY_PROPERTY(PROP_POSITION, glm::vec3, updatePosition);
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READ_ENTITY_PROPERTY(PROP_ROTATION, glm::quat, updateRotation);
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READ_ENTITY_PROPERTY(PROP_VELOCITY, glm::vec3, updateVelocity);
|
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READ_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, glm::vec3, updateAngularVelocity);
|
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READ_ENTITY_PROPERTY(PROP_ACCELERATION, glm::vec3, setAcceleration);
|
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overwriteLocalData = oldOverwrite;
|
||||
}
|
||||
|
||||
READ_ENTITY_PROPERTY(PROP_DIMENSIONS, glm::vec3, updateDimensions);
|
||||
READ_ENTITY_PROPERTY(PROP_DENSITY, float, updateDensity);
|
||||
READ_ENTITY_PROPERTY(PROP_GRAVITY, glm::vec3, updateGravity);
|
||||
|
||||
READ_ENTITY_PROPERTY(PROP_DAMPING, float, updateDamping);
|
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READ_ENTITY_PROPERTY(PROP_RESTITUTION, float, updateRestitution);
|
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READ_ENTITY_PROPERTY(PROP_FRICTION, float, updateFriction);
|
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READ_ENTITY_PROPERTY(PROP_LIFETIME, float, updateLifetime);
|
||||
READ_ENTITY_PROPERTY(PROP_SCRIPT, QString, setScript);
|
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READ_ENTITY_PROPERTY(PROP_SCRIPT_TIMESTAMP, quint64, setScriptTimestamp);
|
||||
READ_ENTITY_PROPERTY(PROP_REGISTRATION_POINT, glm::vec3, setRegistrationPoint);
|
||||
|
||||
READ_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, float, updateAngularDamping);
|
||||
READ_ENTITY_PROPERTY(PROP_VISIBLE, bool, setVisible);
|
||||
|
@ -701,17 +680,6 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
|
|||
READ_ENTITY_PROPERTY(PROP_LOCKED, bool, setLocked);
|
||||
READ_ENTITY_PROPERTY(PROP_USER_DATA, QString, setUserData);
|
||||
|
||||
if (args.bitstreamVersion < VERSION_ENTITIES_HAVE_SIMULATION_OWNER_AND_ACTIONS_OVER_WIRE) {
|
||||
// this code for when there is only simulatorID and no simulation priority
|
||||
|
||||
// we always accept the server's notion of simulatorID, so we fake overwriteLocalData as true
|
||||
// before we try to READ_ENTITY_PROPERTY it
|
||||
bool temp = overwriteLocalData;
|
||||
overwriteLocalData = true;
|
||||
READ_ENTITY_PROPERTY(PROP_SIMULATION_OWNER, QUuid, updateSimulatorID);
|
||||
overwriteLocalData = temp;
|
||||
}
|
||||
|
||||
if (args.bitstreamVersion >= VERSION_ENTITIES_HAS_MARKETPLACE_ID) {
|
||||
READ_ENTITY_PROPERTY(PROP_MARKETPLACE_ID, QString, setMarketplaceID);
|
||||
}
|
||||
|
@ -1104,7 +1072,7 @@ bool EntityItem::setProperties(const EntityItemProperties& properties) {
|
|||
bool somethingChanged = false;
|
||||
|
||||
// these affect TerseUpdate properties
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulationOwner, setSimulationOwner);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulationOwner, updateSimulationOwner);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePosition);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
|
||||
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocity);
|
||||
|
@ -1324,6 +1292,13 @@ void EntityItem::updatePosition(const glm::vec3& value) {
|
|||
}
|
||||
if (getLocalPosition() != value) {
|
||||
setLocalPosition(value);
|
||||
_dirtyFlags |= Simulation::DIRTY_POSITION;
|
||||
forEachDescendant([&](SpatiallyNestablePointer object) {
|
||||
if (object->getNestableType() == NestableTypes::Entity) {
|
||||
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
|
||||
entity->_dirtyFlags |= Simulation::DIRTY_POSITION;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1496,12 +1471,12 @@ void EntityItem::setSimulationOwner(const SimulationOwner& owner) {
|
|||
_simulationOwner.set(owner);
|
||||
}
|
||||
|
||||
void EntityItem::updateSimulatorID(const QUuid& value) {
|
||||
if (wantTerseEditLogging() && _simulationOwner.getID() != value) {
|
||||
qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << value;
|
||||
void EntityItem::updateSimulationOwner(const SimulationOwner& owner) {
|
||||
if (wantTerseEditLogging() && _simulationOwner != owner) {
|
||||
qCDebug(entities) << "sim ownership for" << getDebugName() << "is now" << owner;
|
||||
}
|
||||
|
||||
if (_simulationOwner.setID(value)) {
|
||||
if (_simulationOwner.set(owner)) {
|
||||
_dirtyFlags |= Simulation::DIRTY_SIMULATOR_ID;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -288,7 +288,7 @@ public:
|
|||
|
||||
quint8 getSimulationPriority() const { return _simulationOwner.getPriority(); }
|
||||
QUuid getSimulatorID() const { return _simulationOwner.getID(); }
|
||||
void updateSimulatorID(const QUuid& value);
|
||||
void updateSimulationOwner(const SimulationOwner& owner);
|
||||
void clearSimulationOwnership();
|
||||
|
||||
const QString& getMarketplaceID() const { return _marketplaceID; }
|
||||
|
|
|
@ -230,7 +230,7 @@ void OculusDisplayPlugin::internalPresent() {
|
|||
viewScaleDesc.HmdToEyeViewOffset[1] = _eyeOffsets[1];
|
||||
|
||||
ovrLayerHeader* layers = &_sceneLayer.Header;
|
||||
ovrResult result = ovr_SubmitFrame(_hmd, 0, &viewScaleDesc, &layers, 1);
|
||||
ovrResult result = ovr_SubmitFrame(_hmd, frameIndex, &viewScaleDesc, &layers, 1);
|
||||
if (!OVR_SUCCESS(result)) {
|
||||
qDebug() << result;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue