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https://github.com/overte-org/overte.git
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Merge pull request #1228 from ZappoMan/bugfixes
Bug fixes to make JS/Agent and Voxel Editing work better
This commit is contained in:
commit
e4669d7c13
8 changed files with 59 additions and 17 deletions
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@ -40,4 +40,9 @@ void VoxelScriptingInterface::queueVoxelDelete(float x, float y, float z, float
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VoxelDetail deleteVoxelDetail = {x, y, z, scale, 0, 0, 0};
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_voxelPacketSender.queueVoxelEditMessages(PACKET_TYPE_ERASE_VOXEL, 1, &deleteVoxelDetail);
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}
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}
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int VoxelScriptingInterface::packetsToSendCount() const {
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return _voxelPacketSender.packetsToSendCount();
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}
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@ -49,6 +49,10 @@ public slots:
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/// \param z the z-coordinate of the voxel (in VS space)
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/// \param scale the scale of the voxel (in VS space)
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void queueVoxelDelete(float x, float y, float z, float scale);
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/// get the current number of pending, queued, but unsent packets
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int packetsToSendCount() const;
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private:
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/// attached VoxelEditPacketSender that handles queuing and sending of packets to VS
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VoxelEditPacketSender _voxelPacketSender;
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@ -39,8 +39,12 @@ void PacketSender::queuePacketForSending(sockaddr& address, unsigned char* packe
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}
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bool PacketSender::process() {
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bool hasSlept = false;
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uint64_t USECS_PER_SECOND = 1000 * 1000;
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uint64_t USECS_SMALL_ADJUST = 2 * 1000; // approaximate 2ms
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uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);
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uint64_t INTERVAL_SLEEP_USECS = (SEND_INTERVAL_USECS > USECS_SMALL_ADJUST) ?
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SEND_INTERVAL_USECS - USECS_SMALL_ADJUST : SEND_INTERVAL_USECS;
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// keep track of our process call times, so we have a reliable account of how often our caller calls us
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uint64_t now = usecTimestampNow();
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@ -50,9 +54,11 @@ bool PacketSender::process() {
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if (_packets.size() == 0) {
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if (isThreaded()) {
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usleep(SEND_INTERVAL_USECS);
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usleep(INTERVAL_SLEEP_USECS);
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hasSlept = true;
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} else {
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return isStillRunning(); // in non-threaded mode, if there's nothing to do, just return, keep running till they terminate us
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// in non-threaded mode, if there's nothing to do, just return, keep running till they terminate us
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return isStillRunning();
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}
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}
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@ -62,6 +68,7 @@ bool PacketSender::process() {
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// if we're in non-threaded mode, then we actually need to determine how many packets to send per call to process
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// based on how often we get called... We do this by keeping a running average of our call times, and we determine
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// how many packets to send per call
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if (!isThreaded()) {
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int averageCallTime;
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const int TRUST_AVERAGE_AFTER = AVERAGE_CALL_TIME_SAMPLES * 2;
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@ -89,8 +96,6 @@ bool PacketSender::process() {
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int packetsLeft = _packets.size();
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bool keepGoing = packetsLeft > 0;
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while (keepGoing) {
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uint64_t SEND_INTERVAL_USECS = (_packetsPerSecond == 0) ? USECS_PER_SECOND : (USECS_PER_SECOND / _packetsPerSecond);
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lock();
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NetworkPacket& packet = _packets.front();
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NetworkPacket temporary = packet; // make a copy
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@ -117,14 +122,15 @@ bool PacketSender::process() {
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if (keepGoing) {
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now = usecTimestampNow();
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uint64_t elapsed = now - _lastSendTime;
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int usecToSleep = SEND_INTERVAL_USECS - elapsed;
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int usecToSleep = INTERVAL_SLEEP_USECS - elapsed;
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// we only sleep in non-threaded mode
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if (usecToSleep > 0) {
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if (usecToSleep > SEND_INTERVAL_USECS) {
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usecToSleep = SEND_INTERVAL_USECS;
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if (usecToSleep > INTERVAL_SLEEP_USECS) {
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usecToSleep = INTERVAL_SLEEP_USECS;
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}
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usleep(usecToSleep);
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hasSlept = true;
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}
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}
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@ -133,8 +139,20 @@ bool PacketSender::process() {
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keepGoing = (packetsThisCall < packetsPerCall) && (packetsLeft > 0);
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}
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// if threaded and we haven't slept? We want to sleep....
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if (isThreaded() && !hasSlept) {
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now = usecTimestampNow();
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uint64_t elapsed = now - _lastSendTime;
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int usecToSleep = INTERVAL_SLEEP_USECS - elapsed;
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if (usecToSleep > 0) {
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if (usecToSleep > INTERVAL_SLEEP_USECS) {
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usecToSleep = INTERVAL_SLEEP_USECS;
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}
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usleep(usecToSleep);
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}
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}
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_lastSendTime = now;
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}
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return isStillRunning(); // keep running till they terminate us
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return isStillRunning();
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}
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@ -12,6 +12,10 @@
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#include "ReceivedPacketProcessor.h"
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#include "SharedUtil.h"
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ReceivedPacketProcessor::ReceivedPacketProcessor() {
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_dontSleep = false;
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}
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void ReceivedPacketProcessor::queueReceivedPacket(sockaddr& address, unsigned char* packetData, ssize_t packetLength) {
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// Make sure our Node and NodeList knows we've heard from this node.
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Node* node = NodeList::getInstance()->nodeWithAddress(&address);
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@ -26,7 +30,10 @@ void ReceivedPacketProcessor::queueReceivedPacket(sockaddr& address, unsigned ch
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}
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bool ReceivedPacketProcessor::process() {
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if (_packets.size() == 0) {
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// If a derived class handles process sleeping, like the JurisdiciontListener, then it can set
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// this _dontSleep member and we will honor that request.
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if (_packets.size() == 0 && !_dontSleep) {
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const uint64_t RECEIVED_THREAD_SLEEP_INTERVAL = (1000 * 1000)/60; // check at 60fps
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usleep(RECEIVED_THREAD_SLEEP_INTERVAL);
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}
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@ -17,6 +17,7 @@
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/// Generalized threaded processor for handling received inbound packets.
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class ReceivedPacketProcessor : public virtual GenericThread {
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public:
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ReceivedPacketProcessor();
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/// Add packet from network receive thread to the processing queue.
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/// \param sockaddr& senderAddress the address of the sender
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@ -30,7 +31,7 @@ public:
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/// How many received packets waiting are to be processed
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int packetsToProcessCount() const { return _packets.size(); }
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protected:
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/// Callback for processing of recieved packets. Implement this to process the incoming packets.
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/// \param sockaddr& senderAddress the address of the sender
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@ -42,6 +43,8 @@ protected:
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/// Implements generic processing behavior for this thread.
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virtual bool process();
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bool _dontSleep;
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private:
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std::vector<NetworkPacket> _packets;
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@ -611,7 +611,7 @@ void VoxelServer::run() {
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}
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}
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qDebug() << "VoxelServer::run()... AFTER loop...\n";
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// call NodeList::clear() so that all of our node specific objects, including our sending threads, are
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// properly shutdown and cleaned up.
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NodeList::getInstance()->clear();
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@ -19,6 +19,7 @@
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JurisdictionListener::JurisdictionListener(PacketSenderNotify* notify) :
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PacketSender(notify, JurisdictionListener::DEFAULT_PACKETS_PER_SECOND)
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{
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ReceivedPacketProcessor::_dontSleep = true; // we handle sleeping so this class doesn't need to
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NodeList* nodeList = NodeList::getInstance();
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nodeList->addHook(this);
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}
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@ -53,8 +54,11 @@ bool JurisdictionListener::queueJurisdictionRequest() {
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}
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}
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// set our packets per second to be the number of nodes
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setPacketsPerSecond(nodeCount);
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if (nodeCount > 0){
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setPacketsPerSecond(nodeCount);
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} else {
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setPacketsPerSecond(NO_SERVER_CHECK_RATE);
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}
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// keep going if still running
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return isStillRunning();
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@ -84,5 +88,6 @@ bool JurisdictionListener::process() {
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// NOTE: This will sleep if there are no pending packets to process
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continueProcessing = ReceivedPacketProcessor::process();
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}
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return continueProcessing;
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}
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@ -24,6 +24,7 @@
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class JurisdictionListener : public NodeListHook, public PacketSender, public ReceivedPacketProcessor {
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public:
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static const int DEFAULT_PACKETS_PER_SECOND = 1;
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static const int NO_SERVER_CHECK_RATE = 60; // if no servers yet detected, keep checking at 60fps
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JurisdictionListener(PacketSenderNotify* notify = NULL);
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~JurisdictionListener();
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@ -50,6 +51,5 @@ private:
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NodeToJurisdictionMap _jurisdictions;
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bool queueJurisdictionRequest();
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};
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#endif // __shared__JurisdictionListener__
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