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made tempOutputBuffer static, added some comments
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1 changed files with 36 additions and 7 deletions
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@ -152,14 +152,46 @@ void eraseVoxelTreeAndCleanupAgentVisitData() {
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void newDistributeHelper(AgentList* agentList, AgentList::iterator& agent, VoxelAgentData* agentData, ViewFrustum& viewFrustum) {
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// A quick explanation of the strategy here. First, each time through, we ask ourselves, do we have voxels
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// that need to be sent? If not, we search for them, if we do, then we send them. We store our to be sent voxel sub trees
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// in a VoxelNodeBag on a per agent basis. The bag stores just pointers to the root node of the sub tree to be sent, so
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// it doesn't store much on a per agent basis.
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//
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// There could be multiple strategies at play for how we determine which voxels need to be sent. For example, at the
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// simplest level, we can just add the root node to this bag, and let the system send it. The other thing that we use
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// this bag for is, keeping track of voxels sub trees we wanted to send in the packet, but wouldn't fit into the current
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// packet because they were too big once encoded. So, as we run though this function multiple times, we start out with
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// voxel sub trees that we determined needed to be sent because they were in view, new, correct distance, etc. But as
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// we send those sub trees, if their child trees don't fit in a packet, we'll add those sub trees to this bag as well, and
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// next chance we get, we'll also send those needed sub trees.
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// If we don't have nodes already in our agent's node bag, then fill the node bag
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if (agentData->nodeBag.isEmpty()) {
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// To get things started, we look for colored nodes. We could have also just started with the root node. In fact, if
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// you substitute this call with something as simple as agentData->nodeBag.insert(rootNod), you'll see almost the same
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// behavior on the client. The scene will appear.
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//
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// So why do we do this extra effort to look for colored nodes? It turns out that there are subtle differences between
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// how many bytes it takes to encode a tree based on how deep it is relative to the root node (which effects the octal
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// code size) vs how dense the tree is (which effects how many bits in the bitMask are being wasted, and maybe more
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// importantly, how many subtrees are also included). There is a break point where the more dense a tree is, it's more
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// efficient to encode the peers together with their empty parents. This would argue that we shouldn't search for these
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// sub trees, and we should instead encode the parent for dense scenes.
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//
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// But, there's another important side effect of dense trees related to out maximum packet size. Namely... if a tree
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// is very dense, then you can't fit as many branches in a single network packet. Because when we encode the parent and
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// children in a single packet, we must include the entire child branch (all the way down to our target LOD) before we
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// can include the siblings. Since dense trees take more space per ranch, we often end up only being able to encode a
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// single branch. This means on a per packet basis, the trees actually _are not_ dense. And sparse trees are shorter to
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// encode when we only include the child tree.
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randomTree.searchForColoredNodes(randomTree.rootNode, viewFrustum, agentData->nodeBag);
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}
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// If we have something in our nodeBag, then turn them into packets and send them out...
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if (!agentData->nodeBag.isEmpty()) {
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unsigned char* tempOutputBuffer = new unsigned char[MAX_VOXEL_PACKET_SIZE-1]; // save 1 for "V" in final
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static unsigned char tempOutputBuffer[MAX_VOXEL_PACKET_SIZE-1]; // save on allocs by making this static
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int bytesWritten = 0;
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// NOTE: we can assume the voxelPacket has already been set up with a "V"
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@ -172,11 +204,11 @@ void newDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Voxel
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// Only let this guy create at largest packets equal to the amount of space we have left in our final???
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// Or let it create the largest possible size (minus 1 for the "V")
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bytesWritten = randomTree.encodeTreeBitstream(subTree, viewFrustum,
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tempOutputBuffer, MAX_VOXEL_PACKET_SIZE-1, agentData->nodeBag);
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&tempOutputBuffer[0], MAX_VOXEL_PACKET_SIZE-1, agentData->nodeBag);
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// if we have room in our final packet, add this buffer to the final packet
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if (agentData->getAvailable() >= bytesWritten) {
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agentData->writeToPacket(tempOutputBuffer, bytesWritten);
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agentData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
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} else {
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// otherwise "send" the packet because it's as full as we can make it for now
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agentList->getAgentSocket().send(agent->getActiveSocket(),
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@ -189,7 +221,7 @@ void newDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Voxel
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agentData->resetVoxelPacket();
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// we also need to stick the last created partial packet in here!!
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agentData->writeToPacket(tempOutputBuffer, bytesWritten);
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agentData->writeToPacket(&tempOutputBuffer[0], bytesWritten);
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}
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} else {
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// we're here, if there are no more nodes in our bag waiting to be sent.
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@ -208,9 +240,6 @@ void newDistributeHelper(AgentList* agentList, AgentList::iterator& agent, Voxel
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packetsSentThisInterval = PACKETS_PER_CLIENT_PER_INTERVAL;
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}
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}
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// end
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delete[] tempOutputBuffer;
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}
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}
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