Portals - Fix gameplay monitor ticking
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications. This PR adds new paths to properly support and synchronize objects in this "room based" path.
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@ -109,7 +109,7 @@ void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
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for (int n = 0; n < _active_room_ids_prev->size(); n++) {
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int room_id = (*_active_room_ids_prev)[n];
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VSRoom &room = p_portal_renderer.get_room(room_id);
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room.last_gameplay_tick_hit = 0;
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room.last_room_tick_hit = 0;
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VisualServerCallbacks::Message msg;
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msg.object_id = room._godot_instance_ID;
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@ -121,7 +121,7 @@ void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
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for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
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int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
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VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
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roomgroup.last_gameplay_tick_hit = 0;
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roomgroup.last_room_tick_hit = 0;
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VisualServerCallbacks::Message msg;
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msg.object_id = roomgroup._godot_instance_ID;
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@ -133,7 +133,7 @@ void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
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for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
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int id = (*_active_sghost_ids_prev)[n];
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VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
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ghost.last_gameplay_tick_hit = 0;
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ghost.last_room_tick_hit = 0;
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VisualServerCallbacks::Message msg;
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msg.object_id = ghost.object_id;
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@ -185,6 +185,9 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
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// if there is no change in the source room IDs, then we can optimize out a lot of the checks
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// (anything not to do with roamers)
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bool source_rooms_changed = _source_rooms_changed(p_source_room_ids, p_num_source_rooms);
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if (source_rooms_changed) {
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_room_tick++;
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}
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// lock output
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VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
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@ -249,7 +252,7 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
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const VSRoom &room = p_portal_renderer.get_room(room_id);
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// gone out of view
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if (room.last_gameplay_tick_hit != _gameplay_tick) {
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if (room.last_room_tick_hit != _room_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = room._godot_instance_ID;
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msg.type = _exit_callback_type;
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@ -264,7 +267,7 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
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const VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
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// gone out of view
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if (roomgroup.last_gameplay_tick_hit != _gameplay_tick) {
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if (roomgroup.last_room_tick_hit != _room_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = roomgroup._godot_instance_ID;
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msg.type = _exit_callback_type;
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@ -279,7 +282,7 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
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VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
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// gone out of view
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if (ghost.last_gameplay_tick_hit != _gameplay_tick) {
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if (ghost.last_room_tick_hit != _room_tick) {
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VisualServerCallbacks::Message msg;
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msg.object_id = ghost.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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@ -293,7 +296,7 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
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callbacks->unlock();
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// swap the current and previous lists
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_swap();
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_swap(source_rooms_changed);
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}
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void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed) {
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@ -367,14 +370,14 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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// later tests only relevant if a room has just come into play
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bool room_came_into_play = false;
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if (room.last_gameplay_tick_hit != _gameplay_tick) {
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if (room.last_room_tick_hit != _room_tick) {
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room_came_into_play = true;
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// add the room to the active list
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_active_room_ids_curr->push_back(p_room_id);
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// if wasn't present in the tick before, add the notification to enter
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if (room.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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if (room.last_room_tick_hit != (_room_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = room._godot_instance_ID;
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msg.type = _enter_callback_type;
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@ -383,7 +386,7 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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}
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// mark as done
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room.last_gameplay_tick_hit = _gameplay_tick;
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room.last_room_tick_hit = _room_tick;
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}
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// no need to do later tests
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@ -398,12 +401,12 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
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if (roomgroup.last_gameplay_tick_hit != _gameplay_tick) {
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if (roomgroup.last_room_tick_hit != _room_tick) {
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// add the room to the active list
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_active_roomgroup_ids_curr->push_back(roomgroup_id);
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// if wasn't present in the tick before, add the notification to enter
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if (roomgroup.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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if (roomgroup.last_room_tick_hit != (_room_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = roomgroup._godot_instance_ID;
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msg.type = _enter_callback_type;
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@ -412,7 +415,7 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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}
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// mark as done
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roomgroup.last_gameplay_tick_hit = _gameplay_tick;
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roomgroup.last_room_tick_hit = _room_tick;
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}
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} // for through roomgroups
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@ -425,14 +428,14 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
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// done already?
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if (ghost.last_gameplay_tick_hit == _gameplay_tick)
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if (ghost.last_room_tick_hit == _room_tick)
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continue;
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// add to the active list
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_active_sghost_ids_curr->push_back(id);
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// if wasn't present in the tick before, add the notification to enter
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if (ghost.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
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if (ghost.last_room_tick_hit != (_room_tick - 1)) {
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VisualServerCallbacks::Message msg;
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msg.object_id = ghost.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
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@ -441,11 +444,11 @@ void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_rende
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}
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// mark as done
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ghost.last_gameplay_tick_hit = _gameplay_tick;
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ghost.last_room_tick_hit = _room_tick;
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}
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}
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void PortalGameplayMonitor::_swap() {
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void PortalGameplayMonitor::_swap(bool p_source_rooms_changed) {
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LocalVector<uint32_t, int32_t> *temp = _active_moving_pool_ids_curr;
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_active_moving_pool_ids_curr = _active_moving_pool_ids_prev;
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_active_moving_pool_ids_prev = temp;
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@ -456,18 +459,20 @@ void PortalGameplayMonitor::_swap() {
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_active_rghost_pool_ids_prev = temp;
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_active_rghost_pool_ids_curr->clear();
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temp = _active_room_ids_curr;
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_active_room_ids_curr = _active_room_ids_prev;
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_active_room_ids_prev = temp;
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_active_room_ids_curr->clear();
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if (p_source_rooms_changed) {
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temp = _active_room_ids_curr;
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_active_room_ids_curr = _active_room_ids_prev;
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_active_room_ids_prev = temp;
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_active_room_ids_curr->clear();
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temp = _active_roomgroup_ids_curr;
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_active_roomgroup_ids_curr = _active_roomgroup_ids_prev;
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_active_roomgroup_ids_prev = temp;
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_active_roomgroup_ids_curr->clear();
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temp = _active_roomgroup_ids_curr;
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_active_roomgroup_ids_curr = _active_roomgroup_ids_prev;
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_active_roomgroup_ids_prev = temp;
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_active_roomgroup_ids_curr->clear();
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temp = _active_sghost_ids_curr;
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_active_sghost_ids_curr = _active_sghost_ids_prev;
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_active_sghost_ids_prev = temp;
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_active_sghost_ids_curr->clear();
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temp = _active_sghost_ids_curr;
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_active_sghost_ids_curr = _active_sghost_ids_prev;
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_active_sghost_ids_prev = temp;
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_active_sghost_ids_curr->clear();
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}
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}
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@ -52,10 +52,17 @@ public:
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private:
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void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
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bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
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void _swap();
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void _swap(bool p_source_rooms_changed);
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// gameplay ticks happen every physics tick
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uint32_t _gameplay_tick = 1;
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// Room ticks only happen when the rooms the cameras are within change.
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// This is an optimization. This tick needs to be maintained separately from _gameplay_tick
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// because testing against the previous tick is used to determine whether to send enter or exit
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// gameplay notifications, and this must be synchronized differently for rooms, roomgroups and static ghosts.
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uint32_t _room_tick = 1;
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// we need two version, current and previous
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LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
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LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
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@ -68,7 +68,7 @@ struct VSStaticGhost {
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ObjectID object_id;
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uint32_t last_tick_hit = 0;
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uint32_t last_gameplay_tick_hit = 0;
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uint32_t last_room_tick_hit = 0;
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};
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class PortalRenderer {
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@ -227,7 +227,7 @@ struct VSRoomGroup {
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}
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// used for calculating gameplay notifications
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uint32_t last_gameplay_tick_hit = 0;
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uint32_t last_room_tick_hit = 0;
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ObjectID _godot_instance_ID = 0;
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@ -257,7 +257,7 @@ struct VSRoom {
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_secondary_pvs_size = 0;
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_priority = 0;
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_contains_internal_rooms = false;
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last_gameplay_tick_hit = 0;
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last_room_tick_hit = 0;
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}
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void cleanup_after_conversion() {
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@ -354,7 +354,7 @@ struct VSRoom {
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uint16_t _secondary_pvs_size = 0;
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// used for calculating gameplay notifications
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uint32_t last_gameplay_tick_hit = 0;
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uint32_t last_room_tick_hit = 0;
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// convex hull of the room, either determined by geometry or manual bound
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LocalVector<Plane, int32_t> _planes;
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