godot/servers/visual/portals/portal_gameplay_monitor.cpp
lawnjelly 38240fd0c8 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.
2022-01-25 10:07:50 +00:00

479 lines
17 KiB
C++

/*************************************************************************/
/* portal_gameplay_monitor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "portal_gameplay_monitor.h"
#include "portal_renderer.h"
#include "portal_types.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual/visual_server_scene.h"
PortalGameplayMonitor::PortalGameplayMonitor() {
_active_moving_pool_ids_prev = &_active_moving_pool_ids[0];
_active_moving_pool_ids_curr = &_active_moving_pool_ids[1];
_active_rghost_pool_ids_curr = &_active_rghost_pool_ids[0];
_active_rghost_pool_ids_prev = &_active_rghost_pool_ids[1];
_active_room_ids_prev = &_active_room_ids[0];
_active_room_ids_curr = &_active_room_ids[1];
_active_roomgroup_ids_prev = &_active_roomgroup_ids[0];
_active_roomgroup_ids_curr = &_active_roomgroup_ids[1];
_active_sghost_ids_prev = &_active_sghost_ids[0];
_active_sghost_ids_curr = &_active_sghost_ids[1];
}
bool PortalGameplayMonitor::_source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms) {
bool source_rooms_changed = false;
if (p_num_source_rooms == _source_rooms_prev.size()) {
for (int n = 0; n < p_num_source_rooms; n++) {
if (p_source_room_ids[n] != (int)_source_rooms_prev[n]) {
source_rooms_changed = true;
break;
}
}
} else {
source_rooms_changed = true;
}
if (source_rooms_changed) {
_source_rooms_prev.clear();
for (int n = 0; n < p_num_source_rooms; n++) {
_source_rooms_prev.push_back(p_source_room_ids[n]);
}
}
return source_rooms_changed;
}
void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
// First : send gameplay exit signals for any objects still in gameplay
////////////////////////////////////////////////////////////////////
// lock output
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
callbacks->lock();
// Remove any movings
for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
int pool_id = (*_active_moving_pool_ids_prev)[n];
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
moving.last_gameplay_tick_hit = 0;
VisualServerCallbacks::Message msg;
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
// Remove any roaming ghosts
for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
int pool_id = (*_active_rghost_pool_ids_prev)[n];
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
moving.last_gameplay_tick_hit = 0;
VisualServerCallbacks::Message msg;
msg.object_id = moving.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
callbacks->push_message(msg);
}
// Rooms
for (int n = 0; n < _active_room_ids_prev->size(); n++) {
int room_id = (*_active_room_ids_prev)[n];
VSRoom &room = p_portal_renderer.get_room(room_id);
room.last_room_tick_hit = 0;
VisualServerCallbacks::Message msg;
msg.object_id = room._godot_instance_ID;
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
// RoomGroups
for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
roomgroup.last_room_tick_hit = 0;
VisualServerCallbacks::Message msg;
msg.object_id = roomgroup._godot_instance_ID;
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
// Static Ghosts
for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
int id = (*_active_sghost_ids_prev)[n];
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
ghost.last_room_tick_hit = 0;
VisualServerCallbacks::Message msg;
msg.object_id = ghost.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
callbacks->push_message(msg);
}
// unlock
callbacks->unlock();
// Clear all remaining data
for (int n = 0; n < 2; n++) {
_active_moving_pool_ids[n].clear();
_active_rghost_pool_ids[n].clear();
_active_room_ids[n].clear();
_active_roomgroup_ids[n].clear();
_active_sghost_ids[n].clear();
}
_source_rooms_prev.clear();
// Lets not reset this just in case because it may be possible to have a moving outside the room system
// which is preserved between levels, and has a stored gameplay tick. And with uint32_t this should take
// a *long* time to rollover... (828 days?). And I don't think a rollover would actually cause a problem in practice.
// But can revisit this in the case of e.g. servers running continuously.
// We could alternatively go through all movings (not just active) etc and reset the last_gameplay_tick_hit to 0.
// _gameplay_tick = 1;
}
void PortalGameplayMonitor::set_params(bool p_use_secondary_pvs, bool p_use_signals) {
_use_secondary_pvs = p_use_secondary_pvs;
_use_signals = p_use_signals;
if (_use_signals) {
_enter_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_ENTER_GAMEPLAY;
_exit_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_EXIT_GAMEPLAY;
} else {
_enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
_exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
}
}
// can work with 1 or multiple cameras
void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms) {
const PVS &pvs = p_portal_renderer.get_pvs();
_gameplay_tick++;
// if there is no change in the source room IDs, then we can optimize out a lot of the checks
// (anything not to do with roamers)
bool source_rooms_changed = _source_rooms_changed(p_source_room_ids, p_num_source_rooms);
if (source_rooms_changed) {
_room_tick++;
}
// lock output
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
callbacks->lock();
for (int n = 0; n < p_num_source_rooms; n++) {
const VSRoom &source_room = p_portal_renderer.get_room(p_source_room_ids[n]);
if (_use_secondary_pvs) {
int pvs_size = source_room._secondary_pvs_size;
int pvs_first = source_room._secondary_pvs_first;
for (int r = 0; r < pvs_size; r++) {
int room_id = pvs.get_secondary_pvs_room_id(pvs_first + r);
_update_gameplay_room(p_portal_renderer, room_id, source_rooms_changed);
} // for r through the rooms hit in the pvs
} else {
int pvs_size = source_room._pvs_size;
int pvs_first = source_room._pvs_first;
for (int r = 0; r < pvs_size; r++) {
int room_id = pvs.get_pvs_room_id(pvs_first + r);
_update_gameplay_room(p_portal_renderer, room_id, source_rooms_changed);
} // for r through the rooms hit in the pvs
}
} // for n through source rooms
// find any moving that were active last tick that are no longer active, and send notifications
for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
int pool_id = (*_active_moving_pool_ids_prev)[n];
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
// gone out of view
if (moving.last_gameplay_tick_hit != _gameplay_tick) {
VisualServerCallbacks::Message msg;
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
}
// find any roaming ghosts that were active last tick that are no longer active, and send notifications
for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
int pool_id = (*_active_rghost_pool_ids_prev)[n];
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
// gone out of view
if (moving.last_gameplay_tick_hit != _gameplay_tick) {
VisualServerCallbacks::Message msg;
msg.object_id = moving.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
callbacks->push_message(msg);
}
}
if (source_rooms_changed) {
// find any rooms that were active last tick that are no longer active, and send notifications
for (int n = 0; n < _active_room_ids_prev->size(); n++) {
int room_id = (*_active_room_ids_prev)[n];
const VSRoom &room = p_portal_renderer.get_room(room_id);
// gone out of view
if (room.last_room_tick_hit != _room_tick) {
VisualServerCallbacks::Message msg;
msg.object_id = room._godot_instance_ID;
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
}
// find any roomgroups that were active last tick that are no longer active, and send notifications
for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
const VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
// gone out of view
if (roomgroup.last_room_tick_hit != _room_tick) {
VisualServerCallbacks::Message msg;
msg.object_id = roomgroup._godot_instance_ID;
msg.type = _exit_callback_type;
callbacks->push_message(msg);
}
}
// find any static ghosts that were active last tick that are no longer active, and send notifications
for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
int id = (*_active_sghost_ids_prev)[n];
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
// gone out of view
if (ghost.last_room_tick_hit != _room_tick) {
VisualServerCallbacks::Message msg;
msg.object_id = ghost.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
callbacks->push_message(msg);
}
}
} // only need to check these if the source rooms changed
// unlock
callbacks->unlock();
// swap the current and previous lists
_swap(source_rooms_changed);
}
void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed) {
// get the room
VSRoom &room = p_portal_renderer.get_room(p_room_id);
int num_roamers = room._roamer_pool_ids.size();
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
for (int n = 0; n < num_roamers; n++) {
uint32_t pool_id = room._roamer_pool_ids[n];
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
// done already?
if (moving.last_gameplay_tick_hit == _gameplay_tick)
continue;
// add to the active list
_active_moving_pool_ids_curr->push_back(pool_id);
// if wasn't present in the tick before, add the notification to enter
if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
VisualServerCallbacks::Message msg;
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
msg.type = _enter_callback_type;
callbacks->push_message(msg);
}
// mark as done
moving.last_gameplay_tick_hit = _gameplay_tick;
}
// roaming ghosts
int num_rghosts = room._rghost_pool_ids.size();
for (int n = 0; n < num_rghosts; n++) {
uint32_t pool_id = room._rghost_pool_ids[n];
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
// done already?
if (moving.last_gameplay_tick_hit == _gameplay_tick)
continue;
// add to the active list
_active_rghost_pool_ids_curr->push_back(pool_id);
// if wasn't present in the tick before, add the notification to enter
if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
VisualServerCallbacks::Message msg;
msg.object_id = moving.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
callbacks->push_message(msg);
}
// mark as done
moving.last_gameplay_tick_hit = _gameplay_tick;
}
// no need to progress from here
if (!p_source_rooms_changed) {
return;
}
// has the room come into gameplay?
// later tests only relevant if a room has just come into play
bool room_came_into_play = false;
if (room.last_room_tick_hit != _room_tick) {
room_came_into_play = true;
// add the room to the active list
_active_room_ids_curr->push_back(p_room_id);
// if wasn't present in the tick before, add the notification to enter
if (room.last_room_tick_hit != (_room_tick - 1)) {
VisualServerCallbacks::Message msg;
msg.object_id = room._godot_instance_ID;
msg.type = _enter_callback_type;
callbacks->push_message(msg);
}
// mark as done
room.last_room_tick_hit = _room_tick;
}
// no need to do later tests
if (!room_came_into_play) {
return;
}
///////////////////////////////////////////////////////////////////
// has the roomgroup come into gameplay?
for (int n = 0; n < room._roomgroup_ids.size(); n++) {
int roomgroup_id = room._roomgroup_ids[n];
VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
if (roomgroup.last_room_tick_hit != _room_tick) {
// add the room to the active list
_active_roomgroup_ids_curr->push_back(roomgroup_id);
// if wasn't present in the tick before, add the notification to enter
if (roomgroup.last_room_tick_hit != (_room_tick - 1)) {
VisualServerCallbacks::Message msg;
msg.object_id = roomgroup._godot_instance_ID;
msg.type = _enter_callback_type;
callbacks->push_message(msg);
}
// mark as done
roomgroup.last_room_tick_hit = _room_tick;
}
} // for through roomgroups
// static ghosts
int num_sghosts = room._static_ghost_ids.size();
for (int n = 0; n < num_sghosts; n++) {
uint32_t id = room._static_ghost_ids[n];
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
// done already?
if (ghost.last_room_tick_hit == _room_tick)
continue;
// add to the active list
_active_sghost_ids_curr->push_back(id);
// if wasn't present in the tick before, add the notification to enter
if (ghost.last_room_tick_hit != (_room_tick - 1)) {
VisualServerCallbacks::Message msg;
msg.object_id = ghost.object_id;
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
callbacks->push_message(msg);
}
// mark as done
ghost.last_room_tick_hit = _room_tick;
}
}
void PortalGameplayMonitor::_swap(bool p_source_rooms_changed) {
LocalVector<uint32_t, int32_t> *temp = _active_moving_pool_ids_curr;
_active_moving_pool_ids_curr = _active_moving_pool_ids_prev;
_active_moving_pool_ids_prev = temp;
_active_moving_pool_ids_curr->clear();
temp = _active_rghost_pool_ids_curr;
_active_rghost_pool_ids_curr = _active_rghost_pool_ids_prev;
_active_rghost_pool_ids_prev = temp;
_active_rghost_pool_ids_curr->clear();
if (p_source_rooms_changed) {
temp = _active_room_ids_curr;
_active_room_ids_curr = _active_room_ids_prev;
_active_room_ids_prev = temp;
_active_room_ids_curr->clear();
temp = _active_roomgroup_ids_curr;
_active_roomgroup_ids_curr = _active_roomgroup_ids_prev;
_active_roomgroup_ids_prev = temp;
_active_roomgroup_ids_curr->clear();
temp = _active_sghost_ids_curr;
_active_sghost_ids_curr = _active_sghost_ids_prev;
_active_sghost_ids_prev = temp;
_active_sghost_ids_curr->clear();
}
}