本文整理汇总了C++中EntityItemPointer::setLastBroadcast方法的典型用法代码示例。如果您正苦于以下问题:C++ EntityItemPointer::setLastBroadcast方法的具体用法?C++ EntityItemPointer::setLastBroadcast怎么用?C++ EntityItemPointer::setLastBroadcast使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类EntityItemPointer
的用法示例。
在下文中一共展示了EntityItemPointer::setLastBroadcast方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: addEntity
QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) {
EntityItemProperties propertiesWithSimID = properties;
EntityItemID id = EntityItemID(QUuid::createUuid());
// If we have a local entity tree set, then also update it.
bool success = true;
if (_entityTree) {
_entityTree->withWriteLock([&] {
EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID);
if (entity) {
// This Node is creating a new object. If it's in motion, set this Node as the simulator.
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
propertiesWithSimID.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);
// and make note of it now, so we can act on it right away.
entity->setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);
entity->setLastBroadcast(usecTimestampNow());
} else {
qCDebug(entities) << "script failed to add new Entity to local Octree";
success = false;
}
});
}
// queue the packet
if (success) {
queueEntityMessage(PacketType::EntityAdd, id, propertiesWithSimID);
}
return id;
}
示例2: editEntity
QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties properties) {
EntityItemID entityID(id);
// If we have a local entity tree set, then also update it.
if (!_entityTree) {
queueEntityMessage(PacketType::EntityEdit, entityID, properties);
return id;
}
bool updatedEntity = false;
_entityTree->withWriteLock([&] {
updatedEntity = _entityTree->updateEntity(entityID, properties);
});
if (!updatedEntity) {
return QUuid();
}
_entityTree->withReadLock([&] {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
if (entity) {
// make sure the properties has a type, so that the encode can know which properties to include
properties.setType(entity->getType());
bool hasTerseUpdateChanges = properties.hasTerseUpdateChanges();
bool hasPhysicsChanges = properties.hasMiscPhysicsChanges() || hasTerseUpdateChanges;
if (hasPhysicsChanges) {
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
if (entity->getSimulatorID() == myNodeID) {
// we think we already own the simulation, so make sure to send ALL TerseUpdate properties
if (hasTerseUpdateChanges) {
entity->getAllTerseUpdateProperties(properties);
}
// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
// and instead let the physics simulation decide when to send a terse update. This would remove
// the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling
// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
// proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
// simulation.
if (entity->getSimulationPriority() < SCRIPT_EDIT_SIMULATION_PRIORITY) {
// we re-assert our simulation ownership at a higher priority
properties.setSimulationOwner(myNodeID,
glm::max(entity->getSimulationPriority(), SCRIPT_EDIT_SIMULATION_PRIORITY));
}
} else {
// we make a bid for simulation ownership
properties.setSimulationOwner(myNodeID, SCRIPT_EDIT_SIMULATION_PRIORITY);
entity->flagForOwnership();
}
}
entity->setLastBroadcast(usecTimestampNow());
}
});
queueEntityMessage(PacketType::EntityEdit, entityID, properties);
return id;
}
示例3: addEntity
QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties) {
EntityItemProperties propertiesWithSimID = convertLocationFromScriptSemantics(properties);
propertiesWithSimID.setDimensionsInitialized(properties.dimensionsChanged());
auto dimensions = propertiesWithSimID.getDimensions();
float volume = dimensions.x * dimensions.y * dimensions.z;
auto density = propertiesWithSimID.getDensity();
auto newVelocity = propertiesWithSimID.getVelocity().length();
float cost = calculateCost(density * volume, 0, newVelocity);
cost *= costMultiplier;
if (cost > _currentAvatarEnergy) {
return QUuid();
}
EntityItemID id = EntityItemID(QUuid::createUuid());
// If we have a local entity tree set, then also update it.
bool success = true;
if (_entityTree) {
_entityTree->withWriteLock([&] {
EntityItemPointer entity = _entityTree->addEntity(id, propertiesWithSimID);
if (entity) {
if (propertiesWithSimID.parentRelatedPropertyChanged()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
bool success;
AACube queryAACube = entity->getQueryAACube(success);
if (success) {
propertiesWithSimID.setQueryAACube(queryAACube);
}
}
if (_bidOnSimulationOwnership) {
// This Node is creating a new object. If it's in motion, set this Node as the simulator.
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
// and make note of it now, so we can act on it right away.
propertiesWithSimID.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
entity->setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
}
entity->setLastBroadcast(usecTimestampNow());
} else {
qCDebug(entities) << "script failed to add new Entity to local Octree";
success = false;
}
});
}
// queue the packet
if (success) {
emit debitEnergySource(cost);
queueEntityMessage(PacketType::EntityAdd, id, propertiesWithSimID);
}
return id;
}
示例4: addAvatarEntities
void addAvatarEntities(const QVariantList& avatarEntities) {
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
EntityTreePointer entityTree = DependencyManager::get<EntityTreeRenderer>()->getTree();
if (!entityTree) {
return;
}
EntitySimulationPointer entitySimulation = entityTree->getSimulation();
PhysicalEntitySimulationPointer physicalEntitySimulation = std::static_pointer_cast<PhysicalEntitySimulation>(entitySimulation);
EntityEditPacketSender* entityPacketSender = physicalEntitySimulation->getPacketSender();
QScriptEngine scriptEngine;
for (int index = 0; index < avatarEntities.count(); index++) {
const QVariantMap& avatarEntityProperties = avatarEntities.at(index).toMap();
QVariant variantProperties = avatarEntityProperties["properties"];
QVariantMap asMap = variantProperties.toMap();
QScriptValue scriptProperties = variantMapToScriptValue(asMap, scriptEngine);
EntityItemProperties entityProperties;
EntityItemPropertiesFromScriptValueHonorReadOnly(scriptProperties, entityProperties);
entityProperties.setParentID(myNodeID);
entityProperties.setClientOnly(true);
entityProperties.setOwningAvatarID(myNodeID);
entityProperties.setSimulationOwner(myNodeID, AVATAR_ENTITY_SIMULATION_PRIORITY);
entityProperties.markAllChanged();
EntityItemID id = EntityItemID(QUuid::createUuid());
bool success = true;
entityTree->withWriteLock([&] {
EntityItemPointer entity = entityTree->addEntity(id, entityProperties);
if (entity) {
if (entityProperties.queryAACubeRelatedPropertyChanged()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
bool success;
AACube queryAACube = entity->getQueryAACube(success);
if (success) {
entityProperties.setQueryAACube(queryAACube);
}
}
entity->setLastBroadcast(usecTimestampNow());
// since we're creating this object we will immediately volunteer to own its simulation
entity->flagForOwnershipBid(VOLUNTEER_SIMULATION_PRIORITY);
entityProperties.setLastEdited(entity->getLastEdited());
} else {
qCDebug(entities) << "AvatarEntitiesBookmark failed to add new Entity to local Octree";
success = false;
}
});
if (success) {
entityPacketSender->queueEditEntityMessage(PacketType::EntityAdd, entityTree, id, entityProperties);
}
}
}
示例5: queueEditAvatarEntityMessage
void EntityEditPacketSender::queueEditAvatarEntityMessage(PacketType type,
EntityTreePointer entityTree,
EntityItemID entityItemID,
const EntityItemProperties& properties) {
if (!_shouldSend) {
return; // bail early
}
if (properties.getOwningAvatarID() != _myAvatar->getID()) {
return; // don't send updates for someone else's avatarEntity
}
assert(properties.getClientOnly());
// this is an avatar-based entity. update our avatar-data rather than sending to the entity-server
assert(_myAvatar);
if (!entityTree) {
qCDebug(entities) << "EntityEditPacketSender::queueEditEntityMessage null entityTree.";
return;
}
EntityItemPointer entity = entityTree->findEntityByEntityItemID(entityItemID);
if (!entity) {
qCDebug(entities) << "EntityEditPacketSender::queueEditEntityMessage can't find entity.";
return;
}
// the properties that get serialized into the avatar identity packet should be the entire set
// rather than just the ones being edited.
EntityItemProperties entityProperties = entity->getProperties();
entityProperties.merge(properties);
QScriptValue scriptProperties = EntityItemNonDefaultPropertiesToScriptValue(&_scriptEngine, entityProperties);
QVariant variantProperties = scriptProperties.toVariant();
QJsonDocument jsonProperties = QJsonDocument::fromVariant(variantProperties);
// the ID of the parent/avatar changes from session to session. use a special UUID to indicate the avatar
QJsonObject jsonObject = jsonProperties.object();
if (QUuid(jsonObject["parentID"].toString()) == _myAvatar->getID()) {
jsonObject["parentID"] = AVATAR_SELF_ID.toString();
}
jsonProperties = QJsonDocument(jsonObject);
QByteArray binaryProperties = jsonProperties.toBinaryData();
_myAvatar->updateAvatarEntity(entityItemID, binaryProperties);
entity->setLastBroadcast(usecTimestampNow());
return;
}
示例6: setPoints
bool EntityScriptingInterface::setPoints(QUuid entityID, std::function<bool(LineEntityItem&)> actor) {
if (!_entityTree) {
return false;
}
EntityItemPointer entity = static_cast<EntityItemPointer>(_entityTree->findEntityByEntityItemID(entityID));
if (!entity) {
qCDebug(entities) << "EntityScriptingInterface::setPoints no entity with ID" << entityID;
}
EntityTypes::EntityType entityType = entity->getType();
if (entityType != EntityTypes::Line) {
return false;
}
auto now = usecTimestampNow();
auto lineEntity = std::static_pointer_cast<LineEntityItem>(entity);
bool success;
_entityTree->withWriteLock([&] {
success = actor(*lineEntity);
entity->setLastEdited(now);
entity->setLastBroadcast(now);
});
EntityItemProperties properties;
_entityTree->withReadLock([&] {
properties = entity->getProperties();
});
properties.setLinePointsDirty();
properties.setLastEdited(now);
queueEntityMessage(PacketType::EntityEdit, entityID, properties);
return success;
}
示例7: sendUpdate
//.........这里部分代码省略.........
}
const float DYNAMIC_LINEAR_VELOCITY_THRESHOLD = 0.05f; // 5 cm/sec
const float DYNAMIC_ANGULAR_VELOCITY_THRESHOLD = 0.087266f; // ~5 deg/sec
bool movingSlowlyLinear =
glm::length2(_entity->getVelocity()) < (DYNAMIC_LINEAR_VELOCITY_THRESHOLD * DYNAMIC_LINEAR_VELOCITY_THRESHOLD);
bool movingSlowlyAngular = glm::length2(_entity->getAngularVelocity()) <
(DYNAMIC_ANGULAR_VELOCITY_THRESHOLD * DYNAMIC_ANGULAR_VELOCITY_THRESHOLD);
bool movingSlowly = movingSlowlyLinear && movingSlowlyAngular && _entity->getAcceleration() == glm::vec3(0.0f);
if (movingSlowly) {
// velocities might not be zero, but we'll fake them as such, which will hopefully help convince
// other simulating observers to deactivate their own copies
glm::vec3 zero(0.0f);
_entity->setVelocity(zero);
_entity->setAngularVelocity(zero);
}
_sentInactive = false;
}
// remember properties for local server prediction
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
_serverAcceleration = _entity->getAcceleration();
_serverAngularVelocity = _entity->getAngularVelocity();
_serverActionData = _entity->getActionData();
EntityItemProperties properties;
// explicitly set the properties that changed so that they will be packed
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->actionDataNeedsTransmit()) {
_entity->setActionDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
properties.setQueryAACube(_entity->getQueryAACube());
}
// set the LastEdited of the properties but NOT the entity itself
quint64 now = usecTimestampNow();
properties.setLastEdited(now);
#ifdef WANT_DEBUG
quint64 lastSimulated = _entity->getLastSimulated();
qCDebug(physics) << "EntityMotionState::sendUpdate()";
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
<< "---------------------------------------------";
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
#endif //def WANT_DEBUG
if (sessionID == _entity->getSimulatorID()) {
// we think we own the simulation
if (!active) {
// we own the simulation but the entity has stopped, so we tell the server that we're clearing simulatorID
// but we remember that we do still own it... and rely on the server to tell us that we don't
properties.clearSimulationOwner();
_outgoingPriority = NO_PRORITY;
}
// else the ownership is not changing so we don't bother to pack it
} else {
// we don't own the simulation for this entity yet, but we're sending a bid for it
properties.setSimulationOwner(sessionID, glm::max<quint8>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY));
_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
}
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
#ifdef WANT_DEBUG
qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
#endif
entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, id, properties);
_entity->setLastBroadcast(usecTimestampNow());
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
// if they've changed.
_entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
if (descendant->getNestableType() == NestableType::Entity) {
EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
if (descendant->computePuffedQueryAACube()) {
EntityItemProperties newQueryCubeProperties;
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties);
entityDescendant->setLastBroadcast(usecTimestampNow());
}
}
});
_lastStep = step;
}
示例8: editEntity
//.........这里部分代码省略.........
// All of parentID, parentJointIndex, position, rotation are needed to make sense of any of them.
// If any of these changed, pull any missing properties from the entity.
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
if (!entity) {
return;
}
//existing entity, retrieve old velocity for check down below
oldVelocity = entity->getVelocity().length();
if (!scriptSideProperties.parentIDChanged()) {
properties.setParentID(entity->getParentID());
}
if (!scriptSideProperties.parentJointIndexChanged()) {
properties.setParentJointIndex(entity->getParentJointIndex());
}
if (!scriptSideProperties.localPositionChanged() && !scriptSideProperties.positionChanged()) {
properties.setPosition(entity->getPosition());
}
if (!scriptSideProperties.localRotationChanged() && !scriptSideProperties.rotationChanged()) {
properties.setRotation(entity->getOrientation());
}
}
properties = convertLocationFromScriptSemantics(properties);
float cost = calculateCost(density * volume, oldVelocity, newVelocity);
cost *= costMultiplier;
if (cost > _currentAvatarEnergy) {
updatedEntity = false;
} else {
//debit the avatar energy and continue
updatedEntity = _entityTree->updateEntity(entityID, properties);
if (updatedEntity) {
emit debitEnergySource(cost);
}
}
});
if (!updatedEntity) {
return QUuid();
}
_entityTree->withReadLock([&] {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
if (entity) {
// make sure the properties has a type, so that the encode can know which properties to include
properties.setType(entity->getType());
bool hasTerseUpdateChanges = properties.hasTerseUpdateChanges();
bool hasPhysicsChanges = properties.hasMiscPhysicsChanges() || hasTerseUpdateChanges;
if (_bidOnSimulationOwnership && hasPhysicsChanges) {
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
if (entity->getSimulatorID() == myNodeID) {
// we think we already own the simulation, so make sure to send ALL TerseUpdate properties
if (hasTerseUpdateChanges) {
entity->getAllTerseUpdateProperties(properties);
}
// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
// and instead let the physics simulation decide when to send a terse update. This would remove
// the "slide-no-rotate" glitch (and typical double-update) that we see during the "poke rolling
// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
// proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
// simulation.
if (entity->getSimulationPriority() < SCRIPT_POKE_SIMULATION_PRIORITY) {
// we re-assert our simulation ownership at a higher priority
properties.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
}
} else {
// we make a bid for simulation ownership
properties.setSimulationOwner(myNodeID, SCRIPT_POKE_SIMULATION_PRIORITY);
entity->pokeSimulationOwnership();
}
}
if (properties.parentRelatedPropertyChanged() && entity->computePuffedQueryAACube()) {
properties.setQueryAACube(entity->getQueryAACube());
}
entity->setLastBroadcast(usecTimestampNow());
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
// if they've changed.
entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
if (descendant->getNestableType() == NestableType::Entity) {
if (descendant->computePuffedQueryAACube()) {
EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
EntityItemProperties newQueryCubeProperties;
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
newQueryCubeProperties.setLastEdited(properties.getLastEdited());
queueEntityMessage(PacketType::EntityEdit, descendant->getID(), newQueryCubeProperties);
entityDescendant->setLastBroadcast(usecTimestampNow());
}
}
});
}
});
queueEntityMessage(PacketType::EntityEdit, entityID, properties);
return id;
}
示例9: sendUpdate
void EntityMotionState::sendUpdate(OctreeEditPacketSender* packetSender, uint32_t step) {
DETAILED_PROFILE_RANGE(simulation_physics, "Send");
assert(entityTreeIsLocked());
assert(isLocallyOwned());
updateSendVelocities();
// remember _serverFoo data for local prediction of server state
Transform localTransform;
_entity->getLocalTransformAndVelocities(localTransform, _serverVelocity, _serverAngularVelocity);
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getDynamicData();
EntityItemProperties properties;
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->dynamicDataNeedsTransmit()) {
_entity->setDynamicDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (_entity->updateQueryAACube()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
properties.setQueryAACube(_entity->getQueryAACube());
}
// set the LastEdited of the properties but NOT the entity itself
quint64 now = usecTimestampNow();
properties.setLastEdited(now);
_entity->setSimulationOwnershipExpiry(now + MAX_OUTGOING_SIMULATION_UPDATE_PERIOD);
if (_numInactiveUpdates > 0 && _entity->getScriptSimulationPriority() == 0) {
// the entity is stopped and inactive so we tell the server we're clearing simulatorID
// but we remember we do still own it... and rely on the server to tell us we don't
properties.clearSimulationOwner();
_entity->setPendingOwnershipPriority(0);
} else {
uint8_t newPriority = computeFinalBidPriority();
_entity->clearScriptSimulationPriority();
// if we get here then we own the simulation and the object is NOT going inactive
// if newPriority is zero, then it must be outside of R1, which means we should really set it to YIELD
// which we achive by just setting it to the max of the two
newPriority = glm::max(newPriority, YIELD_SIMULATION_PRIORITY);
if (newPriority != _entity->getSimulationPriority() &&
!(newPriority == VOLUNTEER_SIMULATION_PRIORITY && _entity->getSimulationPriority() == RECRUIT_SIMULATION_PRIORITY)) {
// our desired priority has changed
if (newPriority == 0) {
// we should release ownership
properties.clearSimulationOwner();
} else {
// we just need to inform the entity-server
properties.setSimulationOwner(Physics::getSessionUUID(), newPriority);
}
_entity->setPendingOwnershipPriority(newPriority);
}
}
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
EntityTreeElementPointer element = _entity->getElement();
EntityTreePointer tree = element ? element->getTree() : nullptr;
properties.setEntityHostType(_entity->getEntityHostType());
properties.setOwningAvatarID(_entity->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree, id, properties);
_entity->setLastBroadcast(now); // for debug/physics status icons
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
// if they've changed.
_entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
if (descendant->getNestableType() == NestableType::Entity) {
EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
if (descendant->updateQueryAACube()) {
EntityItemProperties newQueryCubeProperties;
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
newQueryCubeProperties.setLastEdited(properties.getLastEdited());
newQueryCubeProperties.setEntityHostType(entityDescendant->getEntityHostType());
newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityPhysics, tree,
descendant->getID(), newQueryCubeProperties);
entityDescendant->setLastBroadcast(now); // for debug/physics status icons
}
}
});
_lastStep = step;
// after sending a bid/update we clear _bumpedPriority
// which might get promoted again next frame (after local script or simulation interaction)
// or we might win the bid
_bumpedPriority = 0;
}
示例10: sendUpdate
//.........这里部分代码省略.........
_serverPosition = localTransform.getTranslation();
_serverRotation = localTransform.getRotation();
_serverAcceleration = _entity->getAcceleration();
_serverActionData = _entity->getActionData();
EntityItemProperties properties;
// explicitly set the properties that changed so that they will be packed
properties.setPosition(_entity->getLocalPosition());
properties.setRotation(_entity->getLocalOrientation());
properties.setVelocity(_serverVelocity);
properties.setAcceleration(_serverAcceleration);
properties.setAngularVelocity(_serverAngularVelocity);
if (_entity->actionDataNeedsTransmit()) {
_entity->setActionDataNeedsTransmit(false);
properties.setActionData(_serverActionData);
}
if (properties.parentRelatedPropertyChanged() && _entity->computePuffedQueryAACube()) {
// due to parenting, the server may not know where something is in world-space, so include the bounding cube.
properties.setQueryAACube(_entity->getQueryAACube());
}
// set the LastEdited of the properties but NOT the entity itself
quint64 now = usecTimestampNow();
properties.setLastEdited(now);
#ifdef WANT_DEBUG
quint64 lastSimulated = _entity->getLastSimulated();
qCDebug(physics) << "EntityMotionState::sendUpdate()";
qCDebug(physics) << " EntityItemId:" << _entity->getEntityItemID()
<< "---------------------------------------------";
qCDebug(physics) << " lastSimulated:" << debugTime(lastSimulated, now);
#endif //def WANT_DEBUG
if (_numInactiveUpdates > 0) {
// we own the simulation but the entity has stopped so we tell the server we're clearing simulatorID
// but we remember we do still own it... and rely on the server to tell us we don't
properties.clearSimulationOwner();
_outgoingPriority = 0;
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
} else if (Physics::getSessionUUID() != _entity->getSimulatorID()) {
// we don't own the simulation for this entity yet, but we're sending a bid for it
quint8 bidPriority = glm::max<uint8_t>(_outgoingPriority, VOLUNTEER_SIMULATION_PRIORITY);
properties.setSimulationOwner(Physics::getSessionUUID(), bidPriority);
_nextOwnershipBid = now + USECS_BETWEEN_OWNERSHIP_BIDS;
// copy _outgoingPriority into pendingPriority...
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
// ...then reset _outgoingPriority in preparation for the next frame
_outgoingPriority = 0;
} else if (_outgoingPriority != _entity->getSimulationPriority()) {
// we own the simulation but our desired priority has changed
if (_outgoingPriority == 0) {
// we should release ownership
properties.clearSimulationOwner();
} else {
// we just need to change the priority
properties.setSimulationOwner(Physics::getSessionUUID(), _outgoingPriority);
}
_entity->setPendingOwnershipPriority(_outgoingPriority, now);
}
EntityItemID id(_entity->getID());
EntityEditPacketSender* entityPacketSender = static_cast<EntityEditPacketSender*>(packetSender);
#ifdef WANT_DEBUG
qCDebug(physics) << "EntityMotionState::sendUpdate()... calling queueEditEntityMessage()...";
#endif
EntityTreeElementPointer element = _entity->getElement();
EntityTreePointer tree = element ? element->getTree() : nullptr;
properties.setClientOnly(_entity->getClientOnly());
properties.setOwningAvatarID(_entity->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree, id, properties);
_entity->setLastBroadcast(now);
// if we've moved an entity with children, check/update the queryAACube of all descendents and tell the server
// if they've changed.
_entity->forEachDescendant([&](SpatiallyNestablePointer descendant) {
if (descendant->getNestableType() == NestableType::Entity) {
EntityItemPointer entityDescendant = std::static_pointer_cast<EntityItem>(descendant);
if (descendant->computePuffedQueryAACube()) {
EntityItemProperties newQueryCubeProperties;
newQueryCubeProperties.setQueryAACube(descendant->getQueryAACube());
newQueryCubeProperties.setLastEdited(properties.getLastEdited());
newQueryCubeProperties.setClientOnly(entityDescendant->getClientOnly());
newQueryCubeProperties.setOwningAvatarID(entityDescendant->getOwningAvatarID());
entityPacketSender->queueEditEntityMessage(PacketType::EntityEdit, tree,
descendant->getID(), newQueryCubeProperties);
entityDescendant->setLastBroadcast(now);
}
}
});
_lastStep = step;
}