virtualx-engine/servers/visual/portals/portal_gameplay_monitor.cpp

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/*************************************************************************/
/* 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();
}
}