Merge pull request #57033 from lawnjelly/gameplay_monitor_unload
Portals - fix gameplay monitor unloading
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commit
c6480e2166
5 changed files with 107 additions and 0 deletions
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@ -74,6 +74,95 @@ bool PortalGameplayMonitor::_source_rooms_changed(const int *p_source_room_ids,
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return source_rooms_changed;
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}
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void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
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// First : send gameplay exit signals for any objects still in gameplay
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////////////////////////////////////////////////////////////////////
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// lock output
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VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
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callbacks->lock();
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// Remove any movings
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for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
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int pool_id = (*_active_moving_pool_ids_prev)[n];
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PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
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moving.last_gameplay_tick_hit = 0;
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VisualServerCallbacks::Message msg;
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msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
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msg.type = _exit_callback_type;
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callbacks->push_message(msg);
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}
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// Remove any roaming ghosts
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for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
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int pool_id = (*_active_rghost_pool_ids_prev)[n];
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PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
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moving.last_gameplay_tick_hit = 0;
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VisualServerCallbacks::Message msg;
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msg.object_id = moving.object_id;
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msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
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callbacks->push_message(msg);
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}
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// Rooms
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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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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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callbacks->push_message(msg);
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}
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// RoomGroups
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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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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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callbacks->push_message(msg);
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}
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// Static Ghosts
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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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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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callbacks->push_message(msg);
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}
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// unlock
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callbacks->unlock();
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// Clear all remaining data
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for (int n = 0; n < 2; n++) {
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_active_moving_pool_ids[n].clear();
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_active_rghost_pool_ids[n].clear();
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_active_room_ids[n].clear();
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_active_roomgroup_ids[n].clear();
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_active_sghost_ids[n].clear();
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}
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_source_rooms_prev.clear();
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// Lets not reset this just in case because it may be possible to have a moving outside the room system
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// which is preserved between levels, and has a stored gameplay tick. And with uint32_t this should take
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// a *long* time to rollover... (828 days?). And I don't think a rollover would actually cause a problem in practice.
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// But can revisit this in the case of e.g. servers running continuously.
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// We could alternatively go through all movings (not just active) etc and reset the last_gameplay_tick_hit to 0.
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// _gameplay_tick = 1;
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}
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void PortalGameplayMonitor::set_params(bool p_use_secondary_pvs, bool p_use_signals) {
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_use_secondary_pvs = p_use_secondary_pvs;
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_use_signals = p_use_signals;
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@ -43,6 +43,8 @@ class PortalGameplayMonitor {
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public:
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PortalGameplayMonitor();
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void unload(PortalRenderer &p_portal_renderer);
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// entering and exiting gameplay notifications (requires PVS)
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void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
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void set_params(bool p_use_secondary_pvs, bool p_use_signals);
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@ -996,6 +996,7 @@ void PortalRenderer::sprawl_roaming(uint32_t p_mover_pool_id, MovingBase &r_movi
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void PortalRenderer::_ensure_unloaded(String p_reason) {
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if (_loaded) {
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_loaded = false;
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_gameplay_monitor.unload(*this);
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String str;
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if (p_reason != String()) {
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@ -1014,6 +1015,17 @@ void PortalRenderer::_ensure_unloaded(String p_reason) {
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void PortalRenderer::rooms_and_portals_clear() {
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_loaded = false;
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// N.B. We want to make sure all the tick counters on movings rooms etc to zero,
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// so that on loading the next level gameplay entered signals etc will be
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// correctly sent and everything is fresh.
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// This is mostly done by the gameplay_monitor, but rooms_and_portals_clear()
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// will also clear tick counters where possible
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// (there is no TrackedList for the RoomGroup pool for example).
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// This could be made neater by moving everything to TrackedPooledLists, but this
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// may be overkill.
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_gameplay_monitor.unload(*this);
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_statics.clear();
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_static_ghosts.clear();
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@ -87,6 +87,9 @@ public:
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void destroy() {
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_rooms.clear();
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room_id = -1;
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last_tick_hit = 0;
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last_gameplay_tick_hit = 0;
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}
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// the expanded aabb allows objects to move on most frames
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@ -257,6 +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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}
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void cleanup_after_conversion() {
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