Merge pull request #57033 from lawnjelly/gameplay_monitor_unload

Portals - fix gameplay monitor unloading
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Rémi Verschelde 2022-01-21 18:33:50 +01:00 committed by GitHub
commit c6480e2166
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GPG key ID: 4AEE18F83AFDEB23
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,
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_gameplay_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_gameplay_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_gameplay_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;

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@ -43,6 +43,8 @@ class PortalGameplayMonitor {
public:
PortalGameplayMonitor();
void unload(PortalRenderer &p_portal_renderer);
// entering and exiting gameplay notifications (requires PVS)
void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
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
void PortalRenderer::_ensure_unloaded(String p_reason) {
if (_loaded) {
_loaded = false;
_gameplay_monitor.unload(*this);
String str;
if (p_reason != String()) {
@ -1014,6 +1015,17 @@ void PortalRenderer::_ensure_unloaded(String p_reason) {
void PortalRenderer::rooms_and_portals_clear() {
_loaded = false;
// N.B. We want to make sure all the tick counters on movings rooms etc to zero,
// so that on loading the next level gameplay entered signals etc will be
// correctly sent and everything is fresh.
// This is mostly done by the gameplay_monitor, but rooms_and_portals_clear()
// will also clear tick counters where possible
// (there is no TrackedList for the RoomGroup pool for example).
// This could be made neater by moving everything to TrackedPooledLists, but this
// may be overkill.
_gameplay_monitor.unload(*this);
_statics.clear();
_static_ghosts.clear();

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@ -87,6 +87,9 @@ public:
void destroy() {
_rooms.clear();
room_id = -1;
last_tick_hit = 0;
last_gameplay_tick_hit = 0;
}
// the expanded aabb allows objects to move on most frames

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@ -257,6 +257,7 @@ struct VSRoom {
_secondary_pvs_size = 0;
_priority = 0;
_contains_internal_rooms = false;
last_gameplay_tick_hit = 0;
}
void cleanup_after_conversion() {