Portals - Fix secondary PVS bug

Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
This commit is contained in:
lawnjelly 2021-08-08 14:02:38 +01:00
parent 42e40a7d3c
commit cfe806a929
3 changed files with 17 additions and 19 deletions

View file

@ -164,11 +164,6 @@ void RoomManager::_preview_camera_update() {
bool changed = false;
if (camera_pos != _godot_camera_pos) {
changed = true;
// update gameplay monitor
Vector<Vector3> camera_positions;
camera_positions.push_back(camera_pos);
VisualServer::get_singleton()->rooms_update_gameplay_monitor(scenario, camera_positions);
}
// check planes
if (!changed) {

View file

@ -104,20 +104,23 @@ void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, c
for (int n = 0; n < p_num_source_rooms; n++) {
const VSRoom &source_room = p_portal_renderer.get_room(p_source_room_ids[n]);
int pvs_size = source_room._pvs_size;
int pvs_first = source_room._pvs_first;
if (_use_secondary_pvs) {
pvs_size = source_room._secondary_pvs_size;
pvs_first = source_room._secondary_pvs_first;
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 (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// find any moving that were active last tick that are no longer active, and send notifications

View file

@ -272,8 +272,8 @@ void PVSBuilder::calculate_pvs(PortalRenderer &p_portal_renderer, String p_filen
log("pvs from room : " + itos(n));
// trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
trace_rooms_recursive_simple(0, n, n, -1, false, -1, dummy_planes, bf);
// trace_rooms_recursive(0, n, n, -1, false, -1, dummy_planes, bf);
create_secondary_pvs(n, neighbors, bf);