virtualx-engine/servers/visual/portals/portal_gameplay_monitor.cpp
lawnjelly cfe806a929 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.
2021-08-08 14:02:38 +01:00

384 lines
13 KiB
C++

/*************************************************************************/
/* portal_gameplay_monitor.cpp */
/*************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#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::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);
// 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_gameplay_tick_hit != _gameplay_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_gameplay_tick_hit != _gameplay_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_gameplay_tick_hit != _gameplay_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();
}
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_gameplay_tick_hit != _gameplay_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_gameplay_tick_hit != (_gameplay_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_gameplay_tick_hit = _gameplay_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_gameplay_tick_hit != _gameplay_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_gameplay_tick_hit != (_gameplay_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_gameplay_tick_hit = _gameplay_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_gameplay_tick_hit == _gameplay_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_gameplay_tick_hit != (_gameplay_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_gameplay_tick_hit = _gameplay_tick;
}
}
void PortalGameplayMonitor::_swap() {
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();
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();
}