virtualx-engine/servers/visual/portals/portal_gameplay_monitor.h
lawnjelly 38240fd0c8 Portals - Fix gameplay monitor ticking
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.

This PR adds new paths to properly support and synchronize objects in this "room based" path.
2022-01-25 10:07:50 +00:00

96 lines
4.7 KiB
C++

/*************************************************************************/
/* portal_gameplay_monitor.h */
/*************************************************************************/
/* 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). */
/* */
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/* "Software"), to deal in the Software without restriction, including */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef PORTAL_GAMEPLAY_MONITOR_H
#define PORTAL_GAMEPLAY_MONITOR_H
#include "core/local_vector.h"
#include "servers/visual_server_callbacks.h"
#include <stdint.h>
class PortalRenderer;
struct VSRoom;
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);
private:
void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
void _swap(bool p_source_rooms_changed);
// gameplay ticks happen every physics tick
uint32_t _gameplay_tick = 1;
// Room ticks only happen when the rooms the cameras are within change.
// This is an optimization. This tick needs to be maintained separately from _gameplay_tick
// because testing against the previous tick is used to determine whether to send enter or exit
// gameplay notifications, and this must be synchronized differently for rooms, roomgroups and static ghosts.
uint32_t _room_tick = 1;
// we need two version, current and previous
LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_prev;
LocalVector<uint32_t, int32_t> _active_rghost_pool_ids[2];
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_curr;
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_prev;
LocalVector<uint32_t, int32_t> _active_room_ids[2];
LocalVector<uint32_t, int32_t> *_active_room_ids_curr;
LocalVector<uint32_t, int32_t> *_active_room_ids_prev;
LocalVector<uint32_t, int32_t> _active_roomgroup_ids[2];
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_curr;
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_prev;
LocalVector<uint32_t, int32_t> _active_sghost_ids[2];
LocalVector<uint32_t, int32_t> *_active_sghost_ids_curr;
LocalVector<uint32_t, int32_t> *_active_sghost_ids_prev;
LocalVector<uint32_t, int32_t> _source_rooms_prev;
VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
bool _use_secondary_pvs = false;
bool _use_signals = false;
};
#endif