Add calculation of close-tangibles

This commit is contained in:
2021-08-09 12:54:32 -04:00
parent 3fa782383e
commit fb6bd8d163
6 changed files with 50 additions and 10 deletions

View File

@@ -298,6 +298,11 @@ void SpookyHash::Hash128(
uint64_t *hash1,
uint64_t *hash2)
{
if ((*hash1 == 0) && (*hash2 == 0)) {
*hash1 = 0x9438478934792837;
*hash2 = 0x8347848738748378;
}
if (length < sc_bufSize)
{
Short(message, length, hash1, hash2);

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@@ -26,6 +26,9 @@
// slower than MD5.
//
#ifndef SPOOKYV2_HPP
#define SPOOKYV2_HPP
#include <stddef.h>
#include <cstdint>
#include <utility>
@@ -43,5 +46,4 @@ public:
uint64_t *hash2); // input seed1, output hash1
};
#endif // SPOOKYV2_HPP

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@@ -28,7 +28,6 @@ std::string id_vector_debug_string(const IdVector &idv) {
return oss.str();
}
IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2) {
IdVector result(v1.size() + v2.size());
int next = 0;
@@ -47,6 +46,13 @@ IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2) {
return result;
}
HashValue hash_id_vector(const IdVector &idv) {
uint64_t hash1 = 0;
uint64_t hash2 = 0;
SpookyHash::Hash128(&idv[0], idv.size() * sizeof(int64_t), &hash1, &hash2);
return std::make_pair(hash1, hash2);
}
StringVec split(const std::string &s, char sep) {
StringVec result;
int start = 0;

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@@ -9,6 +9,7 @@
#include <tuple>
#include <utility>
#include "luastack.hpp"
#include "spookyv2.hpp"
namespace util {
@@ -29,6 +30,9 @@ std::string id_vector_debug_string(const IdVector &idv);
// Unions and sorts two ID vectors.
IdVector sort_union_id_vectors(const IdVector &v1, const IdVector &v2);
// Get a 64-bit hashvalue for an ID vector.
HashValue hash_id_vector(const IdVector &idv);
// Split a string into multiple strings
StringVec split(const std::string &s, char sep);

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@@ -185,7 +185,7 @@ std::string World::tangible_ids_debug_string() const {
}
util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
util::IdVector World::get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const {
const Tangible *player = tangible_get(player_id);
if (player == nullptr) {
return IdVector();
@@ -200,6 +200,12 @@ util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_now
return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
}
util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
util::IdVector v = get_near_unsorted(player_id, radius, exclude_nowhere);
std::sort(v.begin(), v.end());
return v;
}
Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
// Get a state if we don't already have one.
if (L == nullptr) {
@@ -550,8 +556,8 @@ void World::difference_transmit(int64_t actor_id, const World *master, StreamBuf
// Get the list of tangibles visible in either model.
// Some tangibles may be missing in the master, some may be missing in the sync.
util::IdVector visible = util::sort_union_id_vectors(
master->get_near(actor_id, 100.0, true),
this->get_near(actor_id, 100.0, true));
master->get_near_unsorted(actor_id, RadiusVisibility, true),
get_near_unsorted(actor_id, RadiusVisibility, true));
TanVector m_visible = master->tangible_get_all(visible);
TanVector s_visible = tangible_get_all(visible);
assert(m_visible.size() == s_visible.size());
@@ -575,12 +581,24 @@ void World::difference_transmit(int64_t actor_id, const World *master, StreamBuf
}
}
// Obtain the list of tangibles whose tables we're going to transmit.
util::IdVector closetans = get_near(actor_id, RadiusClose, true);
assert(closetans == master->get_near(actor_id, RadiusClose, true));
util::HashValue closehash = util::hash_id_vector(closetans);
// Confirm the close tangibles with the client.
sb->write_hashvalue(closehash);
assert(tsb.at_eof());
}
void World::apply_differences(StreamBuffer *sb) {
patch_actor_essentials(sb);
int64_t actor_id = patch_actor_essentials(sb);
patch_visible_animations(sb);
util::IdVector closetans = get_near(actor_id, RadiusClose, true);
util::HashValue closehash = util::hash_id_vector(closetans);
util::HashValue m_closehash = sb->read_hashvalue();
assert(closehash == m_closehash);
}
void World::diff_actor_essentials(const Tangible *m_actor, const Tangible *s_actor, StreamBuffer *sb) {
@@ -594,7 +612,7 @@ void World::diff_actor_essentials(const Tangible *m_actor, const Tangible *s_act
}
}
void World::patch_actor_essentials(StreamBuffer *sb) {
int64_t World::patch_actor_essentials(StreamBuffer *sb) {
int64_t actor_id = sb->read_int64();
Tangible *s_actor = tangible_get(actor_id);
if (s_actor == nullptr) {
@@ -606,6 +624,7 @@ void World::patch_actor_essentials(StreamBuffer *sb) {
s_actor->anim_queue_.patch(sb);
}
s_actor->update_plane_item();
return actor_id;
}
void World::diff_visible_animations(const TanVector &mvis, const TanVector &svis, StreamBuffer *sb) {

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@@ -80,6 +80,8 @@ public:
using IdVector = util::IdVector;
using TanVector = std::vector<const Tangible*>;
using Redirects = std::map<int64_t, int64_t>;
const float RadiusVisibility = 100.0;
const float RadiusClose = 10.0;
// Constructor.
//
@@ -103,9 +105,11 @@ public:
// get_near
//
// Get a list of the tangibles that are near the player. If 'exclude_nowhere' is
// true, exclude any tangibles on the nowhere plane.
// true, exclude any tangibles on the nowhere plane. The unsorted version returns
// the tangibles in an unpredictable order.
//
IdVector get_near(int64_t player_id, float radius, bool exclude_nowhere) const;
IdVector get_near_unsorted(int64_t player_id, float radius, bool exclude_nowhere) const;
// Make a tangible.
//
@@ -247,7 +251,7 @@ private:
// We also update the actor's ID allocation pipeline.
//
static void diff_actor_essentials(const Tangible *mactor, const Tangible *sactor, StreamBuffer *sb);
void patch_actor_essentials(StreamBuffer *sb);
int64_t patch_actor_essentials(StreamBuffer *sb);
// Pass 2 of difference transmission: visible animations.
//