- compute the swimming state instead of storing it, it changes as part of the simulation and was not updated, so it was wrong anyway.
- store the swim level in ActorFrameData, it is constant per Actor so no need to compute it inside the simulation
ActActorFrameData structure. It makes it easier to reason about the
simulation (and hopefully simplify it).
Remove atomics from Actor class as a side effect.
Rename mFloatToSurface to mInert to make is explicit what it represent, not what it is used for
Store the Actor rotation (1 Vec2) instead of the whole ESM::Position (2 Vec3)
When we call moveObject(), we might trigger a change of cell for the
actor, which in turn triggers updatePtr(). The erase/emplace
construct invalidate references, whereas extract/insert do not.
The reason is was working before !1075 is because we were always
"refreshing" the reference by a call to getActor().
- inline PhysicsSystem::applyQueuedMovements() into PhysicsSystem::stepSimulation()
- rename PhysicsTaskScheduler::moveActors() to PhysicsTaskScheduler::applyQueuedMovements()
- move the actor movement code from World::doPhysics() to
PhysicsSystem::moveActors() (analogically to the projectile manager)
with a TTL of 0 frame. It helps performance when several subsystems
request the same LOS in the same frame (combat, headtracking, etc).
Except it doesn't work if the cache is never trimmed.
mCanWaterWalk was set to false and updated during next frame's simulation
mOnGround is set to true but then was updated as part of the scene
loading logic.
- default to 1 thread
- default to always use defered aabb update, remove option
- always keep a cache of LOS request for at least the current frame.
This decreases number of raycast, especially when a lot of actors are
involved and "NPCs avoid collisions" is on
Since actors can be active in 3x3 grid around the player, we need to
first load all objects in a 5x5 grid around the player.
Split load and unloading in 2 phases. Add an mInactiveCells set into the
scene, which contains all cells inside the aforementioned 5x5 grid.
These cells contains only heightfields and non-animated physics objects.
Animated objects are tied to the scene graph, which doesn't exists yet
in these cells, so we skip them.
Actor's position can be determined in 3 ways:
1/ as a result of physics simulation
2/ after a script require a relative position change (SetPos, Move)
3/ absolutely set from games mechanics event (teleport) or script
(PositionCell)
In case 1/, RefData::mPosition is updated with the physics simulation result
In case 2/, when RefData::mPosition is updated, physics simulation is informed of the change and update accordingly
In case 3/, when RefData::mPosition is updated, the physics simulation state is reset
In all 3 cases, we don't need to check the RefData::mPosition to get a
correct behaviour.
TSAN reported the following data race:
Read of size 4 at 0x7b50005b75b0 by thread T12 (mutexes: write M656173, write M84859534346343880):
#0 ESM::Position::asVec3() const /build/openmw/openmw/master2/.build/freebsd/TSAN/../../.././components/esm/defs.hpp:55:27 (openmw+0xb809d5)
#1 MWPhysics::Actor::updateWorldPosition() /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/actor.cpp:131:59 (openmw+0xb809d5)
#2 MWPhysics::Actor::setPosition(osg::Vec3f const&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/actor.cpp:177:5 (openmw+0xb809d5)
#3 MWPhysics::PhysicsTaskScheduler::updateActorsPositions() /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/mtphysics.cpp:524:28 (openmw+0xb91ac0)
#4 MWPhysics::PhysicsTaskScheduler::afterPostStep() /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/mtphysics.cpp:614:13 (openmw+0xb915e7)
#5 MWPhysics::PhysicsTaskScheduler::worker()::$_5::operator()() const /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/mtphysics.cpp:498:45 (openmw+0xb915e7)
#6 void Misc::Barrier::wait<MWPhysics::PhysicsTaskScheduler::worker()::$_5>(MWPhysics::PhysicsTaskScheduler::worker()::$_5&&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../.././components/misc/barrier.hpp:30:21 (openmw+0xb915e7)
#7 MWPhysics::PhysicsTaskScheduler::worker() /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/mtphysics.cpp:498:31 (openmw+0xb915e7)
#8 MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0::operator()() const /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwphysics/mtphysics.cpp:162:45 (openmw+0xb92630)
#9 decltype(std::__1::forward<MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0>(fp)()) std::__1::__invoke<MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0>(MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0&&) /usr/include/c++/v1/type_traits:3899:1 (openmw+0xb92630)
#10 void std::__1::__thread_execute<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0>(std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0>&, std::__1::__tuple_indices<>) /usr/include/c++/v1/thread:280:5 (openmw+0xb92630)
#11 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, MWPhysics::PhysicsTaskScheduler::PhysicsTaskScheduler(float, btCollisionWorld*, MWRender::DebugDrawer*)::$_0> >(void*) /usr/include/c++/v1/thread:291:5 (openmw+0xb92630)
Previous write of size 8 at 0x7b50005b75b0 by main thread:
#0 memcpy /wrkdirs/usr/ports/devel/llvm-devel/work-default/llvm-project-3f6753efe1990a928ed120bd907940a9fb3e2fc3/compiler-rt/lib/tsan/../sanitizer_common/sanitizer_common_interceptors.inc:827:5 (openmw+0x55a057)
#1 MWWorld::RefData::setPosition(ESM::Position const&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwworld/refdata.cpp:216:19 (openmw+0xa3de1c)
#2 MWWorld::World::moveObject(MWWorld::Ptr const&, MWWorld::CellStore*, float, float, float, bool) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwworld/worldimp.cpp:1130:26 (openmw+0xa57300)
#3 MWWorld::World::moveObject(MWWorld::Ptr const&, float, float, float, bool, bool) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwworld/worldimp.cpp:1253:16 (openmw+0xa580c8)
#4 MWWorld::World::doPhysics(float, unsigned long long, unsigned int, osg::Stats&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwworld/worldimp.cpp:1530:17 (openmw+0xa5af8f)
#5 MWWorld::World::updatePhysics(float, bool, unsigned long long, unsigned int, osg::Stats&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/mwworld/worldimp.cpp:1862:13 (openmw+0xa61a7c)
#6 OMW::Engine::frame(float) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/engine.cpp:333:42 (openmw+0xcce9e7)
#7 OMW::Engine::go() /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/engine.cpp:935:14 (openmw+0xcd86ed)
#8 runApplication(int, char**) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/main.cpp:296:17 (openmw+0xcbffac)
#9 wrapApplication(int (*)(int, char**), int, char**, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../components/debug/debugging.cpp:205:15 (openmw+0x1335442)
#10 main /build/openmw/openmw/master2/.build/freebsd/TSAN/../../../apps/openmw/main.cpp:308:12 (openmw+0xcc008a)
:wqa
Previous MR change the meaning of mPositionOffset: it is now just a log
of relative movement that were already applied to allow the physics
simulation to catch up, instead of changes that needs to be applied. As
such, after a teleport we need to reset it. Also, since mWorldPosition
is already with the offset we should not update its value in
applyPositionOffset().
Instead of registering the desired change of position and rely on
physics simulation to apply it to the world, immediately change the
position in the world without reset the simulation.
When a script calls SetPos for x,y,z in sequence on an actor, we need to make sure
that the actor will not spawn under ground at x,y coordinates.
Now that change of coordinates are cumulated and applied all at once, we
need to account for the whole offset.
To this end move the terrain height check inside of Actor class.