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378 Commits

Author SHA1 Message Date
wareya
e23b0edda4 Add pre-pass to collision trace function that traces over less distance if possible 2021-10-22 23:11:23 -04:00
Bo Svensson
a854a6e04a
removes UnrefQueue (#3181)
Currently, we use an `UnrefQueue` which supposedly aims to transfer destruction costs to another thread. The implications of this unusual pattern can not be well understood because some allocators might free resources more efficiently if they are freed by the same thread that allocated them. In addition, `UnrefQueue` complicates the validation of thread safety in our engine. Lastly, our current usage of `UnrefQueue` triggers `ref()`, `unref()` atomic operations as objects are passed into the queue. These operations could be more expensive than the actual destruction.

With this PR we thus remove `UnrefQueue`. We can expect these changes to have a minor impact at most because we free most resources elsewhere in `ResourceSystem::updateCache`.
2021-10-20 23:02:15 +02:00
elsid
501316a9f7
Add missing initialization in MWPhysics::Object
==16218== Conditional jump or move depends on uninitialised value(s)
==16218==    at 0xCDBC27: MWPhysics::Object::commitPositionChange() (object.cpp:68)
==16218==    by 0xCE5B64: MWPhysics::PhysicsTaskScheduler::updatePtrAabb(std::shared_ptr<MWPhysics::PtrHolder> const&) (mtphysics.cpp:446)
==16218==    by 0xCE5CC3: operator() (mtphysics.cpp:432)
==16218==    by 0xCE5CC3: for_each<std::_Rb_tree_const_iterator<std::shared_ptr<MWPhysics::PtrHolder> >, MWPhysics::PhysicsTaskScheduler::updateAabbs()::<lambda(const std::shared_ptr<MWPhysics::PtrHolder>&)> > (stl_algo.h:3820)
==16218==    by 0xCE5CC3: MWPhysics::PhysicsTaskScheduler::updateAabbs() (mtphysics.cpp:431)
==16218==    by 0xCE5E35: MWPhysics::PhysicsTaskScheduler::afterPreStep() (mtphysics.cpp:586)
==16218==    by 0xCE6238: operator() (mtphysics.cpp:533)
==16218==    by 0xCE6238: wait<MWPhysics::PhysicsTaskScheduler::doSimulation()::<lambda()> > (barrier.hpp:33)
==16218==    by 0xCE6238: MWPhysics::PhysicsTaskScheduler::doSimulation() (mtphysics.cpp:533)
==16218==    by 0xCE6377: MWPhysics::PhysicsTaskScheduler::worker() (mtphysics.cpp:464)
==16218==    by 0x74523C3: execute_native_thread_routine (thread.cc:82)
==16218==    by 0x76FF258: start_thread (in /usr/lib/libpthread-2.33.so)
==16218==    by 0x78155E2: clone (in /usr/lib/libc-2.33.so)
==16218==

==16218== Conditional jump or move depends on uninitialised value(s)
==16218==    at 0xCDBC30: MWPhysics::Object::commitPositionChange() (object.cpp:73)
==16218==    by 0xCE5B64: MWPhysics::PhysicsTaskScheduler::updatePtrAabb(std::shared_ptr<MWPhysics::PtrHolder> const&) (mtphysics.cpp:446)
==16218==    by 0xCE5CC3: operator() (mtphysics.cpp:432)
==16218==    by 0xCE5CC3: for_each<std::_Rb_tree_const_iterator<std::shared_ptr<MWPhysics::PtrHolder> >, MWPhysics::PhysicsTaskScheduler::updateAabbs()::<lambda(const std::shared_ptr<MWPhysics::PtrHolder>&)> > (stl_algo.h:3820)
==16218==    by 0xCE5CC3: MWPhysics::PhysicsTaskScheduler::updateAabbs() (mtphysics.cpp:431)
==16218==    by 0xCE5E35: MWPhysics::PhysicsTaskScheduler::afterPreStep() (mtphysics.cpp:586)
==16218==    by 0xCE6238: operator() (mtphysics.cpp:533)
==16218==    by 0xCE6238: wait<MWPhysics::PhysicsTaskScheduler::doSimulation()::<lambda()> > (barrier.hpp:33)
==16218==    by 0xCE6238: MWPhysics::PhysicsTaskScheduler::doSimulation() (mtphysics.cpp:533)
==16218==    by 0xCE6377: MWPhysics::PhysicsTaskScheduler::worker() (mtphysics.cpp:464)
==16218==    by 0x74523C3: execute_native_thread_routine (thread.cc:82)
==16218==    by 0x76FF258: start_thread (in /usr/lib/libpthread-2.33.so)
==16218==    by 0x78155E2: clone (in /usr/lib/libc-2.33.so)
==16218==
2021-10-16 00:43:50 +02:00
psi29a
67fa8413f3 Merge branch 'physics_heightfield' into 'master'
Replace float type for arguments to create heightfield with int

See merge request OpenMW/openmw!1285
2021-10-12 07:58:34 +00:00
psi29a
207a7245bc Merge branch 'navigator_settings' into 'master'
Initialize navigator max climb and max slope settings in makeSettingsFromSettingsManager

See merge request OpenMW/openmw!1283
2021-10-12 07:02:08 +00:00
elsid
405e814190
Move btCollisionObject creation for MWPhysics::Object into components 2021-10-11 23:14:02 +02:00
elsid
7c5a590890
Replace float type for arguments to create heightfield with int
To reduce amount of computations on the caller side and restrict possible
values.

* verts can't be non-int because it's a number of things.
* worldsize is initially defined as int by ESM::Land::REAL_SIZE.
* Put function to calculate heightfied shift into components to be able to
  reuse by other binaries.
2021-10-11 19:28:08 +02:00
elsid
6986feb81b
Initialize navigator max climb and max slope settings in makeSettingsFromSettingsManager
To avoid having multiple places to initialize them when they will be required
by multiple binaries.
2021-10-11 18:50:26 +02:00
elsid
ff9aabafd1
Change max walkable slope angle to 46 degrees
This is the value used by vanilla Morrowind engine. At this angle player
character starts sliding down the slope.

This fixes navigation and movement issue in Mournhold, Godsreach.
2021-10-10 18:25:05 +02:00
fredzio
3b174d72d8 Introduce 3 scoped mutex wrappers to allow to conditionally skip taking
mutexes in synchronous case.
2021-10-05 15:52:27 +02:00
fredzio
21dbe314bf Use common function for sync and async case. Now both cases follow the
same flow, synchronous simulation is just a special case.
2021-10-05 15:44:20 +02:00
Frederic Chardon
499b161e7b Merge handleFall() and updateMechanics() into updateActor(). It remove gratuitious differences between sync and async cases. Also, it will make the after simulation update logic easier to follow when projectiles move into the simulation thread. 2021-10-05 15:44:20 +02:00
psi29a
bd866cf210 Merge branch 'fix_infidelities' into 'master'
Fix Infidelities quest from Tribunal (#6307)

Closes #6307

See merge request OpenMW/openmw!1248
2021-10-01 21:12:15 +00:00
Bret Curtis
8309910d9d Restore the cell grid to its former non-exorbitant size, reducing stutter and also threw in a simple alternative fix for the actor position adjustment issue. 2021-09-30 22:58:40 +02:00
Andrei Kortunov
fc2076db1a
Fix MSVC warnings about local variables redeclaration (#3130) 2021-09-29 09:36:05 +02:00
elsid
c0ef4417c3
Check AiTravel destination for other actors presence
Use faster aabbTest but without destance filter. To avoid dependency on a
specific constant and correctly handle situations when there is a big
difference between actors sizes.
2021-09-29 01:05:23 +02:00
Petr Mikheev
e760a6c7e6 Merge branch 'forlua' into 'master'
Simple Physics API modification for Lua

See merge request OpenMW/openmw!1216

(cherry picked from commit d88494c90b501d0832ae0330a0ca81d8b8e5aa50)

02dd055a Save hitObject in castSphere() just like in castRay()
0793d0bf Allow to override collision mask and group for castSphere() as for castRay()
2021-09-27 19:50:57 +00:00
psi29a
2cee222e73 Merge branch 'explosion_at_impact' into 'master'
Bring arrow behaviour in line with vanilla (#6233 and other change)

See merge request OpenMW/openmw!1188
2021-09-27 19:00:53 +00:00
Frederic Chardon
7b26058fa5 moveObject() has side effects that might invalidate iterators from mActors. Instead of iterating over mActors, make a copy of needed data and iterate over the copies. 2021-09-06 12:51:25 +02:00
fredzio
d20730458d Replace std::map with std::unordered_map for mActors and mObjects.
Use Ptr.mRef as a key instead of Ptr: it is constant for the lifetime of
the object.
2021-09-03 13:14:05 +02:00
fredzio
0bce6c09e1 Change projectile behaviour to be like in vanilla wrt. water plane:
- enchanted arrow explode upon hit the water plane
- non enchanted arrow disappear (or more accurately, they hit nothingness)
- enchanted arrow shot underwater explode immediately
- non enchanted arrow disappear immediately

Also, solve a bug that occured previously and could theoritically still happens where we use the last tested collision position for instead of the last registered hit:
Use the hit position as saved inside Projectile::hit() instead of the last position saved inside the callback.
If a projectile collides with several objects (bottom of the sea and water surface for instance), the last collision tested won't necessarily be the impact position as we have no control over the order in which the tests are performed.
2021-09-03 10:24:05 +02:00
Alexei Dobrohotov
7665ebfa67 Merge branch 'another_fix' into 'master'
Fix #6219

Closes #6219

See merge request OpenMW/openmw!1137
2021-08-16 01:15:52 +00:00
elsid
f966fdb65e Merge branch 'noweak' into 'master'
use shared_ptr inside the physics simulation to simplify the code

See merge request OpenMW/openmw!1141
2021-08-15 21:59:47 +00:00
fredzio
ec871e6bf7 Use shared_ptr instead of weak_ptr for actors handle inside the
simulation

The purpose of weak_ptr is to avoid performing the simulation on deleted
Actor by promoting it to a shared_ptr via a lock() call. This clutter
the code with a lot of branches, whereas the overwhelmingly common case is for the call to succeed.
Since the simulation is decoupled from the engine state, we can use a shared_ptr instead of a weak_ptr.
This allow us to ignore (ie not handle) the rarer case where the actor is delete from the scene. This means that the simulation
will run for one frame more than before for each actor, whereas the rest of the engine
will be ignorant of this.
2021-08-15 16:21:16 +02:00
fredzio
713f612bdb Partially revert !1046: the player is added before the scene exists, so we need to check again the grounded state, as it correctly was. 2021-08-13 18:01:16 +02:00
jvoisin
b01ef2629c Fix two Wreorder clang warnings 2021-08-13 13:59:57 +02:00
fredzio
de9ee2f196 Revert "Calls directly MovementSolver::traceDown instead of"
This reverts commit c1e50f530b6b7c229864b20ab26be284e3edec42.
2021-08-11 21:53:04 +02:00
Alexei Dobrohotov
73e83fd3d8 Merge branch 'dontcrash' into 'master'
Fix #6208 (hopefully)

Closes #6208

See merge request OpenMW/openmw!1113
2021-08-09 17:10:11 +00:00
fredzio
8e3984ae5a Clear mActors when reseting the simulation. Otherwise during next run we can try to read past the end of mActorsFrameData. 2021-08-09 14:46:41 +02:00
jvoisin
586d8684d0 Fix two coverity issues about uninitialised variables 2021-08-09 12:43:30 +02:00
psi29a
cb7a4d20dd Merge branch 'killmutex' into 'master'
Remove mutex from PtrHolder

See merge request OpenMW/openmw!1110
2021-08-08 19:45:16 +00:00
psi29a
3afa9829b3 Merge branch 'tracedown' into 'master'
Correct calls to traceDown in addActor

See merge request OpenMW/openmw!1109
2021-08-08 19:41:53 +00:00
fredzio
c1e50f530b Calls directly MovementSolver::traceDown instead of
PhysicsSystem::traceDown before inserting into mActors.

The latter does nothing until the actor is inserted into mActors.
We can't move the call after the insertion either because then
the actor is part of the simulation, and we'd have a race.
2021-08-08 18:26:35 +02:00
fredzio
b4dd9e6b4d Avoid division by zero in movementsolver when an actor is immobile and
in a storm
2021-08-08 17:19:18 +02:00
fredzio
ee09f3095f At last kill PtrHolder mutex 2021-08-08 15:05:07 +02:00
fredzio
07fa1803f7 Use btCollisionObject* instead of MWWorld::Ptr inside of Projectile
collision handling and castRay() to avoid calling getPtr(). It is a step forward
removing the mutex inside of PtrHolder.

Do the same for DeepestNotMeContactTestResultCallback. It is used
only for not-ranged combat for now, but do it anyway for parity with all
other callback. This way, once the PtrHolder mutex is gone one will not
have to worry about wether it is safe to use the callback in a specific
context.

To avoid use-after-free with projectile / projectile collision, defer deletion of projectile.
Since instead of storing a copy of target Ptr we have a pointer to its collision object,
we can't delete projectiles until after we finished iterating over the loops.
2021-08-08 15:05:07 +02:00
fredzio
e88b94d0b0 Move btCollisionObject* into PtrHolder
Remove unused function
2021-08-08 15:05:07 +02:00
fredzio
7dd5e715d7 Compute and store actor half extents. This is faster for 2 reasons:
- half extents changes when actor scale is modified, which is very rare
- we don't need to protect them by the actor mutex.
2021-08-07 13:38:24 +02:00
fredzio
bcd6541d3e Reorganize ActorFrameData members:
- constify all read-only variables
- order them so that all variables modified as aprt of the simulation
  fits in one cache line
2021-08-07 13:38:24 +02:00
fredzio
0c5cf6ec19 Store the btCollisionObject* of the object we're standing on instead of
MWWorld::Ptr:
- they are equivalent
- btCollisionObject* is readily available from the simulation, it saves
  a call to a mutex
- btCollisionObject* is smaller
2021-08-07 13:38:24 +02:00
fredzio
26d9052b8c Move the weak_ptr<Actor> outside of ActorFrameData. 2021-08-07 13:38:24 +02:00
fredzio
f68273c3c0 Remove Actor* from ActorFrameData 2021-08-07 13:38:24 +02:00
fredzio
9e911cc8b5 Introduce helper function to write back updated values inside parent Actor class 2021-08-07 13:38:24 +02:00
fredzio
b04c958410 Modify the way swimming is handled:
- 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
2021-08-07 13:38:24 +02:00
fredzio
6e51a9a512 Simplify a bit the solver 2021-08-07 13:38:24 +02:00
fredzio
51514e44cc Handle jump as part of the simulation preparation (inside of
PhysicsSystem) instead of inside the simulaiton.
For mechanics, we don't care how the jump is handled, just that it will be.
2021-08-07 13:38:24 +02:00
fredzio
1bfaf353be Explicitely store all the potential states an Actor can have into the
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)
2021-08-07 13:38:24 +02:00
fredzio
9472728fa4 Do not generate data for immobile actors instead of early out from the solver 2021-08-07 13:38:24 +02:00
fredzio
bc738c5640 Use extract/insert instead of erase/emplace
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().
2021-08-03 07:00:42 +02:00
psi29a
547bc4a252 Merge branch 'notonlyactors' into 'master'
Refactor the physics simulation to make it not actor centric.

See merge request OpenMW/openmw!1075
2021-07-31 23:39:22 +00:00