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OpenMW/apps/openmw/mwphysics/mtphysics.hpp
elsid 6b43ce0662
Fix deadlock in physics system
1. Reorder unlock and notify_all calls to avoid notifying when not all worker
   threads are waiting.
2. Make sure main thread does not attempt to exclusively lock mSimulationMutex
   while not all workers are done with previous frame.
3. Replace mNewFrame flag by counter to avoid modification from multiple
   threads.
2021-11-25 19:28:31 +01:00

131 lines
5.4 KiB
C++

#ifndef OPENMW_MWPHYSICS_MTPHYSICS_H
#define OPENMW_MWPHYSICS_MTPHYSICS_H
#include <atomic>
#include <condition_variable>
#include <optional>
#include <shared_mutex>
#include <thread>
#include <unordered_set>
#include <variant>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <osg/Timer>
#include "physicssystem.hpp"
#include "ptrholder.hpp"
#include "components/misc/budgetmeasurement.hpp"
namespace Misc
{
class Barrier;
}
namespace MWRender
{
class DebugDrawer;
}
namespace MWPhysics
{
class PhysicsTaskScheduler
{
public:
PhysicsTaskScheduler(float physicsDt, btCollisionWorld* collisionWorld, MWRender::DebugDrawer* debugDrawer);
~PhysicsTaskScheduler();
/// @brief move actors taking into account desired movements and collisions
/// @param numSteps how much simulation step to run
/// @param timeAccum accumulated time from previous run to interpolate movements
/// @param actorsData per actor data needed to compute new positions
/// @return new position of each actor
void applyQueuedMovements(float & timeAccum, std::vector<Simulation>&& simulations, osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
void resetSimulation(const ActorMap& actors);
// Thread safe wrappers
void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, btCollisionWorld::RayResultCallback& resultCallback) const;
void convexSweepTest(const btConvexShape* castShape, const btTransform& from, const btTransform& to, btCollisionWorld::ConvexResultCallback& resultCallback) const;
void contactTest(btCollisionObject* colObj, btCollisionWorld::ContactResultCallback& resultCallback);
std::optional<btVector3> getHitPoint(const btTransform& from, btCollisionObject* target);
void aabbTest(const btVector3& aabbMin, const btVector3& aabbMax, btBroadphaseAabbCallback& callback);
void getAabb(const btCollisionObject* obj, btVector3& min, btVector3& max);
void setCollisionFilterMask(btCollisionObject* collisionObject, int collisionFilterMask);
void addCollisionObject(btCollisionObject* collisionObject, int collisionFilterGroup, int collisionFilterMask);
void removeCollisionObject(btCollisionObject* collisionObject);
void updateSingleAabb(std::shared_ptr<PtrHolder> ptr, bool immediate=false);
bool getLineOfSight(const std::shared_ptr<Actor>& actor1, const std::shared_ptr<Actor>& actor2);
void debugDraw();
void* getUserPointer(const btCollisionObject* object) const;
void releaseSharedStates(); // destroy all objects whose destructor can't be safely called from ~PhysicsTaskScheduler()
private:
void doSimulation();
void worker();
void updateActorsPositions();
bool hasLineOfSight(const Actor* actor1, const Actor* actor2);
void refreshLOSCache();
void updateAabbs();
void updatePtrAabb(const std::shared_ptr<PtrHolder>& ptr);
void updateStats(osg::Timer_t frameStart, unsigned int frameNumber, osg::Stats& stats);
std::tuple<int, float> calculateStepConfig(float timeAccum) const;
void afterPreStep();
void afterPostStep();
void afterPostSim();
void syncWithMainThread();
void waitForWorkers();
std::unique_ptr<WorldFrameData> mWorldFrameData;
std::vector<Simulation> mSimulations;
std::unordered_set<const btCollisionObject*> mCollisionObjects;
float mDefaultPhysicsDt;
float mPhysicsDt;
float mTimeAccum;
btCollisionWorld* mCollisionWorld;
MWRender::DebugDrawer* mDebugDrawer;
std::vector<LOSRequest> mLOSCache;
std::set<std::shared_ptr<PtrHolder>> mUpdateAabb;
// TODO: use std::experimental::flex_barrier or std::barrier once it becomes a thing
std::unique_ptr<Misc::Barrier> mPreStepBarrier;
std::unique_ptr<Misc::Barrier> mPostStepBarrier;
std::unique_ptr<Misc::Barrier> mPostSimBarrier;
int mNumThreads;
int mNumJobs;
int mRemainingSteps;
int mLOSCacheExpiry;
std::size_t mFrameCounter;
bool mAdvanceSimulation;
bool mQuit;
std::atomic<int> mNextJob;
std::atomic<int> mNextLOS;
std::vector<std::thread> mThreads;
std::size_t mWorkersFrameCounter = 0;
std::condition_variable mWorkersDone;
std::mutex mWorkersDoneMutex;
mutable std::shared_mutex mSimulationMutex;
mutable std::shared_mutex mCollisionWorldMutex;
mutable std::shared_mutex mLOSCacheMutex;
mutable std::mutex mUpdateAabbMutex;
std::condition_variable_any mHasJob;
unsigned int mFrameNumber;
const osg::Timer* mTimer;
int mPrevStepCount;
Misc::BudgetMeasurement mBudget;
Misc::BudgetMeasurement mAsyncBudget;
unsigned int mBudgetCursor;
osg::Timer_t mAsyncStartTime;
osg::Timer_t mTimeBegin;
osg::Timer_t mTimeEnd;
osg::Timer_t mFrameStart;
};
}
#endif