Commit Graph
92 Commits
Author SHA1 Message Date
BMagnu bdde909fa6 Threading Framework & Threaded Collisions (#6814)
* Dispatch ship weapon collisions and defer handling

* multithread ship weapon collision

* properly spin

* proper memory order

* externalize generic threadpool settings

* Wait for threads to shut down

* Add result pipelining

* cleanup

* incorrect nullopt type

* randomrange todo

* parallelize ship ship collisions

* bogus debug return

* remove warnings

* clang tidy
2025-07-12 11:41:30 +02:00
Goober5000 704bf95a75 implement don't-change-position and don't-change-orientation
Per #4294, this adds two new flag that, together, are equivalent to the legacy "immobile" flag but individually provide more fine-grained control.  Since the physics for position and orientation have a bit of overlap, the new flag functionality simply reverts whatever position or orientation changes were done by the physics sim.

In the FRED and qtFRED ship flags dialogs, the "immobile" flag (aka "Does Not Move") is replaced by the two new flags, but in FSO the situation is more complicated.  The old and new flags coexist and have overlapping functionality, so the mission designer must be careful to set and unset the appropriate flag (that is, it is possible for both "immobile" and "don't-change-position" to be set at the same time, in which case the ship cannot change position without both flags being unset).  The `set-immobile` and `set-mobile` legacy SEXPs ensure that the new flags are removed so as not to conflict with the legacy flag, but the `alter-ship-flag` and `are-ship-flags-set` SEXPs and the `getFlag` and `setFlag` script functions use exactly what the FREDder/scripter specifies and nothing else.

(I attempted to completely replace "immobile" with the two newer flags, but it proved intractable to do this while maintaining reverse compatibility: retrofitting single-flag functions to apply dual flags for one particular situation made the functions harder to understand as well as introducing many edge cases and opportunities for bugs or "gotchas".)

Implements #4294.
2024-08-17 16:46:48 -04:00
Goober5000 671fe21a75 additional collision info
* Add the submodel that was hit to the On Ship Collision scripting hook.  (This will only be non-nil if the ship was the "heavy object".)
* Add a `getModel()` function to the scripted submodel object.
* Fix some incorrect documentation in `OnShipCollision`.
2024-03-12 13:02:58 -04:00
Birk Magnussen 1f9a2ca4ce Increase collision pair cache bitshift 2024-02-26 20:53:46 +01:00
Asteroth b1fd9ffffb Improve performance of collision retiming (#5496)
* fast version of setting position and orientation

* preliminary stale collide time

* add global collision cache stale flag instead

* clean up

* more clean up

* no periods >.>

* bring back single object version

* rename and bring back stale object list

* use a set
2023-07-18 00:28:49 -04:00
Goober5000 c72b8b0cf4 some refinements for retiming of object collision pairs
1. Add a function to retime *only* the collision pairs involving a specific object.  This is useful when only one object has moved, since only collisions involving that object are affected.
2. Use this function when objects are moved for autopilot, via sexp, and via script.

Previously collision pairs were not retimed when objects were moved via script, leading to bugs.  This fixes that.
2023-06-04 16:04:53 -04:00
Goober5000 1feef8ff2a improve spawn collision checking
Take into account the collision flag and collision groups when spawning a ship.  Should fix #5357.

Also clean up the code a bit, including setting a few `int`s to `bool`s and adding a missing axis case.
2023-04-20 22:31:34 -04:00
Goober5000 5b175673ed add initializers to mc_info
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.

This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
2023-02-21 19:09:10 -05:00
Asteroth 3047a226a3 Better account for runtime gravity changes (#5130)
* better account for changing gravity

* use `obj_used_list`

* check should_be_dead
2023-01-22 14:40:13 -05:00
Goober5000 6de5c96127 add should-be-dead checks for object iterations (#5050)
Follow-up to #5040.  This extends the checks to most iterations over `obj_used_list` in FSO.  There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others.  And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
2022-12-31 23:23:39 -05:00
Asteroth 13a08371cf fix an oversight from gravity changes (#4926) 2022-11-22 16:05:39 -05:00
Asteroth 219bcca23a Implement gravity (#4803)
Adds gravity! Applies on a per-mission basis, and weapons, ships, debris, and asteroids now have a configurable "gravity const" which multiplies the effect of gravity on them, by default everything except debris is 0 (meaning no effect even when the mission has gravity). AI and the lead indicator will also lead for ballistic trajectories as well, given a gravity-affected weapon. No FRED support or gravity direction control yet, to come in later PRs.
2022-11-21 20:13:35 -05:00
Goober5000 63445dec5a remove Object.parent_type
It's theoretically possible for `parent_type` to get out of sync with the parent's type, particularly if the parent is destroyed.  Since the field is almost never used, it can be removed.

Should fix #4105.
2022-03-27 12:38:48 -04:00
Goober5000 97952d6b6c refactoring in preparation for model translation
Mostly renaming of fields and functions, and moving some modelread sections into functions.  This reorganization will put the code on a better footing for the model translation feature.  No model translation code is included yet, and there should be no change in functionality.
2022-01-29 15:53:21 -05:00
Taylor Richards 3e0d95eff8 reset object colliders after each mission 2021-12-29 07:12:03 -05:00
Asteroth 47f84846e3 fix collision retiming to never be in the future (#3599) 2021-08-12 17:21:22 -04:00
Baezon 6c399ccace fix accelerating weapons culling 2021-06-06 12:23:02 -04:00
JohnAFernandezandAsteroth 47f6d2b368 Add guardrails to object cleanup during object creation (#3371)
* Prevent Crashes from Weapons being deleted during the collision process

This puts in some safety checks to keep FSO from crashing while doing collision detection when close to the object limit.

* Remove Problematic Assertions and INT3's

Keeps FSO from crashing when low on Object slots from failed weapon and beam creations.

* Simplify Code with a good suggestion

Co-authored-by: Asteroth <[email protected]>

Co-authored-by: Asteroth <[email protected]>
2021-05-05 00:52:11 -04:00
Baezon 0fcfe68164 add self-damaging weapons 2021-03-03 11:08:04 -05:00
Baezon 4bf93e08df fix collision culling for slow weapons 2021-01-11 00:45:42 -05:00
JohnAFernandez f21b1a7ace Multiplayer Resimulation for Client Fired Linear Weapons (Rollback) (#2788)
* Multiplayer Dumbfire Rollback

This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot.  The client creates this packet when firing those two types of weapons and sends it to the server.  The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.

This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.

* Address Feedback

* allow clients to send subsystem info

* Check for object number not weapon number

* Readability Adjustment
2020-11-03 22:56:25 -05:00
Baezon 858356cfd3 some fixes to beam collision 2020-10-26 11:43:10 -04:00
CasparKielwein 271d3f97bd remove unused functions obj_add_pair and obj_add_pairs in object code.
These functions where not used anymore and probably made redundant
by swifties changes to the collision system in 2012.
2019-05-04 11:30:54 +02:00
CasparKielwein e70d6a89ee objcollide cleanup: declare local variables at point of first use
made some loops range based.
removed some typedef struct, as it is c++.
2019-05-04 11:30:16 +02:00
CasparKielwein 3e7e7cde00 made functions from objcollide, which are only used in .cpp local to compilation unit 2019-05-01 10:41:27 +02:00
CasparKielwein f63667b29e Cleanup in objcollide: Remove code that was commented out 2019-05-01 10:07:35 +02:00
CasparKielwein b42fc2122a Cleanup in object collide code.
A bit of small cleanups in preparation of larger scale refactoring.

remove unused member heavy_collision_cm_pos of collision info struct,
which was set in several places but never used.
2019-05-01 09:44:19 +02:00
CasparKielwein e622d81e89 remove unused functions and defines in object/code 2018-12-29 16:45:47 +01:00
Goober5000 e581a3b8a3 make these variables global 2018-12-16 14:28:47 -05:00
Goober5000 e9a8b9d8a2 make vectors static, per discussion on Discord 2018-12-15 16:45:58 -05:00
asarium 15dc45cc0a Remove -old_collision command line option
The new system has been tested pretty thoroughly so I think it is time
to remove this option.
2018-10-21 18:36:59 +02:00
Peter Mitsis 666c177dec Fix asteriod typo
Replaces instances of 'asteriod' with 'asteroid'.

Signed-off-by: Peter Mitsis <[email protected]>
2018-04-14 19:57:03 -04:00
asarium 6922d3ca2c Integrate the existing monitor system into the new tracing system
This writes the monitor updates as counter events into the event trace
file.
2016-12-21 16:10:01 +01:00
asarium d64196eff0 Refactor tracing subsystem
The new design is centered around the Event Trace JSON format but it
should still be possible to adapt it for other profiling tools. The old
profiling system has been removed.
2016-11-24 10:26:21 +01:00
Goober5000 d9c9647919 Merge pull request #947 from MageKing17/cleanup/miscellaneous
Some miscelleaneous cleanup commits.
2016-09-17 23:15:17 -04:00
asarium 26f45732da Move profiling functions into separate folder 2016-09-14 12:26:53 +02:00
MageKing17 bce17561ed Change pointless .size() calls into .empty() calls.
The codebase had quite a few instances of .size() being called and then checked to see if it was 0 or not (or less than 1, or greater-than-or-equal-to 1, which are basically equivalent), when .empty() could be called instead (negated or not, depending on what the original condition was).
2016-09-07 18:36:12 -07:00
asarium 1a212868a0 Add support for outputting profiling data as JSON
This output is compatible with the Chromium tracing viewer which
provides a very nice visual overview of what FSO does in a frame.
2016-08-29 20:18:51 +02:00
Fabian Woltermann 127976cd74 Weapon info flags conversion (#851) 2016-08-18 23:17:41 -07:00
asarium 0a7800d3ea And another batch of warning fixes 2016-08-15 18:55:35 +02:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
asarium 7b352e511c Add new memory tracking subsystem
This expands the existing system which only worked on Windows to all
supported platforms.

If the MSVC debug runtime is not present then its behavior is emulated
by adding a header to each allocated memory block.
2016-07-29 11:02:45 +02:00
MageKing17 54e052bc2f Don't assume non-turning weapons have a fixed velocity.
Somewhat related to PR #528, this changes the branch that assumes constant velocity from checking for an absence of the WIF_TURNS flag to checking for the presence of the PF_CONST_VEL flag (because non-turning weapons can be given an acceleration time).
2016-01-31 18:54:41 -08:00
MageKing17 37a98b8cf8 Check B->parent_sig before checking B->parent in objcollide.cpp.
Could cause problems with recycled objects (specifically, I had a crash once because "Objects[B->parent].instance" was well over MAX_SHIPS due to being a weapon instead of a ship, causing the "Ships[Objects[B->parent].instance].team" reference to fail hard).
2016-01-26 23:59:23 -08:00
The E a413255728 Renaming vm_vec_dotprod to vm_vec_dot 2015-12-01 20:35:47 +01:00
Goober5000 5fb98551c9 collision optimization: two objects which do not move will never collide with one another 2015-09-21 16:30:19 -04:00
Goober5000 bd3cd7eb18 Merge pull request #195 from Echelon9/fix/sort-uniq-includes
Review and refactor #include's
2015-08-19 00:05:02 -04:00
Echelon9 cd503fd2e4 Fix: object/objcollide.cpp:1247:8: warning: variable ‘max’ set but not used [-Wunused-but-set-variable] 2015-07-04 16:10:15 +10:00
Echelon9 e7e046f949 Fix: object/objcollide.cpp:1248:8: warning: variable ‘overlap_min’ set but not used [-Wunused-but-set-variable] 2015-07-04 16:08:40 +10:00
Echelon9 c5493bb480 Scripted sort and uniq on (internal) project includes. Improves search time and as a by product removed a number of duplicative includes. 2015-06-22 20:24:30 +10:00