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////  SimulationOwner.h//  libraries/entities/src////  Created by Andrew Meadows on 2015.06.19//  Copyright 2015 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_SimulationOwner_h#define hifi_SimulationOwner_h #include <QtCore/QDebug>#include <QtCore/QByteArray> #include <SharedUtil.h>#include <UUID.h> // HighFidelity uses a distributed physics simulation where multiple "participants" simulate portions// of the same domain.  Even when portions overlap only one participant is allowed to be the current// authority for any particular object's physical simulation.  The authoritative participant is called the// "simulation owner" and its duty is to send "state synchronization" (transform/velocity) updates for an// entity to the entity-server.  The entity-server relays updates to other participants who apply them to// their own simulation.//// Participants acquire ownership by sending a "bid" to the entity-server.  The bid is a properties update:// {   "simulationOwner": { "ownerID" : sessionID, "priority" : priority },//     transform/velocity properties// }//// The entity-server is the authority as to who owns what and may reject a bid.  The rules for handling a// bid are as follows:////     (1) A bid may be refused for special ownership restrictions, but otherwise...////     (2) A bid at higher priority is accepted////     (3) A bid at equal priority is accepted unless it was received shortly after (within 200msec) of the//         last ownership change.  This to avoid rapid ownership transitions should multiple participants//         bid simultaneously.////     (4) The current owner is the only participant allowed to clear their ownership or adjust priority.////     (5) If an owner does not update the transform or velocities of an owned entity within some period//         (5 seconds) then ownership is cleared and the entity's velocities are zeroed.  This to handle//         the case when an owner drops off the network.//// The priority of a participant's bid depends on how "interested" it is in the entity's motion.  The rules// for bidding are as follows:////     (6) A participant (almost) never assumes its bid is accepted by the entity-server.  It packs the//         simulation owner properties as if they really did change but doesn't actually modify them//         locally.  Instead it waits to hear back from the entity-server for bid acceptance.  If the entity//         remains unowned the participant will resend the bid (assuming the bid pakcet was lost). The//         exception is when the participant creates a moving entity: it assumes it starts off owning any//         moving entities it creates.////     (7) When an entity becomes active in the physics simulation but is not owned the participant will//         start a timer and if it is still unowned after expiry (0.5 seconds) the participant will//         bid at priority = VOLUNTEER (=2).  The entity-server never grants ownership at VOLUNTEER//         priority: when a VOLUNTEER bid is accepted the entity-server always promotes the priority to//         RECRUIT (=VOLUNTEER + 1); this to avoid a race-condition which might rapidly transition ownership//         when multiple participants (with variable ping-times to the server) bid simultaneously for a//         recently activated entity.////     (8) When a participant's script changes an entity's transform/velocity the participant will bid at//         priority = POKE (=127)////     (9) When an entity collides against MyAvatar the participant will bid at priority = POKE.////    (10) When a participant grabs an entity it will bid at priority = GRAB (=128).  This to allow UserA//         to whack UserB with a "sword" without losing ownership, since UserB will bid at POKE.  If UserB//         wants to contest for ownership they must also GRAB it.////    (11) When EntityA, locally owned at priority = N, collides with an unowned EntityB the owner will//         also bid for EntityB at priority = N-1 (or VOLUNTEER, whichever is larger).////    (12) When an entity comes to rest and is deactivated in the physics simulation the owner will send//         an update to: clear their ownerhsip, set priority to zero, and set the entity's velocities to//         zero.  As per a normal bid, the owner does NOT assume its ownership has been cleared until//         it hears back from the entity-server.  Thus, if the packet is lost the owner will re-send after//         expiry.////    (13) When an entity is still active but the owner no longer wants to own it, the owner will drop its//         priority to YIELD (=1, below VOLUNTEER) thereby signalling to other participants to bid for it.////    (14) When an entity's ownership priority drops to YIELD (=1, below VOLUNTEER) other participants may//         bid for it immediately at VOLUNTEER.///* These declarations temporarily moved to SimulationFlags.h while we unravel some spaghetti dependencies. * The intent is to move them back here once the dust settles.const uint8_t YIELD_SIMULATION_PRIORITY = 1;const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1; // When poking objects with scripts an observer will bid at SCRIPT_EDIT priority.const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 128;const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1; // PERSONAL priority (needs a better name) is the level at which a simulation observer owns its own avatar// which really just means: things that collide with it will be bid at a priority level one lowerconst uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;*/  class SimulationOwner {public:    static const int NUM_BYTES_ENCODED;     SimulationOwner();    SimulationOwner(const QUuid& id, uint8_t priority);    SimulationOwner(const SimulationOwner &) = default;     const QUuid& getID() const { return _id; }    const uint64_t& getExpiry() const { return _expiry; }    uint8_t getPriority() const { return _priority; }     QByteArray toByteArray() const;    bool fromByteArray(const QByteArray& data);     void clear();     void setPriority(uint8_t priority);     // return true if id is changed    bool setID(const QUuid& id);    bool set(const QUuid& id, uint8_t priority);    bool set(const SimulationOwner& owner);     bool isNull() const { return _id.isNull(); }    bool matchesValidID(const QUuid& id) const { return _id == id && !_id.isNull(); }     void updateExpiry();    bool hasExpired() const { return usecTimestampNow() > _expiry; }     void clearCurrentOwner();     bool operator>=(uint8_t priority) const { return _priority >= priority; }    bool operator==(const SimulationOwner& other) { return (_id == other._id && _priority == other._priority); }     bool operator!=(const SimulationOwner& other);    SimulationOwner& operator=(const SimulationOwner& other);     friend QDebug& operator<<(QDebug& d, const SimulationOwner& simOwner);     // debug    static void test(); private:    QUuid _id; // owner    uint64_t _expiry; // time when ownership can transition at equal priority    uint8_t _priority; // priority of current owner};   #endif // hifi_SimulationOwner_h