untested collision/near miss detection, with prisms auto-refresh
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@@ -11,3 +11,29 @@ The server-side of this API is served by the node daemon in p42api.
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p42api has a folder 'api' with one file / module per API service, they are all declared in and imported by api/index.js.
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Each module defines a mapping object, that contains all the complete urls served, http-method, and local handling method.
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We are now focusing on P42 God Daemons (in folder p42GodDaemons).
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Every daemon in there is connected to several Redis. At least one Arena redis, and one System Redis.
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PUB/SUB channels are prefixed accordingly, following the configuration token "chansNamespace"
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and anything outside the configured combination Redis host & port + chansNamespace is illegal.
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In the future, there might be several different Redis (in mesh) serving the same chansNamespace.
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GPS Daemon is the global positionning system of the arena.
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It holds the current position of every agent in the arena.
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Agents change their 3D speed vector whenever they want by informing GPS (via the agentVectorChangeChannel)
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A typical agent event looks like
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{ "eventType": "change", "payload": { "newVector": { "x": 5, "y": -2.34, "z": 0 } }, "sender": "agent42" }
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On every speed vector change, GPS computes the 4D worldline of the agent,
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and scans all other worldlines to find those intersecting, or approaching less than a configurable distance.
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Each collision/ near-miss is then registered.
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As time passes, GPS fires events towards concerned agents based on this register.
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On every speed vector change, this register is searched and all entries containing the agent changing its speed are deleted.
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To speed-up and limit the intersection computations, we will take an approach using rectangular 4-prisms :
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Each pair of wordlines to test for collision / near-miss is enclosed in a 4-prism of a certain configurable time-height (thus how far in the future we test),
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and we just test for intersecting prisms.
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Only if the prisms intersect do we compute the real minimal-distance and its time, that we keep in the register.
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Comparing a pair of worldlines should be a separated method and the looping through all agents in a separated method as well.
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The reason for this remark is to take provision for a future where I might want to paralellize this (instead of looping through), in a GPU.
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{ "eventType": "remove", "payload": { }, "sender": "agent42" }
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