Parallelize gas and decal systems. (#12349)

This commit is contained in:
Leon Friedrich
2022-11-02 20:23:26 +13:00
committed by GitHub
parent 5edc9cd6b1
commit 237b842d65
2 changed files with 110 additions and 114 deletions

View File

@@ -1,4 +1,3 @@
using System.Runtime.CompilerServices;
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
@@ -12,9 +11,12 @@ using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
// ReSharper disable once RedundantUsingDirective
@@ -28,6 +30,7 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IConfigurationManager _confMan = default!;
[Dependency] private readonly IParallelManager _parMan = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly ChunkingSystem _chunkingSys = default!;
@@ -96,30 +99,22 @@ namespace Content.Server.Atmos.EntitySystems
{
if (e.NewStatus != SessionStatus.InGame)
{
if (_lastSentChunks.Remove(e.Session, out var set))
ReturnToPool(set);
return;
if (_lastSentChunks.Remove(e.Session, out var sets))
{
foreach (var set in sets.Values)
{
set.Clear();
_chunkIndexPool.Return(set);
}
}
}
if (!_lastSentChunks.ContainsKey(e.Session))
{
_lastSentChunks[e.Session] = _chunkViewerPool.Get();
DebugTools.Assert(_lastSentChunks[e.Session].Count == 0);
_lastSentChunks[e.Session] = new();
}
}
private void ReturnToPool(Dictionary<EntityUid, HashSet<Vector2i>> chunks)
{
foreach (var (_, previous) in chunks)
{
previous.Clear();
_chunkIndexPool.Return(previous);
}
chunks.Clear();
_chunkViewerPool.Return(chunks);
}
/// <summary>
/// Updates the visuals for a tile on some grid chunk.
/// </summary>
@@ -164,6 +159,7 @@ namespace Content.Server.Atmos.EntitySystems
private void UpdateOverlayData(GameTick curTick)
{
// TODO parallelize?
foreach (var (gridId, invalidIndices) in _invalidTiles)
{
if (!TryComp(gridId, out GridAtmosphereComponent? gam))
@@ -203,24 +199,16 @@ namespace Content.Server.Atmos.EntitySystems
// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
// Afterwards we reset all the chunk data for the next time we tick.
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var session in Filter.GetAllPlayers(_playerManager))
{
if (session is IPlayerSession { Status: SessionStatus.InGame } playerSession)
UpdatePlayer(playerSession, xformQuery, curTick);
}
var players = _playerManager.ServerSessions.Where(x => x.Status == SessionStatus.InGame).ToArray();
var opts = new ParallelOptions { MaxDegreeOfParallelism = _parMan.ParallelProcessCount };
Parallel.ForEach(players, opts, p => UpdatePlayer(p, curTick));
}
private void UpdatePlayer(IPlayerSession playerSession, EntityQuery<TransformComponent> xformQuery, GameTick curTick)
private void UpdatePlayer(IPlayerSession playerSession, GameTick curTick)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var chunksInRange = _chunkingSys.GetChunksForSession(playerSession, ChunkSize, xformQuery, _chunkIndexPool, _chunkViewerPool);
if (!_lastSentChunks.TryGetValue(playerSession, out var previouslySent))
{
_lastSentChunks[playerSession] = previouslySent = _chunkViewerPool.Get();
DebugTools.Assert(previouslySent.Count == 0);
}
var previouslySent = _lastSentChunks[playerSession];
var ev = new GasOverlayUpdateEvent();
@@ -289,8 +277,8 @@ namespace Content.Server.Atmos.EntitySystems
}
}
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
ReturnToPool(ev.RemovedChunks);
if (ev.UpdatedChunks.Count != 0 || ev.RemovedChunks.Count != 0)
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
}
public override void Reset(RoundRestartCleanupEvent ev)
@@ -300,10 +288,14 @@ namespace Content.Server.Atmos.EntitySystems
foreach (var data in _lastSentChunks.Values)
{
ReturnToPool(data);
}
foreach (var previous in data.Values)
{
previous.Clear();
_chunkIndexPool.Return(previous);
}
_lastSentChunks.Clear();
data.Clear();
}
}
}
}