Gas tile overlay state handling changes (#12691)

This commit is contained in:
Leon Friedrich
2022-12-19 08:25:27 +13:00
committed by GitHub
parent 195bf86fe2
commit 2759ef009e
11 changed files with 268 additions and 108 deletions

View File

@@ -4,6 +4,7 @@ using System.Threading;
using System.Threading.Tasks;
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.CCVar;
using Content.Shared.Chunking;
@@ -12,9 +13,10 @@ using Content.Shared.Rounding;
using JetBrains.Annotations;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
@@ -37,17 +39,6 @@ namespace Content.Server.Atmos.EntitySystems
private readonly Dictionary<IPlayerSession, Dictionary<EntityUid, HashSet<Vector2i>>> _lastSentChunks = new();
/// <summary>
/// The tiles that have had their atmos data updated since last tick
/// </summary>
private readonly Dictionary<EntityUid, HashSet<Vector2i>> _invalidTiles = new();
/// <summary>
/// Gas data stored in chunks to make PVS / bubbling easier.
/// </summary>
private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
new();
// Oh look its more duplicated decal system code!
private ObjectPool<HashSet<Vector2i>> _chunkIndexPool =
new DefaultObjectPool<HashSet<Vector2i>>(
@@ -63,15 +54,18 @@ namespace Content.Server.Atmos.EntitySystems
private int _thresholds;
private bool _pvsEnabled;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_confMan.OnValueChanged(CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
_confMan.OnValueChanged(CCVars.GasOverlayThresholds, UpdateThresholds, true);
_confMan.OnValueChanged(CVars.NetPVS, OnPvsToggle, true);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<GasTileOverlayComponent, ComponentGetState>(OnGetState);
}
public override void Shutdown()
@@ -80,20 +74,45 @@ namespace Content.Server.Atmos.EntitySystems
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_confMan.UnsubValueChanged(CCVars.NetGasOverlayTickRate, UpdateTickRate);
_confMan.UnsubValueChanged(CCVars.GasOverlayThresholds, UpdateThresholds);
_confMan.UnsubValueChanged(CVars.NetPVS, OnPvsToggle);
}
private void OnPvsToggle(bool value)
{
if (value == _pvsEnabled)
return;
_pvsEnabled = value;
if (value)
return;
foreach (var lastSent in _lastSentChunks.Values)
{
foreach (var set in lastSent.Values)
{
set.Clear();
_chunkIndexPool.Return(set);
}
lastSent.Clear();
}
// PVS was turned off, ensure data gets sent to all clients.
foreach (var (grid, meta) in EntityQuery<GasTileOverlayComponent, MetaDataComponent>(true))
{
grid.ForceTick = _gameTiming.CurTick;
Dirty(grid, meta);
}
}
private void UpdateTickRate(float value) => _updateInterval = value > 0.0f ? 1 / value : float.MaxValue;
private void UpdateThresholds(int value) => _thresholds = value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Invalidate(EntityUid grid, Vector2i index)
public void Invalidate(EntityUid grid, Vector2i index, GasTileOverlayComponent? comp = null)
{
_invalidTiles.GetOrNew(grid).Add(index);
}
private void OnGridRemoved(GridRemovalEvent ev)
{
_overlay.Remove(ev.EntityUid);
if (Resolve(grid, ref comp))
comp.InvalidTiles.Add(index);
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
@@ -117,19 +136,19 @@ namespace Content.Server.Atmos.EntitySystems
}
/// <summary>
/// Updates the visuals for a tile on some grid chunk.
/// Updates the visuals for a tile on some grid chunk. Returns true if the visuals have changed.
/// </summary>
private void UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index, GameTick curTick)
private bool UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index, GameTick curTick)
{
ref var oldData = ref chunk.GetData(index);
if (!gridAtmosphere.Tiles.TryGetValue(index, out var tile))
{
if (oldData.Equals(default))
return;
return false;
chunk.LastUpdate = curTick;
oldData = default;
return;
return true;
}
var changed = false;
@@ -186,35 +205,33 @@ namespace Content.Server.Atmos.EntitySystems
}
if (!changed)
return;
return false;
chunk.LastUpdate = curTick;
return true;
}
private void UpdateOverlayData(GameTick curTick)
{
// TODO parallelize?
foreach (var (gridId, invalidIndices) in _invalidTiles)
foreach (var (overlay, gam, meta) in EntityQuery<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>(true))
{
if (!TryComp(gridId, out GridAtmosphereComponent? gam))
{
_overlay.Remove(gridId);
continue;
}
var chunks = _overlay.GetOrNew(gridId);
foreach (var index in invalidIndices)
bool changed = false;
foreach (var index in overlay.InvalidTiles)
{
var chunkIndex = GetGasChunkIndices(index);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
chunks[chunkIndex] = chunk = new GasOverlayChunk(chunkIndex);
if (!overlay.Chunks.TryGetValue(chunkIndex, out var chunk))
overlay.Chunks[chunkIndex] = chunk = new GasOverlayChunk(chunkIndex);
UpdateChunkTile(gam, chunk, index, curTick);
changed |= UpdateChunkTile(gam, chunk, index, curTick);
}
if (changed)
Dirty(overlay, meta);
overlay.InvalidTiles.Clear();
}
_invalidTiles.Clear();
}
public override void Update(float frameTime)
@@ -230,6 +247,9 @@ namespace Content.Server.Atmos.EntitySystems
// First, update per-chunk visual data for any invalidated tiles.
UpdateOverlayData(curTick);
if (!_pvsEnabled)
return;
// 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.
@@ -288,8 +308,8 @@ namespace Content.Server.Atmos.EntitySystems
foreach (var (grid, gridChunks) in chunksInRange)
{
// Not all grids have atmospheres.
if (!_overlay.TryGetValue(grid, out var gridData))
continue;
if (!TryComp(grid, out GasTileOverlayComponent? overlay))
return;
List<GasOverlayChunk> dataToSend = new();
ev.UpdatedChunks[grid] = dataToSend;
@@ -298,7 +318,7 @@ namespace Content.Server.Atmos.EntitySystems
foreach (var index in gridChunks)
{
if (!gridData.TryGetValue(index, out var value))
if (!overlay.Chunks.TryGetValue(index, out var value))
continue;
if (previousChunks != null &&
@@ -321,11 +341,8 @@ namespace Content.Server.Atmos.EntitySystems
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
}
public override void Reset(RoundRestartCleanupEvent ev)
public void Reset(RoundRestartCleanupEvent ev)
{
_invalidTiles.Clear();
_overlay.Clear();
foreach (var data in _lastSentChunks.Values)
{
foreach (var previous in data.Values)
@@ -337,5 +354,27 @@ namespace Content.Server.Atmos.EntitySystems
data.Clear();
}
}
private void OnGetState(EntityUid uid, GasTileOverlayComponent component, ref ComponentGetState args)
{
if (_pvsEnabled && !args.ReplayState)
return;
// Should this be a full component state or a delta-state?
if (args.FromTick <= component.CreationTick && args.FromTick <= component.ForceTick)
{
args.State = new GasTileOverlayState(component.Chunks);
return;
}
var data = new Dictionary<Vector2i, GasOverlayChunk>();
foreach (var (index, chunk) in component.Chunks)
{
if (chunk.LastUpdate >= args.FromTick)
data[index] = chunk;
}
args.State = new GasTileOverlayState(data) { AllChunks = new(component.Chunks.Keys) };
}
}
}