Remove GCQueue (#18820)

This commit is contained in:
metalgearsloth
2023-08-08 03:27:46 +10:00
committed by GitHub
parent 6a9e5e91f1
commit 3b1e6d30e7
9 changed files with 1 additions and 213 deletions

View File

@@ -120,7 +120,6 @@ namespace Content.Client.Entry
_prototypeManager.RegisterIgnore("noiseChannel"); _prototypeManager.RegisterIgnore("noiseChannel");
_prototypeManager.RegisterIgnore("spaceBiome"); _prototypeManager.RegisterIgnore("spaceBiome");
_prototypeManager.RegisterIgnore("worldgenConfig"); _prototypeManager.RegisterIgnore("worldgenConfig");
_prototypeManager.RegisterIgnore("gcQueue");
_prototypeManager.RegisterIgnore("gameRule"); _prototypeManager.RegisterIgnore("gameRule");
_prototypeManager.RegisterIgnore("worldSpell"); _prototypeManager.RegisterIgnore("worldSpell");
_prototypeManager.RegisterIgnore("entitySpell"); _prototypeManager.RegisterIgnore("entitySpell");

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@@ -53,7 +53,7 @@ namespace Content.Server.Atmos.EntitySystems
private void OnAirtightPositionChanged(EntityUid uid, AirtightComponent airtight, ref AnchorStateChangedEvent args) private void OnAirtightPositionChanged(EntityUid uid, AirtightComponent airtight, ref AnchorStateChangedEvent args)
{ {
var xform = Transform(uid); var xform = args.Transform;
if (!TryComp(xform.GridUid, out MapGridComponent? grid)) if (!TryComp(xform.GridUid, out MapGridComponent? grid))
return; return;

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@@ -1,21 +0,0 @@
using Content.Server.Worldgen.Prototypes;
using Content.Server.Worldgen.Systems.GC;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Worldgen.Components.GC;
/// <summary>
/// This is used for whether or not a GCable object is "dirty". Firing GCDirtyEvent on the object is the correct way to
/// set this up.
/// </summary>
[RegisterComponent]
[Access(typeof(GCQueueSystem))]
public sealed class GCAbleObjectComponent : Component
{
/// <summary>
/// Which queue to insert this object into when GCing
/// </summary>
[DataField("queue", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<GCQueuePrototype>))]
public string Queue = default!;
}

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@@ -1,41 +0,0 @@
using Robust.Shared.Prototypes;
namespace Content.Server.Worldgen.Prototypes;
/// <summary>
/// This is a prototype for a GC queue.
/// </summary>
[Prototype("gcQueue")]
public sealed class GCQueuePrototype : IPrototype
{
/// <inheritdoc />
[IdDataField]
public string ID { get; } = default!;
/// <summary>
/// How deep the GC queue is at most. If this value is ever exceeded entities get processed automatically regardless of
/// tick-time cap.
/// </summary>
[DataField("depth", required: true)]
public int Depth { get; }
/// <summary>
/// The maximum amount of time that can be spent processing this queue.
/// </summary>
[DataField("maximumTickTime")]
public TimeSpan MaximumTickTime { get; } = TimeSpan.FromMilliseconds(1);
/// <summary>
/// The minimum depth before entities in the queue actually get processed for deletion.
/// </summary>
[DataField("minDepthToProcess", required: true)]
public int MinDepthToProcess { get; }
/// <summary>
/// Whether or not the GC should fire an event on the entity to see if it's eligible to skip the queue.
/// Useful for making it so only objects a player has actually interacted with get put in the collection queue.
/// </summary>
[DataField("trySkipQueue")]
public bool TrySkipQueue { get; }
}

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@@ -2,7 +2,6 @@
using System.Numerics; using System.Numerics;
using Content.Server.Worldgen.Components; using Content.Server.Worldgen.Components;
using Content.Server.Worldgen.Components.Debris; using Content.Server.Worldgen.Components.Debris;
using Content.Server.Worldgen.Systems.GC;
using Content.Server.Worldgen.Tools; using Content.Server.Worldgen.Tools;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
@@ -17,7 +16,6 @@ namespace Content.Server.Worldgen.Systems.Debris;
/// </summary> /// </summary>
public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
{ {
[Dependency] private readonly GCQueueSystem _gc = default!;
[Dependency] private readonly NoiseIndexSystem _noiseIndex = default!; [Dependency] private readonly NoiseIndexSystem _noiseIndex = default!;
[Dependency] private readonly PoissonDiskSampler _sampler = default!; [Dependency] private readonly PoissonDiskSampler _sampler = default!;
[Dependency] private readonly TransformSystem _xformSys = default!; [Dependency] private readonly TransformSystem _xformSys = default!;
@@ -35,19 +33,10 @@ public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
SubscribeLocalEvent<DebrisFeaturePlacerControllerComponent, WorldChunkUnloadedEvent>(OnChunkUnloaded); SubscribeLocalEvent<DebrisFeaturePlacerControllerComponent, WorldChunkUnloadedEvent>(OnChunkUnloaded);
SubscribeLocalEvent<OwnedDebrisComponent, ComponentShutdown>(OnDebrisShutdown); SubscribeLocalEvent<OwnedDebrisComponent, ComponentShutdown>(OnDebrisShutdown);
SubscribeLocalEvent<OwnedDebrisComponent, MoveEvent>(OnDebrisMove); SubscribeLocalEvent<OwnedDebrisComponent, MoveEvent>(OnDebrisMove);
SubscribeLocalEvent<OwnedDebrisComponent, TryCancelGC>(OnTryCancelGC);
SubscribeLocalEvent<SimpleDebrisSelectorComponent, TryGetPlaceableDebrisFeatureEvent>( SubscribeLocalEvent<SimpleDebrisSelectorComponent, TryGetPlaceableDebrisFeatureEvent>(
OnTryGetPlacableDebrisEvent); OnTryGetPlacableDebrisEvent);
} }
/// <summary>
/// Handles GC cancellation in case the chunk is still loaded.
/// </summary>
private void OnTryCancelGC(EntityUid uid, OwnedDebrisComponent component, ref TryCancelGC args)
{
args.Cancelled |= HasComp<LoadedChunkComponent>(component.OwningController);
}
/// <summary> /// <summary>
/// Handles debris moving, and making sure it stays parented to a chunk for loading purposes. /// Handles debris moving, and making sure it stays parented to a chunk for loading purposes.
/// </summary> /// </summary>
@@ -102,12 +91,6 @@ public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
private void OnChunkUnloaded(EntityUid uid, DebrisFeaturePlacerControllerComponent component, private void OnChunkUnloaded(EntityUid uid, DebrisFeaturePlacerControllerComponent component,
ref WorldChunkUnloadedEvent args) ref WorldChunkUnloadedEvent args)
{ {
foreach (var (_, debris) in component.OwnedDebris)
{
if (debris is not null)
_gc.TryGCEntity(debris.Value); // gonb.
}
component.DoSpawns = true; component.DoSpawns = true;
} }

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@@ -1,124 +0,0 @@
using System.Linq;
using Content.Server.Worldgen.Components.GC;
using Content.Server.Worldgen.Prototypes;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Worldgen.Systems.GC;
/// <summary>
/// This handles delayed garbage collection of entities, to avoid overloading the tick in particularly expensive cases.
/// </summary>
public sealed class GCQueueSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[ViewVariables] private TimeSpan _maximumProcessTime = TimeSpan.Zero;
[ViewVariables] private readonly Dictionary<string, Queue<EntityUid>> _queues = new();
/// <inheritdoc />
public override void Initialize()
{
_cfg.OnValueChanged(CCVars.GCMaximumTimeMs, s => _maximumProcessTime = TimeSpan.FromMilliseconds(s),
true);
}
/// <inheritdoc />CCVars
public override void Update(float frameTime)
{
var overallWatch = new Stopwatch();
var queueWatch = new Stopwatch();
var queues = _queues.ToList();
_random.Shuffle(queues); // Avert resource starvation by always processing in random order.
overallWatch.Start();
foreach (var (pId, queue) in queues)
{
if (overallWatch.Elapsed > _maximumProcessTime)
return;
var proto = _proto.Index<GCQueuePrototype>(pId);
if (queue.Count < proto.MinDepthToProcess)
continue;
queueWatch.Restart();
while (queueWatch.Elapsed < proto.MaximumTickTime && queue.Count >= proto.MinDepthToProcess &&
overallWatch.Elapsed < _maximumProcessTime)
{
var e = queue.Dequeue();
if (!Deleted(e))
{
var ev = new TryCancelGC();
RaiseLocalEvent(e, ref ev);
if (!ev.Cancelled)
Del(e);
}
}
}
}
/// <summary>
/// Attempts to GC an entity. This functions as QueueDel if it can't.
/// </summary>
/// <param name="e">Entity to GC.</param>
public void TryGCEntity(EntityUid e)
{
if (!TryComp<GCAbleObjectComponent>(e, out var comp))
{
QueueDel(e); // not our problem :)
return;
}
if (!_queues.TryGetValue(comp.Queue, out var queue))
{
queue = new Queue<EntityUid>();
_queues[comp.Queue] = queue;
}
var proto = _proto.Index<GCQueuePrototype>(comp.Queue);
if (queue.Count > proto.Depth)
{
QueueDel(e); // whelp, too full.
return;
}
if (proto.TrySkipQueue)
{
var ev = new TryGCImmediately();
RaiseLocalEvent(e, ref ev);
if (!ev.Cancelled)
{
QueueDel(e);
return;
}
}
queue.Enqueue(e);
}
}
/// <summary>
/// Fired by GCQueueSystem to check if it can simply immediately GC an entity, for example if it was never fully
/// loaded.
/// </summary>
/// <param name="Cancelled">Whether or not the immediate deletion attempt was cancelled.</param>
[ByRefEvent]
[PublicAPI]
public record struct TryGCImmediately(bool Cancelled = false);
/// <summary>
/// Fired by GCQueueSystem to check if the collection of the given entity should be cancelled, for example it's chunk
/// being loaded again.
/// </summary>
/// <param name="Cancelled">Whether or not the deletion attempt was cancelled.</param>
[ByRefEvent]
[PublicAPI]
public record struct TryCancelGC(bool Cancelled = false);

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@@ -41,8 +41,6 @@
- id: WallRockArtifactFragment - id: WallRockArtifactFragment
prob: 0.01 prob: 0.01
orGroup: rock orGroup: rock
- type: GCAbleObject
queue: SpaceDebris
- type: IFF - type: IFF
flags: HideLabel flags: HideLabel
color: "#d67e27" color: "#d67e27"

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@@ -45,8 +45,6 @@
prob: 0.2 prob: 0.2
- id: SalvageMobSpawner - id: SalvageMobSpawner
prob: 0.7 prob: 0.7
- type: GCAbleObject
queue: SpaceDebris
- type: IFF - type: IFF
flags: HideLabel flags: HideLabel
color: "#88b0d1" color: "#88b0d1"

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@@ -1,4 +0,0 @@
- type: gcQueue
id: SpaceDebris
depth: 512 # So there's a decent bit of time before roids unload.
minDepthToProcess: 256