Remove GCQueue (#18820)
This commit is contained in:
@@ -120,7 +120,6 @@ namespace Content.Client.Entry
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_prototypeManager.RegisterIgnore("noiseChannel");
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_prototypeManager.RegisterIgnore("spaceBiome");
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_prototypeManager.RegisterIgnore("worldgenConfig");
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_prototypeManager.RegisterIgnore("gcQueue");
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_prototypeManager.RegisterIgnore("gameRule");
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_prototypeManager.RegisterIgnore("worldSpell");
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_prototypeManager.RegisterIgnore("entitySpell");
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@@ -53,7 +53,7 @@ namespace Content.Server.Atmos.EntitySystems
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private void OnAirtightPositionChanged(EntityUid uid, AirtightComponent airtight, ref AnchorStateChangedEvent args)
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{
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var xform = Transform(uid);
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var xform = args.Transform;
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if (!TryComp(xform.GridUid, out MapGridComponent? grid))
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return;
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@@ -1,21 +0,0 @@
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using Content.Server.Worldgen.Prototypes;
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using Content.Server.Worldgen.Systems.GC;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Worldgen.Components.GC;
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/// <summary>
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/// This is used for whether or not a GCable object is "dirty". Firing GCDirtyEvent on the object is the correct way to
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/// set this up.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(GCQueueSystem))]
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public sealed class GCAbleObjectComponent : Component
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{
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/// <summary>
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/// Which queue to insert this object into when GCing
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/// </summary>
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[DataField("queue", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<GCQueuePrototype>))]
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public string Queue = default!;
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}
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@@ -1,41 +0,0 @@
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using Robust.Shared.Prototypes;
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namespace Content.Server.Worldgen.Prototypes;
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/// <summary>
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/// This is a prototype for a GC queue.
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/// </summary>
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[Prototype("gcQueue")]
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public sealed class GCQueuePrototype : IPrototype
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{
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/// <inheritdoc />
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// How deep the GC queue is at most. If this value is ever exceeded entities get processed automatically regardless of
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/// tick-time cap.
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/// </summary>
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[DataField("depth", required: true)]
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public int Depth { get; }
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/// <summary>
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/// The maximum amount of time that can be spent processing this queue.
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/// </summary>
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[DataField("maximumTickTime")]
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public TimeSpan MaximumTickTime { get; } = TimeSpan.FromMilliseconds(1);
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/// <summary>
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/// The minimum depth before entities in the queue actually get processed for deletion.
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/// </summary>
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[DataField("minDepthToProcess", required: true)]
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public int MinDepthToProcess { get; }
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/// <summary>
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/// Whether or not the GC should fire an event on the entity to see if it's eligible to skip the queue.
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/// Useful for making it so only objects a player has actually interacted with get put in the collection queue.
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/// </summary>
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[DataField("trySkipQueue")]
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public bool TrySkipQueue { get; }
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}
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@@ -2,7 +2,6 @@
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using System.Numerics;
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using Content.Server.Worldgen.Components;
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using Content.Server.Worldgen.Components.Debris;
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using Content.Server.Worldgen.Systems.GC;
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using Content.Server.Worldgen.Tools;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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@@ -17,7 +16,6 @@ namespace Content.Server.Worldgen.Systems.Debris;
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/// </summary>
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public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
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{
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[Dependency] private readonly GCQueueSystem _gc = default!;
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[Dependency] private readonly NoiseIndexSystem _noiseIndex = default!;
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[Dependency] private readonly PoissonDiskSampler _sampler = default!;
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[Dependency] private readonly TransformSystem _xformSys = default!;
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@@ -35,19 +33,10 @@ public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
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SubscribeLocalEvent<DebrisFeaturePlacerControllerComponent, WorldChunkUnloadedEvent>(OnChunkUnloaded);
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SubscribeLocalEvent<OwnedDebrisComponent, ComponentShutdown>(OnDebrisShutdown);
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SubscribeLocalEvent<OwnedDebrisComponent, MoveEvent>(OnDebrisMove);
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SubscribeLocalEvent<OwnedDebrisComponent, TryCancelGC>(OnTryCancelGC);
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SubscribeLocalEvent<SimpleDebrisSelectorComponent, TryGetPlaceableDebrisFeatureEvent>(
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OnTryGetPlacableDebrisEvent);
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}
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/// <summary>
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/// Handles GC cancellation in case the chunk is still loaded.
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/// </summary>
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private void OnTryCancelGC(EntityUid uid, OwnedDebrisComponent component, ref TryCancelGC args)
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{
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args.Cancelled |= HasComp<LoadedChunkComponent>(component.OwningController);
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}
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/// <summary>
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/// Handles debris moving, and making sure it stays parented to a chunk for loading purposes.
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/// </summary>
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@@ -102,12 +91,6 @@ public sealed class DebrisFeaturePlacerSystem : BaseWorldSystem
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private void OnChunkUnloaded(EntityUid uid, DebrisFeaturePlacerControllerComponent component,
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ref WorldChunkUnloadedEvent args)
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{
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foreach (var (_, debris) in component.OwnedDebris)
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{
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if (debris is not null)
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_gc.TryGCEntity(debris.Value); // gonb.
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}
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component.DoSpawns = true;
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}
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@@ -1,124 +0,0 @@
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using System.Linq;
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using Content.Server.Worldgen.Components.GC;
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using Content.Server.Worldgen.Prototypes;
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using Content.Shared.CCVar;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Worldgen.Systems.GC;
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/// <summary>
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/// This handles delayed garbage collection of entities, to avoid overloading the tick in particularly expensive cases.
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/// </summary>
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public sealed class GCQueueSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[ViewVariables] private TimeSpan _maximumProcessTime = TimeSpan.Zero;
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[ViewVariables] private readonly Dictionary<string, Queue<EntityUid>> _queues = new();
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/// <inheritdoc />
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public override void Initialize()
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{
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_cfg.OnValueChanged(CCVars.GCMaximumTimeMs, s => _maximumProcessTime = TimeSpan.FromMilliseconds(s),
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true);
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}
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/// <inheritdoc />CCVars
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public override void Update(float frameTime)
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{
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var overallWatch = new Stopwatch();
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var queueWatch = new Stopwatch();
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var queues = _queues.ToList();
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_random.Shuffle(queues); // Avert resource starvation by always processing in random order.
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overallWatch.Start();
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foreach (var (pId, queue) in queues)
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{
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if (overallWatch.Elapsed > _maximumProcessTime)
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return;
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var proto = _proto.Index<GCQueuePrototype>(pId);
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if (queue.Count < proto.MinDepthToProcess)
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continue;
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queueWatch.Restart();
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while (queueWatch.Elapsed < proto.MaximumTickTime && queue.Count >= proto.MinDepthToProcess &&
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overallWatch.Elapsed < _maximumProcessTime)
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{
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var e = queue.Dequeue();
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if (!Deleted(e))
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{
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var ev = new TryCancelGC();
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RaiseLocalEvent(e, ref ev);
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if (!ev.Cancelled)
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Del(e);
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}
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}
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}
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}
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/// <summary>
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/// Attempts to GC an entity. This functions as QueueDel if it can't.
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/// </summary>
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/// <param name="e">Entity to GC.</param>
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public void TryGCEntity(EntityUid e)
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{
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if (!TryComp<GCAbleObjectComponent>(e, out var comp))
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{
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QueueDel(e); // not our problem :)
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return;
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}
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if (!_queues.TryGetValue(comp.Queue, out var queue))
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{
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queue = new Queue<EntityUid>();
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_queues[comp.Queue] = queue;
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}
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var proto = _proto.Index<GCQueuePrototype>(comp.Queue);
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if (queue.Count > proto.Depth)
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{
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QueueDel(e); // whelp, too full.
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return;
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}
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if (proto.TrySkipQueue)
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{
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var ev = new TryGCImmediately();
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RaiseLocalEvent(e, ref ev);
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if (!ev.Cancelled)
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{
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QueueDel(e);
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return;
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}
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}
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queue.Enqueue(e);
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}
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}
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/// <summary>
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/// Fired by GCQueueSystem to check if it can simply immediately GC an entity, for example if it was never fully
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/// loaded.
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/// </summary>
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/// <param name="Cancelled">Whether or not the immediate deletion attempt was cancelled.</param>
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[ByRefEvent]
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[PublicAPI]
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public record struct TryGCImmediately(bool Cancelled = false);
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/// <summary>
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/// Fired by GCQueueSystem to check if the collection of the given entity should be cancelled, for example it's chunk
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/// being loaded again.
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/// </summary>
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/// <param name="Cancelled">Whether or not the deletion attempt was cancelled.</param>
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[ByRefEvent]
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[PublicAPI]
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public record struct TryCancelGC(bool Cancelled = false);
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@@ -41,8 +41,6 @@
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- id: WallRockArtifactFragment
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prob: 0.01
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orGroup: rock
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- type: GCAbleObject
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queue: SpaceDebris
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- type: IFF
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flags: HideLabel
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color: "#d67e27"
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@@ -45,8 +45,6 @@
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prob: 0.2
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- id: SalvageMobSpawner
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prob: 0.7
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- type: GCAbleObject
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queue: SpaceDebris
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- type: IFF
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flags: HideLabel
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color: "#88b0d1"
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@@ -1,4 +0,0 @@
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- type: gcQueue
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id: SpaceDebris
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depth: 512 # So there's a decent bit of time before roids unload.
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minDepthToProcess: 256
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