Conveyor Belt optimization and prediction (#12929)
* belt multithreading * moves away from multithreading and changes setting awake directly to physics system method * prediction for conveyors * Fixes missing reference in FaxSystem * Fixes oddities * Adds networked to conveyor components * Some more cleanup. * reverts power change event * Removes the event, fixes a file * Should fix the rest of the weird additions * More cleanup to fix extra files * Fixes again * fix * fixes fax system * Adds component state, cleans up the dependencies * Checks for prediction * Merge conflicts * powa --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
191
Content.Shared/Physics/Controllers/SharedConveyorController.cs
Normal file
191
Content.Shared/Physics/Controllers/SharedConveyorController.cs
Normal file
@@ -0,0 +1,191 @@
|
||||
using Content.Shared.Conveyor;
|
||||
using Content.Shared.Gravity;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Physics.Controllers;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
|
||||
namespace Content.Shared.Physics.Controllers;
|
||||
|
||||
public abstract class SharedConveyorController : VirtualController
|
||||
{
|
||||
[Dependency] protected readonly IMapManager _mapManager = default!;
|
||||
[Dependency] protected readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] protected readonly SharedPhysicsSystem _physics = default!;
|
||||
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
||||
|
||||
protected const string ConveyorFixture = "conveyor";
|
||||
public override void Initialize()
|
||||
{
|
||||
UpdatesAfter.Add(typeof(SharedMoverController));
|
||||
SubscribeLocalEvent<ConveyorComponent, ComponentGetState>(OnConveyorGetState);
|
||||
SubscribeLocalEvent<ConveyorComponent, ComponentHandleState>(OnConveyorHandleState);
|
||||
|
||||
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
|
||||
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
private void OnConveyorGetState(EntityUid uid, ConveyorComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new ConveyorComponentState(component.Angle, component.Speed, component.State, component.Powered);
|
||||
}
|
||||
|
||||
private void OnConveyorHandleState(EntityUid uid, ConveyorComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not ConveyorComponentState state)
|
||||
return;
|
||||
|
||||
component.Powered = state.Powered;
|
||||
component.Angle = state.Angle;
|
||||
component.Speed = state.Speed;
|
||||
component.State = state.State;
|
||||
}
|
||||
|
||||
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
|
||||
{
|
||||
var otherUid = args.OtherFixture.Body.Owner;
|
||||
|
||||
if (args.OtherFixture.Body.BodyType == BodyType.Static || component.State == ConveyorState.Off)
|
||||
return;
|
||||
|
||||
component.Intersecting.Add(otherUid);
|
||||
EnsureComp<ActiveConveyorComponent>(uid);
|
||||
}
|
||||
|
||||
private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
|
||||
{
|
||||
component.Intersecting.Remove(args.OtherFixture.Body.Owner);
|
||||
|
||||
if (component.Intersecting.Count == 0)
|
||||
RemComp<ActiveConveyorComponent>(uid);
|
||||
}
|
||||
|
||||
public override void UpdateBeforeSolve(bool prediction, float frameTime)
|
||||
{
|
||||
base.UpdateBeforeSolve(prediction, frameTime);
|
||||
|
||||
var conveyed = new HashSet<EntityUid>();
|
||||
// Don't use it directly in EntityQuery because we may be able to save getcomponents.
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
var bodyQuery = GetEntityQuery<PhysicsComponent>();
|
||||
|
||||
foreach (var (_, comp) in EntityQuery<ActiveConveyorComponent, ConveyorComponent>())
|
||||
{
|
||||
var uid = comp.Owner;
|
||||
Convey(uid, comp, xformQuery, bodyQuery, conveyed, frameTime, prediction);
|
||||
}
|
||||
}
|
||||
|
||||
private void Convey(EntityUid uid, ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime, bool prediction)
|
||||
{
|
||||
// Use an event for conveyors to know what needs to run
|
||||
if (!CanRun(comp))
|
||||
return;
|
||||
|
||||
var speed = comp.Speed;
|
||||
|
||||
if (speed <= 0f || !xformQuery.TryGetComponent(uid, out var xform) || xform.GridUid == null)
|
||||
return;
|
||||
|
||||
var conveyorPos = xform.LocalPosition;
|
||||
var conveyorRot = xform.LocalRotation;
|
||||
|
||||
conveyorRot += comp.Angle;
|
||||
|
||||
if (comp.State == ConveyorState.Reverse)
|
||||
conveyorRot += MathF.PI;
|
||||
|
||||
var direction = conveyorRot.ToWorldVec();
|
||||
|
||||
foreach (var (entity, transform, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
|
||||
{
|
||||
if (!conveyed.Add(entity) || prediction && !body.Predict)
|
||||
continue;
|
||||
|
||||
var localPos = transform.LocalPosition;
|
||||
var itemRelative = conveyorPos - localPos;
|
||||
|
||||
localPos += Convey(direction, speed, frameTime, itemRelative);
|
||||
transform.LocalPosition = localPos;
|
||||
|
||||
// Force it awake for collisionwake reasons.
|
||||
_physics.SetAwake(entity, body, true);
|
||||
_physics.SetSleepTime(body, 0f);
|
||||
}
|
||||
Dirty(comp);
|
||||
}
|
||||
|
||||
private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
|
||||
{
|
||||
if (speed == 0 || direction.Length == 0)
|
||||
return Vector2.Zero;
|
||||
|
||||
/*
|
||||
* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
|
||||
* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
|
||||
* items that are not perfectly aligned in the middle, and also makes corner cuts work.
|
||||
*
|
||||
* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
|
||||
* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
|
||||
* is not on the centerline.
|
||||
*/
|
||||
|
||||
var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
|
||||
var r = itemRelative - p;
|
||||
|
||||
if (r.Length < 0.1)
|
||||
{
|
||||
var velocity = direction * speed;
|
||||
return velocity * frameTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Give a slight nudge in the direction of the conveyor to prevent
|
||||
// to collidable objects (e.g. crates) on the locker from getting stuck
|
||||
// pushing each other when rounding a corner.
|
||||
var velocity = (r + direction*0.2f).Normalized * speed;
|
||||
return velocity * frameTime;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
|
||||
ConveyorComponent comp,
|
||||
TransformComponent xform,
|
||||
EntityQuery<TransformComponent> xformQuery,
|
||||
EntityQuery<PhysicsComponent> bodyQuery)
|
||||
{
|
||||
// Check if the thing's centre overlaps the grid tile.
|
||||
var grid = _mapManager.GetGrid(xform.GridUid!.Value);
|
||||
var tile = grid.GetTileRef(xform.Coordinates);
|
||||
var conveyorBounds = _lookup.GetLocalBounds(tile, grid.TileSize);
|
||||
|
||||
foreach (var entity in comp.Intersecting)
|
||||
{
|
||||
if (!xformQuery.TryGetComponent(entity, out var entityXform) || entityXform.ParentUid != grid.Owner)
|
||||
continue;
|
||||
|
||||
if (!bodyQuery.TryGetComponent(entity, out var physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(entity, physics, entityXform))
|
||||
continue;
|
||||
|
||||
// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
|
||||
// When you fix the corner issue that will fix this anyway.
|
||||
var gridAABB = new Box2(entityXform.LocalPosition - 0.1f, entityXform.LocalPosition + 0.1f);
|
||||
|
||||
if (!conveyorBounds.Intersects(gridAABB))
|
||||
continue;
|
||||
|
||||
yield return (entity, entityXform, physics);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanRun(ConveyorComponent component)
|
||||
{
|
||||
return component.State != ConveyorState.Off && component.Powered;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user