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:
keronshb
2023-02-13 07:20:39 -05:00
committed by GitHub
parent 81cc99b98e
commit 42745b1c6e
8 changed files with 391 additions and 340 deletions

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@@ -0,0 +1,8 @@
using Content.Shared.Physics.Controllers;
namespace Content.Client.Physics.Controllers;
public sealed class ConveyorController : SharedConveyorController
{
//Class is empty, needed for prediction and networking
}

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@@ -1,45 +0,0 @@
using Content.Server.Physics.Controllers;
using Content.Shared.Conveyor;
using Content.Shared.MachineLinking;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Conveyor
{
[RegisterComponent]
[Access(typeof(ConveyorController))]
public sealed class ConveyorComponent : Component
{
/// <summary>
/// The angle to move entities by in relation to the owner's rotation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("angle")]
public Angle Angle = Angle.Zero;
/// <summary>
/// The amount of units to move the entity by per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
public float Speed = 2f;
/// <summary>
/// The current state of this conveyor
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public ConveyorState State;
[DataField("forwardPort", customTypeSerializer: typeof(PrototypeIdSerializer<ReceiverPortPrototype>))]
public string ForwardPort = "Forward";
[DataField("reversePort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
public string ReversePort = "Reverse";
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
public string OffPort = "Off";
[ViewVariables]
public readonly HashSet<EntityUid> Intersecting = new();
}
}

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@@ -1,111 +1,96 @@
using Content.Server.Conveyor;
using Content.Server.Gravity;
using Content.Server.MachineLinking.Events;
using Content.Server.MachineLinking.System;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Recycling;
using Content.Server.Recycling.Components;
using Content.Shared.Conveyor;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Robust.Shared.Map;
using Content.Shared.Physics.Controllers;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Physics.Controllers
namespace Content.Server.Physics.Controllers;
public sealed class ConveyorController : SharedConveyorController
{
public sealed class ConveyorController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly RecyclerSystem _recycler = default!;
[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public const string ConveyorFixture = "conveyor";
public override void Initialize()
{
UpdatesAfter.Add(typeof(MoverController));
SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
base.Initialize();
}
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);
}
}
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 OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
{
_signalSystem.EnsureReceiverPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
if (TryComp<PhysicsComponent>(uid, out var body))
if (TryComp<PhysicsComponent>(uid, out var physics))
{
var shape = new PolygonShape();
shape.SetAsBox(0.55f, 0.55f);
_fixtures.TryCreateFixture(uid, shape, ConveyorFixture, hard: false,
_fixtures.TryCreateFixture(uid, shape, ConveyorFixture,
collisionLayer: (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable |
CollisionGroup.Impassable), body: body);
CollisionGroup.Impassable), hard: false, body: physics);
}
}
private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
return;
RemComp<ActiveConveyorComponent>(uid);
if (!TryComp<PhysicsComponent>(uid, out var physics))
return;
_fixtures.DestroyFixture(uid, ConveyorFixture, body: physics);
}
private void OnPowerChanged(EntityUid uid, ConveyorComponent component, ref PowerChangedEvent args)
{
UpdateAppearance(component);
component.Powered = args.Powered;
UpdateAppearance(uid, component);
Dirty(component);
}
private void UpdateAppearance(ConveyorComponent component)
private void UpdateAppearance(EntityUid uid, ConveyorComponent component)
{
var isPowered = this.IsPowered(component.Owner, EntityManager);
_appearance.SetData(component.Owner, ConveyorVisuals.State, isPowered ? component.State : ConveyorState.Off);
_appearance.SetData(uid, ConveyorVisuals.State, component.Powered ? component.State : ConveyorState.Off);
}
private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
{
if (args.Port == component.OffPort)
SetState(uid, ConveyorState.Off, component);
else if (args.Port == component.ForwardPort)
{
AwakenEntities(component);
AwakenEntities(uid, component);
SetState(uid, ConveyorState.Forward, component);
}
else if (args.Port == component.ReversePort)
{
AwakenEntities(component);
AwakenEntities(uid, component);
SetState(uid, ConveyorState.Reverse, component);
}
}
@@ -118,11 +103,9 @@ namespace Content.Server.Physics.Controllers
component.State = state;
if (TryComp<PhysicsComponent>(uid, out var physics))
{
_broadphase.RegenerateContacts(physics);
}
if (TryComp<RecyclerComponent>(component.Owner, out var recycler))
if (TryComp<RecyclerComponent>(uid, out var recycler))
{
if (component.State != ConveyorState.Off)
_recycler.EnableRecycler(recycler);
@@ -130,19 +113,20 @@ namespace Content.Server.Physics.Controllers
_recycler.DisableRecycler(recycler);
}
UpdateAppearance(component);
UpdateAppearance(uid, component);
Dirty(component);
}
/// <summary>
/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
/// Fixes an issue where non-hard/sleeping entities refuse to wake up + collide if a belt is turned off and on again.
/// </summary>
private void AwakenEntities(ConveyorComponent component)
private void AwakenEntities(EntityUid uid, ConveyorComponent component)
{
var xformQuery = GetEntityQuery<TransformComponent>();
var bodyQuery = GetEntityQuery<PhysicsComponent>();
if (!xformQuery.TryGetComponent(component.Owner, out var xform))
if (!xformQuery.TryGetComponent(uid, out var xform))
return;
var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, _mapManager);
@@ -161,154 +145,4 @@ namespace Content.Server.Physics.Controllers
}
}
}
public bool CanRun(ConveyorComponent component)
{
return component.State != ConveyorState.Off && this.IsPowered(component.Owner, EntityManager);
}
private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
return;
RemComp<ActiveConveyorComponent>(uid);
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixtures.DestroyFixture(uid, ConveyorFixture, body: body);
}
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>())
{
Convey(comp, xformQuery, bodyQuery, conveyed, frameTime);
}
}
private void Convey(ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime)
{
// Use an event for conveyors to know what needs to run
if (!CanRun(comp))
{
return;
}
var speed = comp.Speed;
if (speed <= 0f ||
!xformQuery.TryGetComponent(comp.Owner, 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))
continue;
var localPos = transform.LocalPosition;
var itemRelative = conveyorPos - localPos;
localPos += Convey(direction, speed, frameTime, itemRelative);
transform.LocalPosition = localPos;
// Force it awake for collisionwake reasons.
// TODO: Just use sleepallowed
_physics.SetAwake(entity, body, true);
_physics.SetSleepTime(body, 0f);
}
}
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);
}
}
}
}

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@@ -70,6 +70,7 @@ namespace Content.Server.Power.Components
/// <summary>
/// Raised whenever an ApcPowerReceiver becomes powered / unpowered.
/// Does nothing on the client.
/// </summary>
[ByRefEvent]
public readonly record struct PowerChangedEvent(bool Powered, float ReceivingPower)
@@ -77,4 +78,5 @@ namespace Content.Server.Power.Components
public readonly bool Powered = Powered;
public readonly float ReceivingPower = ReceivingPower;
}
}

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@@ -1,4 +1,6 @@
namespace Content.Server.Conveyor;
using Robust.Shared.GameStates;
namespace Content.Shared.Conveyor;
/// <summary>
/// Used to track which conveyors are relevant in case there's a lot of them.

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@@ -0,0 +1,77 @@
using Content.Shared.MachineLinking;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Conveyor;
[RegisterComponent, NetworkedComponent]
public sealed class ConveyorComponent : Component
{
/// <summary>
/// The angle to move entities by in relation to the owner's rotation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("angle")]
public Angle Angle = Angle.Zero;
/// <summary>
/// The amount of units to move the entity by per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
public float Speed = 2f;
/// <summary>
/// The current state of this conveyor
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public ConveyorState State;
[ViewVariables]
public bool Powered;
[DataField("forwardPort", customTypeSerializer: typeof(PrototypeIdSerializer<ReceiverPortPrototype>))]
public string ForwardPort = "Forward";
[DataField("reversePort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
public string ReversePort = "Reverse";
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
public string OffPort = "Off";
[ViewVariables]
public readonly HashSet<EntityUid> Intersecting = new();
}
[Serializable, NetSerializable]
public sealed class ConveyorComponentState : ComponentState
{
public bool Powered;
public Angle Angle;
public float Speed;
public ConveyorState State;
public ConveyorComponentState(Angle angle, float speed, ConveyorState state, bool powered)
{
Angle = angle;
Speed = speed;
State = state;
Powered = powered;
}
}
[Serializable, NetSerializable]
public enum ConveyorVisuals : byte
{
State
}
[Serializable, NetSerializable]
public enum ConveyorState : byte
{
Off,
Forward,
Reverse
}

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@@ -1,18 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Conveyor
{
[Serializable, NetSerializable]
public enum ConveyorVisuals
{
State
}
[Serializable, NetSerializable]
public enum ConveyorState
{
Off,
Forward,
Reverse
}
}

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@@ -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;
}
}