Fix the pathfinding leak (#1647)
Off-grid entities were continually expanding the graph indefinitely which is... bad. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -25,17 +25,17 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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/// Whenever there's a change in the collision layers we update the mask as the graph has more reads than writes
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/// </summary>
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public int BlockedCollisionMask { get; private set; }
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private readonly Dictionary<EntityUid, int> _blockedCollidables = new Dictionary<EntityUid, int>(0);
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private readonly Dictionary<IEntity, int> _blockedCollidables = new Dictionary<IEntity, int>(0);
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public IReadOnlyDictionary<EntityUid, int> PhysicsLayers => _physicsLayers;
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private readonly Dictionary<EntityUid, int> _physicsLayers = new Dictionary<EntityUid, int>(0);
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public IReadOnlyDictionary<IEntity, int> PhysicsLayers => _physicsLayers;
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private readonly Dictionary<IEntity, int> _physicsLayers = new Dictionary<IEntity, int>(0);
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/// <summary>
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/// The entities on this tile that require access to traverse
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/// </summary>
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/// We don't store the ICollection, at least for now, as we'd need to replicate the access code here
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public IReadOnlyCollection<AccessReader> AccessReaders => _accessReaders.Values;
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private readonly Dictionary<EntityUid, AccessReader> _accessReaders = new Dictionary<EntityUid, AccessReader>(0);
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private readonly Dictionary<IEntity, AccessReader> _accessReaders = new Dictionary<IEntity, AccessReader>(0);
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public PathfindingNode(PathfindingChunk parent, TileRef tileRef)
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{
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@@ -44,6 +44,17 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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GenerateMask();
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}
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public static bool IsRelevant(IEntity entity, ICollidableComponent collidableComponent)
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{
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if (entity.Transform.GridID == GridId.Invalid ||
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(PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Return our neighboring nodes (even across chunks)
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/// </summary>
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@@ -249,7 +260,7 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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/// <param name="entity"></param>
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/// TODO: These 2 methods currently don't account for a bunch of changes (e.g. airlock unpowered, wrenching, etc.)
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/// TODO: Could probably optimise this slightly more.
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public void AddEntity(IEntity entity)
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public void AddEntity(IEntity entity, ICollidableComponent collidableComponent)
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{
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// If we're a door
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if (entity.HasComponent<AirlockComponent>() || entity.HasComponent<ServerDoorComponent>())
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@@ -258,27 +269,25 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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// TODO: Check for powered I think (also need an event for when it's depowered
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// AccessReader calls this whenever opening / closing but it can seem to get called multiple times
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// Which may or may not be intended?
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if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity.Uid))
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if (entity.TryGetComponent(out AccessReader accessReader) && !_accessReaders.ContainsKey(entity))
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{
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_accessReaders.Add(entity.Uid, accessReader);
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_accessReaders.Add(entity, accessReader);
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ParentChunk.Dirty();
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}
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return;
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}
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if (entity.TryGetComponent(out ICollidableComponent collidableComponent) &&
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(PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) != 0)
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DebugTools.Assert((PathfindingSystem.TrackedCollisionLayers & collidableComponent.CollisionLayer) != 0);
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if (!collidableComponent.Anchored)
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{
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if (entity.TryGetComponent(out IPhysicsComponent physicsComponent) && !physicsComponent.Anchored)
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{
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_physicsLayers.Add(entity.Uid, collidableComponent.CollisionLayer);
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}
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else
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{
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_blockedCollidables.TryAdd(entity.Uid, collidableComponent.CollisionLayer);
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GenerateMask();
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ParentChunk.Dirty();
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}
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_physicsLayers.Add(entity, collidableComponent.CollisionLayer);
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}
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else
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{
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_blockedCollidables.Add(entity, collidableComponent.CollisionLayer);
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GenerateMask();
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ParentChunk.Dirty();
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}
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}
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@@ -292,18 +301,18 @@ namespace Content.Server.GameObjects.EntitySystems.Pathfinding
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// There's no guarantee that the entity isn't deleted
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// 90% of updates are probably entities moving around
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// Entity can't be under multiple categories so just checking each once is fine.
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if (_physicsLayers.ContainsKey(entity.Uid))
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if (_physicsLayers.ContainsKey(entity))
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{
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_physicsLayers.Remove(entity.Uid);
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_physicsLayers.Remove(entity);
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}
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else if (_accessReaders.ContainsKey(entity.Uid))
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else if (_accessReaders.ContainsKey(entity))
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{
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_accessReaders.Remove(entity.Uid);
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_accessReaders.Remove(entity);
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ParentChunk.Dirty();
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}
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else if (_blockedCollidables.ContainsKey(entity.Uid))
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else if (_blockedCollidables.ContainsKey(entity))
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{
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_blockedCollidables.Remove(entity.Uid);
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_blockedCollidables.Remove(entity);
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GenerateMask();
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ParentChunk.Dirty();
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}
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