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>
This commit is contained in:
@@ -1,15 +1,17 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Access
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{
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public sealed class AccessReaderChangeMessage : EntitySystemMessage
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{
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public EntityUid Uid { get; }
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public IEntity Sender { get; }
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public bool Enabled { get; }
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public AccessReaderChangeMessage(EntityUid uid, bool enabled)
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public AccessReaderChangeMessage(IEntity entity, bool enabled)
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{
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Uid = uid;
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Sender = entity;
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Enabled = enabled;
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}
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}
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@@ -188,7 +188,7 @@ namespace Content.Server.GameObjects
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SetAppearance(DoorVisualState.Open);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, false));
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, false));
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}
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public virtual bool CanClose()
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@@ -284,7 +284,7 @@ namespace Content.Server.GameObjects
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State = DoorState.Closed;
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SetAppearance(DoorVisualState.Closed);
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}, _cancellationTokenSource.Token);
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner.Uid, true));
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new AccessReaderChangeMessage(Owner, true));
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return true;
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}
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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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@@ -258,29 +269,27 @@ 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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_physicsLayers.Add(entity, 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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_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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}
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/// <summary>
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/// Remove the entity from this node.
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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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@@ -1,7 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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@@ -20,9 +22,10 @@ using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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{
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/*
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// TODO: IMO use rectangular symmetry reduction on the nodes with collision at all., or
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// TODO: IMO use rectangular symmetry reduction on the nodes with collision at all. (currently planned to be implemented via AiReachableSystem and expanded later).
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alternatively store all rooms and have an alternative graph for humanoid mobs (same collision mask, needs access etc). You could also just path from room to room as needed.
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// TODO: Longer term -> Handle collision layer changes?
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TODO: Handle container entities so they're not tracked.
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*/
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/// <summary>
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/// This system handles pathfinding graph updates as well as dispatches to the pathfinder
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@@ -30,10 +33,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// </summary>
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public class PathfindingSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntityManager _entitymanager;
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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[Dependency] private readonly IMapManager _mapManager = default!;
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public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
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private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
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@@ -47,7 +47,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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private readonly Queue<TileRef> _tileUpdateQueue = new Queue<TileRef>();
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// Need to store previously known entity positions for collidables for when they move
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private readonly Dictionary<EntityUid, PathfindingNode> _lastKnownPositions = new Dictionary<EntityUid, PathfindingNode>();
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private readonly Dictionary<IEntity, PathfindingNode> _lastKnownPositions = new Dictionary<IEntity, PathfindingNode>();
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public const int TrackedCollisionLayers = (int)
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(CollisionGroup.Impassable |
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@@ -86,7 +86,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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foreach (var update in _collidableUpdateQueue)
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{
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var entity = _entitymanager.GetEntity(update.Owner);
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var entity = EntityManager.GetEntity(update.Owner);
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if (update.CanCollide)
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{
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HandleEntityAdd(entity);
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@@ -103,14 +103,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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foreach (var update in _accessReaderUpdateQueue)
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{
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var entity = _entitymanager.GetEntity(update.Uid);
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if (update.Enabled)
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{
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HandleEntityAdd(entity);
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HandleEntityAdd(update.Sender);
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}
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else
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{
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HandleEntityRemove(entity);
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HandleEntityRemove(update.Sender);
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}
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totalUpdates++;
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@@ -138,7 +137,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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for (var i = 0; i < moveUpdateCount; i++)
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{
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HandleCollidableMove(_moveUpdateQueue.Dequeue());
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HandleEntityMove(_moveUpdateQueue.Dequeue());
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}
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DebugTools.Assert(_moveUpdateQueue.Count < 1000);
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@@ -204,9 +203,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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public override void Initialize()
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{
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// TODO: Remove this once the memory leaks are solved.
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return;
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SubscribeLocalEvent<CollisionChangeMessage>(QueueCollisionChangeMessage);
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SubscribeLocalEvent<MoveEvent>(QueueMoveEvent);
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SubscribeLocalEvent<AccessReaderChangeMessage>(QueueAccessChangeMessage);
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@@ -279,7 +275,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// <param name="entity"></param>
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private void HandleEntityAdd(IEntity entity)
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{
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if (entity.Deleted || _lastKnownPositions.ContainsKey(entity.Uid))
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if (entity.Deleted ||
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_lastKnownPositions.ContainsKey(entity) ||
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!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(entity, collidableComponent))
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{
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return;
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}
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@@ -289,19 +288,19 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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var chunk = GetChunk(tileRef);
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var node = chunk.GetNode(tileRef);
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node.AddEntity(entity);
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_lastKnownPositions.Add(entity.Uid, node);
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node.AddEntity(entity, collidableComponent);
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_lastKnownPositions.Add(entity, node);
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}
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private void HandleEntityRemove(IEntity entity)
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{
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if (!_lastKnownPositions.TryGetValue(entity.Uid, out var node))
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if (!_lastKnownPositions.TryGetValue(entity, out var node))
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{
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return;
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}
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node.RemoveEntity(entity);
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_lastKnownPositions.Remove(entity.Uid);
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_lastKnownPositions.Remove(entity);
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}
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private void QueueMoveEvent(MoveEvent moveEvent)
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@@ -313,23 +312,35 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// When an entity moves around we'll remove it from its old node and add it to its new node (if applicable)
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/// </summary>
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/// <param name="moveEvent"></param>
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private void HandleCollidableMove(MoveEvent moveEvent)
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private void HandleEntityMove(MoveEvent moveEvent)
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{
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var entityUid = moveEvent.Sender.Uid;
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if (!_lastKnownPositions.TryGetValue(entityUid, out var oldNode))
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{
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return;
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}
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// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
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// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
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if (moveEvent.Sender.Deleted)
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// If we've moved to space or the likes then remove us.
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if (moveEvent.Sender.Deleted ||
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!moveEvent.Sender.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(moveEvent.Sender, collidableComponent))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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// Memory leak protection until grid parenting confirmed fix / you REALLY need the performance
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var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;
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if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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// If we move from space to a grid we may need to start tracking it.
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if (!_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldNode))
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{
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HandleEntityAdd(moveEvent.Sender);
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return;
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}
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// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
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// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
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if (oldNode == null || oldNode.TileRef == newTile)
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@@ -338,10 +349,10 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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}
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var newNode = GetNode(newTile);
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_lastKnownPositions[entityUid] = newNode;
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_lastKnownPositions[moveEvent.Sender] = newNode;
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oldNode.RemoveEntity(moveEvent.Sender);
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newNode.AddEntity(moveEvent.Sender);
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newNode.AddEntity(moveEvent.Sender, collidableComponent);
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}
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private void QueueCollisionChangeMessage(CollisionChangeMessage collisionMessage)
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@@ -320,7 +320,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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return SteeringStatus.Pending;
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}
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var ignoredCollision = new List<EntityUid>();
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var ignoredCollision = new List<IEntity>();
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// Check if the target entity has moved - If so then re-path
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// TODO: Patch the path from the target's position back towards us, stopping if it ever intersects the current path
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// Probably need a separate "PatchPath" job
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@@ -339,7 +339,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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RequestPath(entity, steeringRequest);
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}
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ignoredCollision.Add(entitySteer.Target.Uid);
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ignoredCollision.Add(entitySteer.Target);
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}
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HandleStuck(entity);
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@@ -597,7 +597,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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/// <param name="direction">entity's travel direction</param>
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/// <param name="ignoredTargets"></param>
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/// <returns></returns>
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<EntityUid> ignoredTargets)
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private Vector2 CollisionAvoidance(IEntity entity, Vector2 direction, ICollection<IEntity> ignoredTargets)
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{
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if (direction == Vector2.Zero || !entity.TryGetComponent(out ICollidableComponent collidableComponent))
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{
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@@ -627,26 +627,25 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Steering
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{
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var node = _pathfindingSystem.GetNode(tile);
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// Assume the immovables have already been checked
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foreach (var (uid, layer) in node.PhysicsLayers)
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foreach (var (physicsEntity, layer) in node.PhysicsLayers)
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{
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// Ignore myself / my target if applicable / if my mask doesn't collide
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if (uid == entity.Uid || ignoredTargets.Contains(uid) || (entityCollisionMask & layer) == 0) continue;
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if (physicsEntity == entity || ignoredTargets.Contains(physicsEntity) || (entityCollisionMask & layer) == 0) continue;
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// God there's so many ways to do this
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// err for now we'll just assume the first entity is the center and just add a vector for it
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var collisionEntity = _entityManager.GetEntity(uid);
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//Pathfinding updates are deferred so this may not be done yet.
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if (collisionEntity.Deleted) continue;
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if (physicsEntity.Deleted) continue;
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// if we're moving in the same direction then ignore
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// So if 2 entities are moving towards each other and both detect a collision they'll both move in the same direction
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// i.e. towards the right
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if (collisionEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
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if (physicsEntity.TryGetComponent(out IPhysicsComponent physicsComponent) &&
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Vector2.Dot(physicsComponent.LinearVelocity, direction) > 0)
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{
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continue;
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}
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var centerGrid = collisionEntity.Transform.GridPosition;
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var centerGrid = physicsEntity.Transform.GridPosition;
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// Check how close we are to center of tile and get the inverse; if we're closer this is stronger
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var additionalVector = (centerGrid.Position - entityGridCoords.Position);
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var distance = additionalVector.Length;
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