Optimise marker spawning (#17922)
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Numerics;
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using System.Threading.Tasks;
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using Content.Server.Decals;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Shuttles.Events;
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@@ -6,6 +7,7 @@ using Content.Shared.Decals;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Parallax.Biomes.Layers;
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using Content.Shared.Parallax.Biomes.Markers;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Collections;
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@@ -17,6 +19,8 @@ using Robust.Shared.Noise;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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namespace Content.Server.Parallax;
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@@ -26,9 +30,11 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IConsoleHost _console = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IParallelManager _parallel = default!;
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[Dependency] private readonly IPlayerManager _playerManager = 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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[Dependency] private readonly ISerializationManager _serManager = default!;
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[Dependency] private readonly DecalSystem _decals = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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@@ -36,6 +42,9 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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private const float DefaultLoadRange = 16f;
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private float _loadRange = DefaultLoadRange;
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private ObjectPool<HashSet<Vector2i>> _tilePool =
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new DefaultObjectPool<HashSet<Vector2i>>(new SetPolicy<Vector2i>(), 256);
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/// <summary>
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/// Load area for chunks containing tiles, decals etc.
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/// </summary>
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@@ -265,7 +274,7 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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while (biomes.MoveNext(out var biome))
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{
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_activeChunks.Add(biome, new HashSet<Vector2i>());
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_activeChunks.Add(biome, _tilePool.Get());
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_markerChunks.GetOrNew(biome);
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}
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@@ -321,6 +330,12 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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}
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_handledEntities.Clear();
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foreach (var tiles in _activeChunks.Values)
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{
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_tilePool.Return(tiles);
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}
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_activeChunks.Clear();
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_markerChunks.Clear();
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}
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@@ -364,100 +379,53 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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{
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var markers = _markerChunks[component];
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var loadedMarkers = component.LoadedMarkers;
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var spawnSet = new HashSet<Vector2i>();
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var spawns = new List<Vector2i>();
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var frontier = new ValueList<Vector2i>();
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foreach (var (layer, chunks) in markers)
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{
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foreach (var chunk in chunks)
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Parallel.ForEach(chunks, new ParallelOptions() { MaxDegreeOfParallelism = _parallel.ParallelProcessCount }, chunk =>
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{
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if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk))
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continue;
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return;
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var noiseCopy = new FastNoiseLite();
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_serManager.CopyTo(component.Noise, ref noiseCopy, notNullableOverride: true);
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var spawnSet = _tilePool.Get();
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var frontier = new ValueList<Vector2i>(32);
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// Make a temporary version and copy back in later.
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var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>();
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spawns.Clear();
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spawnSet.Clear();
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var layerProto = _proto.Index<BiomeMarkerLayerPrototype>(layer);
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var buffer = layerProto.Radius / 2f;
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mobChunks ??= new HashSet<Vector2i>();
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mobChunks.Add(chunk);
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loadedMarkers[layer] = mobChunks;
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var rand = new Random(noise.GetSeed() + chunk.X * 8 + chunk.Y + layerProto.GetHashCode());
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// We treat a null entity mask as requiring nothing else on the tile
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var lower = (int) Math.Floor(buffer);
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var upper = (int) Math.Ceiling(layerProto.Size - buffer);
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// TODO: Okay this is inefficient as FUCK
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// I think the ideal is pick a random tile then BFS outwards from it probably ig
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// It will bias edge tiles significantly more but will make the CPU cry less.
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for (var x = lower; x <= upper; x++)
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{
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for (var y = lower; y <= upper; y++)
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{
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var index = new Vector2i(x + chunk.X, y + chunk.Y);
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TryGetEntity(index, component.Layers, component.Noise, grid, out var proto);
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if (proto != layerProto.EntityMask)
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{
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continue;
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}
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spawns.Add(index);
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spawnSet.Add(index);
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}
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}
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// Load NOW
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// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
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var count = (int) ((layerProto.Size - buffer) * (layerProto.Size - buffer) / (layerProto.Radius * layerProto.Radius));
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var count = (int) ((layerProto.Size - buffer) * (layerProto.Size - buffer) /
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(layerProto.Radius * layerProto.Radius));
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count = Math.Min(count, layerProto.MaxCount);
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// Pick a random tile then BFS outwards from it
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// It will bias edge tiles significantly more but will make the CPU cry less.
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for (var i = 0; i < count; i++)
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{
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if (spawns.Count == 0)
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break;
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var index = rand.Next(spawns.Count);
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var point = spawns[index];
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spawns.RemoveSwap(index);
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// Point was potentially used in BFS search below but we hadn't updated the list yet.
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if (!spawnSet.Remove(point))
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{
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i--;
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continue;
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}
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// BFS search
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frontier.Add(point);
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var groupCount = layerProto.GroupCount;
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var startNodeX = rand.Next(lower, upper + 1);
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var startNodeY = rand.Next(lower, upper + 1);
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var startNode = new Vector2i(startNodeX, startNodeY);
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frontier.Clear();
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frontier.Add(startNode);
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while (frontier.Count > 0 && groupCount > 0)
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while (groupCount > 0 && frontier.Count > 0)
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{
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var frontierIndex = _random.Next(frontier.Count);
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var frontierIndex = rand.Next(frontier.Count);
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var node = frontier[frontierIndex];
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frontier.RemoveSwap(frontierIndex);
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var enumerator = grid.GetAnchoredEntitiesEnumerator(node);
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if (enumerator.MoveNext(out _))
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continue;
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// Need to ensure the tile under it has loaded for anchoring.
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if (TryGetBiomeTile(node, component.Layers, component.Noise, grid, out var tile))
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{
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grid.SetTile(node, tile.Value);
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}
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// If it is a ghost role then purge it
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// TODO: This is *kind* of a bandaid but natural mobs spawns needs a lot more work.
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// Ideally we'd just have ghost role and non-ghost role variants for some stuff.
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var uid = EntityManager.CreateEntityUninitialized(layerProto.Prototype, new EntityCoordinates(gridUid, node));
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RemComp<GhostTakeoverAvailableComponent>(uid);
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RemComp<GhostRoleComponent>(uid);
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EntityManager.InitializeAndStartEntity(uid);
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groupCount--;
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// Add neighbors regardless.
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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@@ -467,25 +435,85 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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var neighbor = new Vector2i(x + node.X, y + node.Y);
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if (!spawnSet.Contains(neighbor))
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// Check if it's inbounds.
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if (neighbor.X < lower ||
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neighbor.Y < lower ||
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neighbor.X > upper ||
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neighbor.Y > upper)
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{
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continue;
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}
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frontier.Add(neighbor);
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// Rather than doing some uggo remove check on the list we'll defer it until later
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spawnSet.Remove(neighbor);
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}
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}
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}
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// Add the unused nodes back in
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foreach (var node in frontier)
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var actualNode = node + chunk;
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if (!spawnSet.Add(actualNode))
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continue;
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// Check if it's a valid spawn, if so then use it.
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var enumerator = grid.GetAnchoredEntitiesEnumerator(actualNode);
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if (enumerator.MoveNext(out _))
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continue;
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// Check if mask matches.
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TryGetEntity(actualNode, component.Layers, noiseCopy, grid, out var proto);
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if (proto != layerProto.EntityMask)
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{
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spawnSet.Add(node);
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continue;
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}
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frontier.Clear();
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var chunkOrigin = SharedMapSystem.GetChunkIndices(actualNode, ChunkSize) * ChunkSize;
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if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
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{
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pendingMarkers = new Dictionary<string, List<Vector2i>>();
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pending[chunkOrigin] = pendingMarkers;
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}
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if (!pendingMarkers.TryGetValue(layer, out var layerMarkers))
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{
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layerMarkers = new List<Vector2i>();
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pendingMarkers[layer] = layerMarkers;
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}
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// Log.Info($"Added node at {actualNode} for chunk {chunkOrigin}");
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layerMarkers.Add(actualNode);
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groupCount--;
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}
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}
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lock (component.PendingMarkers)
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{
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if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks))
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{
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lockMobChunks = new HashSet<Vector2i>();
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loadedMarkers[layer] = lockMobChunks;
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}
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lockMobChunks.Add(chunk);
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foreach (var (chunkOrigin, layers) in pending)
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{
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if (!component.PendingMarkers.TryGetValue(chunkOrigin, out var lockMarkers))
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{
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lockMarkers = new Dictionary<string, List<Vector2i>>();
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component.PendingMarkers[chunkOrigin] = lockMarkers;
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}
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foreach (var (lockLayer, nodes) in layers)
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{
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lockMarkers[lockLayer] = nodes;
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}
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}
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_tilePool.Return(spawnSet);
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}
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});
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}
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var active = _activeChunks[component];
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@@ -515,7 +543,36 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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EntityQuery<TransformComponent> xformQuery)
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{
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component.ModifiedTiles.TryGetValue(chunk, out var modified);
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modified ??= new HashSet<Vector2i>();
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modified ??= _tilePool.Get();
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// Load any pending marker tiles first.
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if (component.PendingMarkers.TryGetValue(chunk, out var layers))
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{
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foreach (var (layer, nodes) in layers)
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{
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var layerProto = _proto.Index<BiomeMarkerLayerPrototype>(layer);
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foreach (var node in nodes)
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{
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// Need to ensure the tile under it has loaded for anchoring.
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if (TryGetBiomeTile(node, component.Layers, component.Noise, grid, out var tile))
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{
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grid.SetTile(node, tile.Value);
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}
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// If it is a ghost role then purge it
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// TODO: This is *kind* of a bandaid but natural mobs spawns needs a lot more work.
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// Ideally we'd just have ghost role and non-ghost role variants for some stuff.
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var uid = EntityManager.CreateEntityUninitialized(layerProto.Prototype, grid.GridTileToLocal(node));
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RemComp<GhostTakeoverAvailableComponent>(uid);
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RemComp<GhostRoleComponent>(uid);
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EntityManager.InitializeAndStartEntity(uid);
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modified.Add(node);
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}
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}
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component.PendingMarkers.Remove(chunk);
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}
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// Set tiles first
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for (var x = 0; x < ChunkSize; x++)
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@@ -606,6 +663,7 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
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if (modified.Count == 0)
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{
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_tilePool.Return(modified);
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component.ModifiedTiles.Remove(chunk);
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}
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else
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@@ -58,6 +58,12 @@ public sealed partial class BiomeComponent : Component
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#region Markers
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/// <summary>
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/// Work out entire marker tiles in advance but only load the entities when in range.
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/// </summary>
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[DataField("pendingMarkers")]
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public Dictionary<Vector2i, Dictionary<string, List<Vector2i>>> PendingMarkers = new();
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/// <summary>
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/// Track what markers we've loaded already to avoid double-loading.
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/// </summary>
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@@ -28,20 +28,22 @@ public abstract class SharedBiomeSystem : EntitySystem
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component.Noise.SetSeed(component.Seed);
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}
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protected T Pick<T>(List<T> collection, float value)
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private T Pick<T>(List<T> collection, float value)
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{
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DebugTools.Assert(value is >= 0f and <= 1f);
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// Listen I don't need this exact and I'm too lazy to finetune just for random ent picking.
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value %= 1f;
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value = Math.Clamp(value, 0f, 1f);
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if (collection.Count == 1)
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return collection[0];
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value *= collection.Count;
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var randValue = value * collection.Count;
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foreach (var item in collection)
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{
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value -= 1f;
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randValue -= 1f;
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if (value <= 0f)
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if (randValue <= 0f)
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{
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return item;
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}
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@@ -50,9 +52,10 @@ public abstract class SharedBiomeSystem : EntitySystem
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throw new ArgumentOutOfRangeException();
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}
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protected int Pick(int count, float value)
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private int Pick(int count, float value)
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{
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DebugTools.Assert(value is >= 0f and <= 1f);
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value %= 1f;
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value = Math.Clamp(value, 0f, 1f);
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if (count == 1)
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return 0;
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@@ -234,7 +237,8 @@ public abstract class SharedBiomeSystem : EntitySystem
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return false;
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}
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entity = Pick(biomeLayer.Entities, (noise.GetNoise(indices.X, indices.Y, i) + 1f) / 2f);
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var noiseValue = noise.GetNoise(indices.X, indices.Y, i);
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entity = Pick(biomeLayer.Entities, (noiseValue + 1f) / 2f);
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noise.SetSeed(oldSeed);
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return true;
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}
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