Add atmos tick time to atmos device update event (#18781)
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@@ -21,6 +21,12 @@ namespace Content.Server.Atmos.EntitySystems
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public bool ExcitedGroupsSpaceIsAllConsuming { get; private set; }
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public float AtmosMaxProcessTime { get; private set; }
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public float AtmosTickRate { get; private set; }
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/// <summary>
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/// Time between each atmos sub-update. If you are writing an atmos device, use AtmosDeviceUpdateEvent.dt
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/// instead of this value, because atmos devices do not update each are sub-update and sometimes are skipped to
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/// meet the tick deadline.
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/// </summary>
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public float AtmosTime => 1f / AtmosTickRate;
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private void InitializeCVars()
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@@ -14,7 +14,6 @@ namespace Content.Server.Atmos.EntitySystems
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private readonly AtmosDeviceUpdateEvent _updateEvent = new();
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private readonly Stopwatch _simulationStopwatch = new();
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/// <summary>
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@@ -337,7 +336,7 @@ namespace Content.Server.Atmos.EntitySystems
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var number = 0;
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while (atmosphere.CurrentRunAtmosDevices.TryDequeue(out var device))
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{
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RaiseLocalEvent(device.Owner, _updateEvent, false);
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RaiseLocalEvent(device.Owner, new AtmosDeviceUpdateEvent(AtmosTime * (int)AtmosphereProcessingState.NumStates), false);
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device.LastProcess = time;
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if (number++ < LagCheckIterations) continue;
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@@ -509,5 +508,6 @@ namespace Content.Server.Atmos.EntitySystems
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Superconductivity,
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PipeNet,
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AtmosDevices,
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NumStates
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}
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}
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@@ -7,32 +7,50 @@ namespace Content.Server.Atmos.Piping.Components
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public sealed class AtmosDeviceComponent : Component
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{
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/// <summary>
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/// Whether this device requires being anchored to join an atmosphere.
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/// If true, this device must be anchored before it will receive any AtmosDeviceUpdateEvents.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requireAnchored")]
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public bool RequireAnchored { get; private set; } = true;
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/// <summary>
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/// Whether this device will join an entity system to process when not in a grid.
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/// If true, update even when there is no grid atmosphere. Normally, atmos devices only
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/// update when inside a grid atmosphere, because they work with gases in the environment
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/// and won't do anything useful if there is no environment. This is useful for devices
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/// like gas canisters whose contents can still react if the canister itself is not inside
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/// a grid atmosphere.
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/// </summary>
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[DataField("joinSystem")]
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public bool JoinSystem { get; } = false;
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/// <summary>
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/// Whether we have joined an entity system to process.
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/// If non-null, the grid that this device is part of.
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/// </summary>
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public EntityUid? JoinedGrid { get; set; }
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/// <summary>
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/// Indicates that a device is not on a grid atmosphere but still being updated.
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/// </summary>
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[ViewVariables]
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public bool JoinedSystem { get; set; } = false;
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[ViewVariables]
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public TimeSpan LastProcess { get; set; } = TimeSpan.Zero;
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public EntityUid? JoinedGrid { get; set; }
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}
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public sealed class AtmosDeviceUpdateEvent : EntityEventArgs
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{}
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{
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/// <summary>
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/// Time elapsed since last update, in seconds. Multiply values used in the update handler
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/// by this number to make them tickrate-invariant. Use this number instead of AtmosphereSystem.AtmosTime.
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/// </summary>
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public float dt;
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public AtmosDeviceUpdateEvent(float dt)
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{
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this.dt = dt;
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}
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}
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public sealed class AtmosDeviceEnabledEvent : EntityEventArgs
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{}
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@@ -11,9 +11,9 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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private readonly AtmosDeviceUpdateEvent _updateEvent = new();
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private float _timer = 0f;
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// Set of atmos devices that are off-grid but have JoinSystem set.
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private readonly HashSet<AtmosDeviceComponent> _joinedDevices = new();
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public override void Initialize()
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@@ -27,40 +27,23 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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SubscribeLocalEvent<AtmosDeviceComponent, AnchorStateChangedEvent>(OnDeviceAnchorChanged);
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}
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private bool CanJoinAtmosphere(AtmosDeviceComponent component, TransformComponent transform)
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{
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return (!component.RequireAnchored || transform.Anchored) && transform.GridUid != null;
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}
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public void JoinAtmosphere(AtmosDeviceComponent component)
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{
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var transform = Transform(component.Owner);
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if (!CanJoinAtmosphere(component, transform))
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{
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if (component.RequireAnchored && !transform.Anchored)
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return;
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}
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// TODO: low-hanging fruit for perf improvements around here
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// Attempt to add device to a grid atmosphere.
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bool onGrid = (transform.GridUid != null) && _atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component);
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// GridUid is not null because we can join atmosphere.
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// We try to add the device to a valid atmosphere, and if we can't, try to add it to the entity system.
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if (!_atmosphereSystem.AddAtmosDevice(transform.GridUid!.Value, component))
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{
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if (component.JoinSystem)
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if (!onGrid && component.JoinSystem)
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{
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_joinedDevices.Add(component);
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component.JoinedSystem = true;
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}
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else
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{
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return;
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}
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}
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component.LastProcess = _gameTiming.CurTime;
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RaiseLocalEvent(component.Owner, new AtmosDeviceEnabledEvent(), false);
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}
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@@ -117,6 +100,10 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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RejoinAtmosphere(component);
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}
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/// <summary>
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/// Update atmos devices that are off-grid but have JoinSystem set. For devices updates when
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/// a device is on a grid, see AtmosphereSystem:UpdateProcessing().
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/// </summary>
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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@@ -129,7 +116,7 @@ namespace Content.Server.Atmos.Piping.EntitySystems
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var time = _gameTiming.CurTime;
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foreach (var device in _joinedDevices)
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{
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RaiseLocalEvent(device.Owner, _updateEvent, false);
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RaiseLocalEvent(device.Owner, new AtmosDeviceUpdateEvent(_atmosphereSystem.AtmosTime), false);
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device.LastProcess = time;
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}
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}
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