CVars for atmos (#2633)

* Monstermos is a word!

* Atmos CVars

* Cache CVars in AtmosphereSystem.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Víctor Aguilera Puerto
2020-11-27 16:49:12 +01:00
committed by GitHub
parent 8177be3061
commit 6bb1e9fa5d
6 changed files with 136 additions and 57 deletions

View File

@@ -9,6 +9,7 @@ using Content.Server.GameObjects.Components.Atmos.Piping;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems.Atmos;
using Content.Shared;
using Content.Shared.Atmos;
using Content.Shared.Maps;
using Robust.Server.GameObjects.EntitySystems.TileLookup;
@@ -16,10 +17,9 @@ using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
@@ -49,16 +49,6 @@ namespace Content.Server.GameObjects.Components.Atmos
/// </summary>
private const int LagCheckIterations = 30;
/// <summary>
/// Max milliseconds allowed for atmos updates.
/// </summary>
private const float LagCheckMaxMilliseconds = 5f;
/// <summary>
/// How much time before atmos updates are ran.
/// </summary>
private const float AtmosTime = 1/26f;
public override string Name => "GridAtmosphere";
private bool _paused = false;
@@ -256,7 +246,12 @@ namespace Content.Server.GameObjects.Components.Atmos
tile.Air ??= new GasMixture(GetVolumeForCells(1), AtmosphereSystem){Temperature = Atmospherics.T20C};
}
// By removing the active tile, we effectively remove its excited group, if any.
RemoveActiveTile(tile);
// Then we activate the tile again.
AddActiveTile(tile);
tile.BlockedAirflow = GetBlockedDirections(indices);
// TODO ATMOS: Query all the contents of this tile (like walls) and calculate the correct thermal conductivity
@@ -478,20 +473,23 @@ namespace Content.Server.GameObjects.Components.Atmos
public virtual void Update(float frameTime)
{
_timer += frameTime;
var atmosTime = 1f/AtmosphereSystem.AtmosTickRate;
if (_invalidatedCoords.Count != 0)
Revalidate();
if (_timer < AtmosTime)
if (_timer < atmosTime)
return;
// We subtract it so it takes lost time into account.
_timer -= AtmosTime;
_timer -= atmosTime;
var maxProcessTime = AtmosphereSystem.AtmosMaxProcessTime;
switch (_state)
{
case ProcessState.TileEqualize:
if (!ProcessTileEqualize(_paused))
if (!ProcessTileEqualize(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -501,7 +499,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.ActiveTiles;
return;
case ProcessState.ActiveTiles:
if (!ProcessActiveTiles(_paused))
if (!ProcessActiveTiles(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -511,7 +509,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.ExcitedGroups;
return;
case ProcessState.ExcitedGroups:
if (!ProcessExcitedGroups(_paused))
if (!ProcessExcitedGroups(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -521,7 +519,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.HighPressureDelta;
return;
case ProcessState.HighPressureDelta:
if (!ProcessHighPressureDelta(_paused))
if (!ProcessHighPressureDelta(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -531,7 +529,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.Hotspots;
break;
case ProcessState.Hotspots:
if (!ProcessHotspots(_paused))
if (!ProcessHotspots(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -541,7 +539,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.Superconductivity;
break;
case ProcessState.Superconductivity:
if (!ProcessSuperconductivity(_paused))
if (!ProcessSuperconductivity(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -551,7 +549,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.PipeNet;
break;
case ProcessState.PipeNet:
if (!ProcessPipeNets(_paused))
if (!ProcessPipeNets(_paused, maxProcessTime))
{
_paused = true;
return;
@@ -561,21 +559,24 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.PipeNetDevices;
break;
case ProcessState.PipeNetDevices:
if (!ProcessPipeNetDevices(_paused))
if (!ProcessPipeNetDevices(_paused, maxProcessTime))
{
_paused = true;
return;
}
_paused = false;
_state = ProcessState.TileEqualize;
// Next state depends on whether monstermos equalization is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
_state = AtmosphereSystem.MonstermosEqualization ? ProcessState.TileEqualize : ProcessState.ActiveTiles;
break;
}
UpdateCounter++;
}
public virtual bool ProcessTileEqualize(bool resumed = false)
public virtual bool ProcessTileEqualize(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -591,7 +592,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_tileEqualizeLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -602,10 +603,12 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
public virtual bool ProcessActiveTiles(bool resumed = false)
public virtual bool ProcessActiveTiles(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
var spaceWind = AtmosphereSystem.SpaceWind;
if(!resumed)
_currentRunTiles = new Queue<TileAtmosphere>(_activeTiles);
@@ -613,12 +616,12 @@ namespace Content.Server.GameObjects.Components.Atmos
while (_currentRunTiles.Count > 0)
{
var tile = _currentRunTiles.Dequeue();
tile.ProcessCell(UpdateCounter);
tile.ProcessCell(UpdateCounter, spaceWind);
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_activeTilesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -629,10 +632,12 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
public virtual bool ProcessExcitedGroups(bool resumed = false)
public virtual bool ProcessExcitedGroups(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
var spaceIsAllConsuming = AtmosphereSystem.ExcitedGroupsSpaceIsAllConsuming;
if(!resumed)
_currentRunExcitedGroups = new Queue<ExcitedGroup>(_excitedGroups);
@@ -644,7 +649,7 @@ namespace Content.Server.GameObjects.Components.Atmos
excitedGroup.DismantleCooldown++;
if(excitedGroup.BreakdownCooldown > Atmospherics.ExcitedGroupBreakdownCycles)
excitedGroup.SelfBreakdown();
excitedGroup.SelfBreakdown(spaceIsAllConsuming);
else if(excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
excitedGroup.Dismantle();
@@ -652,7 +657,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_excitedGroupLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -663,7 +668,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
public virtual bool ProcessHighPressureDelta(bool resumed = false)
public virtual bool ProcessHighPressureDelta(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -682,7 +687,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_highPressureDeltaLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -693,7 +698,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
protected virtual bool ProcessHotspots(bool resumed = false)
protected virtual bool ProcessHotspots(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -709,7 +714,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_hotspotsLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -720,7 +725,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
protected virtual bool ProcessSuperconductivity(bool resumed = false)
protected virtual bool ProcessSuperconductivity(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -736,7 +741,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_superconductivityLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -747,7 +752,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
protected virtual bool ProcessPipeNets(bool resumed = false)
protected virtual bool ProcessPipeNets(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -763,7 +768,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_pipeNetLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;
@@ -774,7 +779,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true;
}
protected virtual bool ProcessPipeNetDevices(bool resumed = false)
protected virtual bool ProcessPipeNetDevices(bool resumed = false, float lagCheck = 5f)
{
_stopwatch.Restart();
@@ -790,7 +795,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if (number++ < LagCheckIterations) continue;
number = 0;
// Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
if (_stopwatch.Elapsed.TotalMilliseconds >= lagCheck)
{
_pipeNetDevicesLastProcess = _stopwatch.Elapsed.TotalMilliseconds;
return false;