Refactor pathfinding updates and add AccessReader support (#1183)

There was some extra bloat in the path graph updates.
Now the queue should also just run if it gets too big regardless.
Un-anchored physics objects are no longer a hard fail for pathfinding.
Add AccessReader support so open / close doors show up for pathfinding
AI also ensure they call the operator's shutdown when they're shutdown so that should cancel the pathfinding job.

I tried to split these into 2 commits but they were kinda coupled together

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-23 02:55:50 +10:00
committed by GitHub
parent ff0f082138
commit 805a5f1689
17 changed files with 362 additions and 221 deletions

View File

@@ -1,12 +1,12 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Server.GameObjects.Components.Doors;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.GraphUpdates;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
using Content.Server.GameObjects.EntitySystems.Pathfinding;
using Content.Shared.Physics;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
@@ -14,6 +14,7 @@ using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
@@ -29,18 +30,30 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public class PathfindingSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IEntityManager _entitymanager;
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
public IReadOnlyDictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> Graph => _graph;
private readonly Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>> _graph = new Dictionary<GridId, Dictionary<MapIndices, PathfindingChunk>>();
// Every tick we queue up all the changes and do them at once
private readonly Queue<IPathfindingGraphUpdate> _queuedGraphUpdates = new Queue<IPathfindingGraphUpdate>();
private readonly PathfindingJobQueue _pathfindingQueue = new PathfindingJobQueue();
// Queued pathfinding graph updates
private readonly Queue<CollisionChangeEvent> _collidableUpdateQueue = new Queue<CollisionChangeEvent>();
private readonly Queue<MoveEvent> _moveUpdateQueue = new Queue<MoveEvent>();
private readonly Queue<AccessReaderChangeMessage> _accessReaderUpdateQueue = new Queue<AccessReaderChangeMessage>();
private readonly Queue<TileRef> _tileUpdateQueue = new Queue<TileRef>();
// Need to store previously known entity positions for collidables for when they move
private readonly Dictionary<IEntity, TileRef> _lastKnownPositions = new Dictionary<IEntity, TileRef>();
public const int TrackedCollisionLayers = (int)
(CollisionGroup.Impassable |
CollisionGroup.MobImpassable |
CollisionGroup.SmallImpassable |
CollisionGroup.VaultImpassable);
/// <summary>
/// Ask for the pathfinder to gimme somethin
/// </summary>
@@ -68,51 +81,66 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
private void ProcessGraphUpdates()
{
for (var i = 0; i < Math.Min(50, _queuedGraphUpdates.Count); i++)
var totalUpdates = 0;
foreach (var update in _collidableUpdateQueue)
{
var update = _queuedGraphUpdates.Dequeue();
switch (update)
var entity = _entitymanager.GetEntity(update.Owner);
if (update.CanCollide)
{
case CollidableMove move:
HandleCollidableMove(move);
break;
case CollisionChange change:
if (change.Value)
{
HandleCollidableAdd(change.Owner);
}
else
{
HandleCollidableRemove(change.Owner);
}
break;
case GridRemoval removal:
HandleGridRemoval(removal);
break;
case TileUpdate tile:
HandleTileUpdate(tile);
break;
default:
throw new ArgumentOutOfRangeException();
HandleCollidableAdd(entity);
}
else
{
HandleAccessRemove(entity);
}
}
}
private void HandleGridRemoval(GridRemoval removal)
{
if (!_graph.ContainsKey(removal.GridId))
totalUpdates++;
}
_collidableUpdateQueue.Clear();
foreach (var update in _accessReaderUpdateQueue)
{
throw new InvalidOperationException();
var entity = _entitymanager.GetEntity(update.Uid);
if (update.Enabled)
{
HandleAccessAdd(entity);
}
else
{
HandleAccessRemove(entity);
}
totalUpdates++;
}
_accessReaderUpdateQueue.Clear();
foreach (var tile in _tileUpdateQueue)
{
HandleTileUpdate(tile);
totalUpdates++;
}
_tileUpdateQueue.Clear();
var moveUpdateCount = Math.Max(50 - totalUpdates, 0);
// Other updates are high priority so for this we'll just defer it if there's a spike (explosion, etc.)
// If the move updates grow too large then we'll just do it
if (_moveUpdateQueue.Count > 100)
{
moveUpdateCount = _moveUpdateQueue.Count - 100;
}
_graph.Remove(removal.GridId);
}
private void HandleTileUpdate(TileUpdate tile)
{
var chunk = GetChunk(tile.Tile);
chunk.UpdateNode(tile.Tile);
moveUpdateCount = Math.Min(moveUpdateCount, _moveUpdateQueue.Count);
for (var i = 0; i < moveUpdateCount; i++)
{
HandleCollidableMove(_moveUpdateQueue.Dequeue());
}
DebugTools.Assert(_moveUpdateQueue.Count < 1000);
}
public PathfindingChunk GetChunk(TileRef tile)
@@ -132,7 +160,6 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
}
var newChunk = CreateChunk(tile.GridIndex, mapIndices);
return newChunk;
}
@@ -179,13 +206,13 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public override void Initialize()
{
IoCManager.InjectDependencies(this);
SubscribeLocalEvent<CollisionChangeEvent>(QueueCollisionEnabledEvent);
SubscribeLocalEvent<MoveEvent>(QueueCollidableMove);
SubscribeLocalEvent<AccessReaderChangeMessage>(QueueAccessChangeEvent);
// Handle all the base grid changes
// Anything that affects traversal (i.e. collision layer) is handled separately.
_mapManager.OnGridRemoved += QueueGridRemoval;
_mapManager.OnGridRemoved += HandleGridRemoval;
_mapManager.GridChanged += QueueGridChange;
_mapManager.TileChanged += QueueTileChange;
}
@@ -193,32 +220,85 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
public override void Shutdown()
{
base.Shutdown();
_mapManager.OnGridRemoved -= QueueGridRemoval;
UnsubscribeLocalEvent<CollisionChangeEvent>();
UnsubscribeLocalEvent<MoveEvent>();
UnsubscribeLocalEvent<AccessReaderChangeMessage>();
_mapManager.OnGridRemoved -= HandleGridRemoval;
_mapManager.GridChanged -= QueueGridChange;
_mapManager.TileChanged -= QueueTileChange;
}
private void HandleTileUpdate(TileRef tile)
{
var node = GetNode(tile);
node.UpdateTile(tile);
}
public void ResettingCleanup()
{
_queuedGraphUpdates.Clear();
_graph.Clear();
_collidableUpdateQueue.Clear();
_moveUpdateQueue.Clear();
_accessReaderUpdateQueue.Clear();
_tileUpdateQueue.Clear();
_lastKnownPositions.Clear();
}
private void QueueGridRemoval(GridId gridId)
private void HandleGridRemoval(GridId gridId)
{
_queuedGraphUpdates.Enqueue(new GridRemoval(gridId));
if (_graph.ContainsKey(gridId))
{
_graph.Remove(gridId);
}
}
private void QueueGridChange(object sender, GridChangedEventArgs eventArgs)
{
foreach (var (position, _) in eventArgs.Modified)
{
_queuedGraphUpdates.Enqueue(new TileUpdate(eventArgs.Grid.GetTileRef(position)));
_tileUpdateQueue.Enqueue(eventArgs.Grid.GetTileRef(position));
}
}
private void QueueTileChange(object sender, TileChangedEventArgs eventArgs)
{
_queuedGraphUpdates.Enqueue(new TileUpdate(eventArgs.NewTile));
_tileUpdateQueue.Enqueue(eventArgs.NewTile);
}
private void QueueAccessChangeEvent(AccessReaderChangeMessage message)
{
_accessReaderUpdateQueue.Enqueue(message);
}
private void HandleAccessAdd(IEntity entity)
{
if (entity.Deleted || !entity.HasComponent<AccessReader>())
{
return;
}
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
var chunk = GetChunk(tileRef);
var node = chunk.GetNode(tileRef);
node.AddEntity(entity);
}
private void HandleAccessRemove(IEntity entity)
{
if (entity.Deleted || !entity.HasComponent<AccessReader>())
{
return;
}
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
var chunk = GetChunk(tileRef);
var node = chunk.GetNode(tileRef);
node.RemoveEntity(entity);
}
#region collidable
@@ -228,25 +308,22 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
/// <param name="entity"></param>
private void HandleCollidableAdd(IEntity entity)
{
// It's a grid / gone / a door / we already have it (which probably shouldn't happen)
if (entity.Prototype == null ||
entity.Deleted ||
entity.HasComponent<ServerDoorComponent>() ||
entity.HasComponent<AirlockComponent>() ||
_lastKnownPositions.ContainsKey(entity))
_lastKnownPositions.ContainsKey(entity) ||
!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
!collidableComponent.CanCollide ||
(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
{
return;
}
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
var collisionLayer = entity.GetComponent<CollidableComponent>().CollisionLayer;
var chunk = GetChunk(tileRef);
var node = chunk.GetNode(tileRef);
node.AddCollisionLayer(collisionLayer);
node.AddEntity(entity);
_lastKnownPositions.Add(entity, tileRef);
}
@@ -258,46 +335,37 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
if (entity.Prototype == null ||
entity.Deleted ||
entity.HasComponent<ServerDoorComponent>() ||
entity.HasComponent<AirlockComponent>() ||
!_lastKnownPositions.ContainsKey(entity))
!_lastKnownPositions.ContainsKey(entity) ||
!entity.TryGetComponent(out CollidableComponent collidableComponent) ||
!collidableComponent.CanCollide ||
(TrackedCollisionLayers & collidableComponent.CollisionLayer) == 0)
{
return;
}
_lastKnownPositions.Remove(entity);
var grid = _mapManager.GetGrid(entity.Transform.GridID);
var tileRef = grid.GetTileRef(entity.Transform.GridPosition);
if (!entity.TryGetComponent(out CollidableComponent collidableComponent))
{
return;
}
var collisionLayer = collidableComponent.CollisionLayer;
var chunk = GetChunk(tileRef);
var node = chunk.GetNode(tileRef);
node.RemoveCollisionLayer(collisionLayer);
node.RemoveEntity(entity);
_lastKnownPositions.Remove(entity);
}
private void QueueCollidableMove(MoveEvent moveEvent)
{
_queuedGraphUpdates.Enqueue(new CollidableMove(moveEvent));
_moveUpdateQueue.Enqueue(moveEvent);
}
private void HandleCollidableMove(CollidableMove move)
private void HandleCollidableMove(MoveEvent moveEvent)
{
if (!_lastKnownPositions.ContainsKey(move.MoveEvent.Sender))
if (!_lastKnownPositions.ContainsKey(moveEvent.Sender))
{
return;
}
// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
var moveEvent = move.MoveEvent;
if (moveEvent.Sender.Deleted)
{
HandleCollidableRemove(moveEvent.Sender);
@@ -314,14 +382,12 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
_lastKnownPositions[moveEvent.Sender] = newTile;
if (!moveEvent.Sender.TryGetComponent(out CollidableComponent collidableComponent))
if (!moveEvent.Sender.HasComponent<CollidableComponent>())
{
HandleCollidableRemove(moveEvent.Sender);
return;
}
var collisionLayer = collidableComponent.CollisionLayer;
var gridIds = new HashSet<GridId>(2) {oldTile.GridIndex, newTile.GridIndex};
foreach (var gridId in gridIds)
@@ -330,33 +396,53 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
{
var oldChunk = GetChunk(oldTile);
var oldNode = oldChunk.GetNode(oldTile);
oldNode.RemoveCollisionLayer(collisionLayer);
oldNode.RemoveEntity(moveEvent.Sender);
}
if (newTile.GridIndex == gridId)
{
var newChunk = GetChunk(newTile);
var newNode = newChunk.GetNode(newTile);
newNode.RemoveCollisionLayer(collisionLayer);
newNode.AddEntity(moveEvent.Sender);
}
}
}
private void QueueCollisionEnabledEvent(CollisionChangeEvent collisionEvent)
{
// TODO: Handle containers
var entityManager = IoCManager.Resolve<IEntityManager>();
var entity = entityManager.GetEntity(collisionEvent.Owner);
switch (collisionEvent.CanCollide)
{
case true:
_queuedGraphUpdates.Enqueue(new CollisionChange(entity, true));
break;
case false:
_queuedGraphUpdates.Enqueue(new CollisionChange(entity, false));
break;
}
_collidableUpdateQueue.Enqueue(collisionEvent);
}
#endregion
// TODO: Need to rethink the pathfinder utils (traversable etc.). Maybe just chuck them all in PathfindingSystem
// Otherwise you get the steerer using this and the pathfinders using a different traversable.
// Also look at increasing tile cost the more physics entities are on it
public bool CanTraverse(IEntity entity, GridCoordinates grid)
{
var tile = _mapManager.GetGrid(grid.GridID).GetTileRef(grid);
var node = GetNode(tile);
return CanTraverse(entity, node);
}
public bool CanTraverse(IEntity entity, PathfindingNode node)
{
if (entity.TryGetComponent(out CollidableComponent collidableComponent) &&
(collidableComponent.CollisionMask & node.BlockedCollisionMask) != 0)
{
return false;
}
var access = AccessReader.FindAccessTags(entity);
foreach (var reader in node.AccessReaders)
{
if (!reader.IsAllowed(access))
{
return false;
}
}
return true;
}
}
}