Atmos device performance improvements (#26493)

* Atmos device performance improvements

* AtmosDirection perf improvements

* Fix errors

* Add GasTileOverlayComponent arguments

* Make excite no longer invalidate a tile
This commit is contained in:
Leon Friedrich
2024-03-30 17:17:53 +13:00
committed by GitHub
parent aa96baeb5f
commit 888a3bda51
51 changed files with 373 additions and 324 deletions

View File

@@ -86,7 +86,7 @@ namespace Content.Server.Atmos.EntitySystems
DebugTools.Assert(atmosphere.Tiles.GetValueOrDefault(tile.GridIndices) == tile);
UpdateAdjacentTiles(ent, tile, activate: true);
UpdateTileAir(ent, tile, volume);
InvalidateVisuals(uid, tile.GridIndices, visuals);
InvalidateVisuals(ent, tile);
if (number++ < InvalidCoordinatesLagCheckIterations)
continue;
@@ -313,15 +313,17 @@ namespace Content.Server.Atmos.EntitySystems
return true;
}
private bool ProcessActiveTiles(GridAtmosphereComponent atmosphere, GasTileOverlayComponent visuals)
private bool ProcessActiveTiles(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.ActiveTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
ProcessCell(atmosphere, tile, atmosphere.UpdateCounter, visuals);
ProcessCell(ent, tile, atmosphere.UpdateCounter);
if (number++ < LagCheckIterations)
continue;
@@ -337,8 +339,10 @@ namespace Content.Server.Atmos.EntitySystems
return true;
}
private bool ProcessExcitedGroups(GridAtmosphereComponent gridAtmosphere)
private bool ProcessExcitedGroups(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var gridAtmosphere = ent.Comp1;
if (!gridAtmosphere.ProcessingPaused)
{
gridAtmosphere.CurrentRunExcitedGroups.Clear();
@@ -356,7 +360,7 @@ namespace Content.Server.Atmos.EntitySystems
excitedGroup.DismantleCooldown++;
if (excitedGroup.BreakdownCooldown > Atmospherics.ExcitedGroupBreakdownCycles)
ExcitedGroupSelfBreakdown(gridAtmosphere, excitedGroup);
ExcitedGroupSelfBreakdown(ent, excitedGroup);
else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
DeactivateGroupTiles(gridAtmosphere, excitedGroup);
// TODO ATMOS. What is the point of this? why is this only de-exciting the group? Shouldn't it also dismantle it?
@@ -411,15 +415,17 @@ namespace Content.Server.Atmos.EntitySystems
return true;
}
private bool ProcessHotspots(GridAtmosphereComponent atmosphere)
private bool ProcessHotspots(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HotspotTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var hotspot))
{
ProcessHotspot(atmosphere, hotspot);
ProcessHotspot(ent, hotspot);
if (number++ < LagCheckIterations)
continue;
@@ -507,8 +513,11 @@ namespace Content.Server.Atmos.EntitySystems
return num * AtmosTime;
}
private bool ProcessAtmosDevices(GridAtmosphereComponent atmosphere)
private bool ProcessAtmosDevices(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
Entity<MapAtmosphereComponent?> map)
{
var atmosphere = ent.Comp1;
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunAtmosDevices.Clear();
@@ -521,7 +530,7 @@ namespace Content.Server.Atmos.EntitySystems
var time = _gameTiming.CurTime;
var number = 0;
var ev = new AtmosDeviceUpdateEvent(RealAtmosTime());
var ev = new AtmosDeviceUpdateEvent(RealAtmosTime(), (ent, ent.Comp1, ent.Comp2), map);
while (atmosphere.CurrentRunAtmosDevices.TryDequeue(out var device))
{
RaiseLocalEvent(device, ref ev);
@@ -565,12 +574,11 @@ namespace Content.Server.Atmos.EntitySystems
var ent = _currentRunAtmosphere[_currentRunAtmosphereIndex];
var (owner, atmosphere, visuals, grid, xform) = ent;
if (!TryComp(owner, out TransformComponent? x)
|| x.MapUid == null
|| TerminatingOrDeleted(x.MapUid.Value)
|| x.MapID == MapId.Nullspace)
if (xform.MapUid == null
|| TerminatingOrDeleted(xform.MapUid.Value)
|| xform.MapID == MapId.Nullspace)
{
Log.Error($"Attempted to process atmos without a map? Entity: {ToPrettyString(owner)}. Map: {ToPrettyString(x?.MapUid)}. MapId: {x?.MapID}");
Log.Error($"Attempted to process atmos without a map? Entity: {ToPrettyString(owner)}. Map: {ToPrettyString(xform?.MapUid)}. MapId: {xform?.MapID}");
continue;
}
@@ -585,6 +593,8 @@ namespace Content.Server.Atmos.EntitySystems
// We subtract it so it takes lost time into account.
atmosphere.Timer -= AtmosTime;
var map = new Entity<MapAtmosphereComponent?>(xform.MapUid.Value, _mapAtmosQuery.CompOrNull(xform.MapUid.Value));
switch (atmosphere.State)
{
case AtmosphereProcessingState.Revalidate:
@@ -614,7 +624,7 @@ namespace Content.Server.Atmos.EntitySystems
atmosphere.State = AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.ActiveTiles:
if (!ProcessActiveTiles(ent, ent))
if (!ProcessActiveTiles(ent))
{
atmosphere.ProcessingPaused = true;
return;
@@ -625,7 +635,7 @@ namespace Content.Server.Atmos.EntitySystems
atmosphere.State = ExcitedGroups ? AtmosphereProcessingState.ExcitedGroups : AtmosphereProcessingState.HighPressureDelta;
continue;
case AtmosphereProcessingState.ExcitedGroups:
if (!ProcessExcitedGroups(atmosphere))
if (!ProcessExcitedGroups(ent))
{
atmosphere.ProcessingPaused = true;
return;
@@ -645,7 +655,7 @@ namespace Content.Server.Atmos.EntitySystems
atmosphere.State = AtmosphereProcessingState.Hotspots;
continue;
case AtmosphereProcessingState.Hotspots:
if (!ProcessHotspots(atmosphere))
if (!ProcessHotspots(ent))
{
atmosphere.ProcessingPaused = true;
return;
@@ -680,7 +690,7 @@ namespace Content.Server.Atmos.EntitySystems
atmosphere.State = AtmosphereProcessingState.AtmosDevices;
continue;
case AtmosphereProcessingState.AtmosDevices:
if (!ProcessAtmosDevices(atmosphere))
if (!ProcessAtmosDevices(ent, map))
{
atmosphere.ProcessingPaused = true;
return;