Split GasTileOverlaySystem update over two ticks (#26542)

Split GasTileOverlaySystem update over ticks
This commit is contained in:
Leon Friedrich
2024-03-30 15:34:55 +13:00
committed by GitHub
parent d215419f9a
commit bb5ca720fc

View File

@@ -52,6 +52,8 @@ namespace Content.Server.Atmos.EntitySystems
new DefaultObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>>(
new DefaultPooledObjectPolicy<Dictionary<NetEntity, HashSet<Vector2i>>>(), 64);
private bool _doSessionUpdate;
/// <summary>
/// Overlay update interval, in seconds.
/// </summary>
@@ -192,7 +194,7 @@ namespace Content.Server.Atmos.EntitySystems
/// <summary>
/// Updates the visuals for a tile on some grid chunk. Returns true if the visuals have changed.
/// </summary>
private bool UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index, GameTick curTick)
private bool UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index)
{
ref var oldData = ref chunk.TileData[chunk.GetDataIndex(index)];
if (!gridAtmosphere.Tiles.TryGetValue(index, out var tile))
@@ -200,7 +202,7 @@ namespace Content.Server.Atmos.EntitySystems
if (oldData.Equals(default))
return false;
chunk.LastUpdate = curTick;
chunk.LastUpdate = _gameTiming.CurTick;
oldData = default;
return true;
}
@@ -258,11 +260,11 @@ namespace Content.Server.Atmos.EntitySystems
if (!changed)
return false;
chunk.LastUpdate = curTick;
chunk.LastUpdate = _gameTiming.CurTick;
return true;
}
private void UpdateOverlayData(GameTick curTick)
private void UpdateOverlayData()
{
// TODO parallelize?
var query = EntityQueryEnumerator<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
@@ -276,7 +278,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!overlay.Chunks.TryGetValue(chunkIndex, out var chunk))
overlay.Chunks[chunkIndex] = chunk = new GasOverlayChunk(chunkIndex);
changed |= UpdateChunkTile(gam, chunk, index, curTick);
changed |= UpdateChunkTile(gam, chunk, index);
}
if (changed)
@@ -291,13 +293,28 @@ namespace Content.Server.Atmos.EntitySystems
base.Update(frameTime);
AccumulatedFrameTime += frameTime;
if (AccumulatedFrameTime < _updateInterval) return;
if (_doSessionUpdate)
{
UpdateSessions();
return;
}
if (AccumulatedFrameTime < _updateInterval)
return;
AccumulatedFrameTime -= _updateInterval;
var curTick = _gameTiming.CurTick;
// First, update per-chunk visual data for any invalidated tiles.
UpdateOverlayData(curTick);
UpdateOverlayData();
// Then, next tick we send the data to players.
// This is to avoid doing all the work in the same tick.
_doSessionUpdate = true;
}
public void UpdateSessions()
{
_doSessionUpdate = false;
if (!PvsEnabled)
return;
@@ -315,11 +332,11 @@ namespace Content.Server.Atmos.EntitySystems
_sessions.Add(player);
}
if (_sessions.Count > 0)
{
_updateJob.CurrentTick = curTick;
_parMan.ProcessNow(_updateJob, _sessions.Count);
}
if (_sessions.Count == 0)
return;
_parMan.ProcessNow(_updateJob, _sessions.Count);
_updateJob.LastSessionUpdate = _gameTiming.CurTick;
}
public void Reset(RoundRestartCleanupEvent ev)
@@ -352,7 +369,7 @@ namespace Content.Server.Atmos.EntitySystems
public ObjectPool<HashSet<Vector2i>> ChunkIndexPool;
public ObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>> ChunkViewerPool;
public GameTick CurrentTick;
public GameTick LastSessionUpdate;
public Dictionary<ICommonSession, Dictionary<NetEntity, HashSet<Vector2i>>> LastSentChunks;
public List<ICommonSession> Sessions;
@@ -415,7 +432,7 @@ namespace Content.Server.Atmos.EntitySystems
if (previousChunks != null &&
previousChunks.Contains(gIndex) &&
value.LastUpdate != CurrentTick)
value.LastUpdate > LastSessionUpdate)
{
continue;
}