Lookup changes (#18416)
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@@ -50,6 +50,7 @@ public sealed partial class PathfindingSystem
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SubscribeLocalEvent<GridPathfindingComponent, EntityUnpausedEvent>(OnGridPathPause);
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SubscribeLocalEvent<GridPathfindingComponent, ComponentShutdown>(OnGridPathShutdown);
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SubscribeLocalEvent<CollisionChangeEvent>(OnCollisionChange);
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SubscribeLocalEvent<CollisionLayerChangeEvent>(OnCollisionLayerChange);
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SubscribeLocalEvent<PhysicsBodyTypeChangedEvent>(OnBodyTypeChange);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChange);
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SubscribeLocalEvent<MoveEvent>(OnMoveEvent);
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@@ -95,7 +96,7 @@ public sealed partial class PathfindingSystem
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_stopwatch.Restart();
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var options = new ParallelOptions()
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{
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MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
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MaxDegreeOfParallelism = 1,
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};
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// We defer chunk updates because rebuilding a navmesh is hella costly
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@@ -238,17 +239,18 @@ public sealed partial class PathfindingSystem
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}
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}
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private bool IsBodyRelevant(PhysicsComponent body)
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private bool IsBodyRelevant(FixturesComponent fixtures)
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{
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if (!body.Hard || body.BodyType != BodyType.Static)
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foreach (var fixture in fixtures.Fixtures.Values)
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{
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return false;
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}
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if (!fixture.Hard)
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continue;
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if ((body.CollisionMask & PathfindingCollisionLayer) != 0x0 ||
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(body.CollisionLayer & PathfindingCollisionMask) != 0x0)
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{
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return true;
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if ((fixture.CollisionMask & PathfindingCollisionLayer) != 0x0 ||
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(fixture.CollisionLayer & PathfindingCollisionMask) != 0x0)
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{
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return true;
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}
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}
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return false;
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@@ -256,35 +258,42 @@ public sealed partial class PathfindingSystem
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private void OnCollisionChange(ref CollisionChangeEvent ev)
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{
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if (!IsBodyRelevant(ev.Body))
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return;
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var xform = Transform(ev.Body.Owner);
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if (xform.GridUid == null)
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return;
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// This will also rebuild on door open / closes which I think is good?
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DirtyChunk(xform.GridUid.Value, xform.Coordinates);
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var aabb = _lookup.GetAABBNoContainer(ev.Body.Owner, xform.Coordinates.Position, xform.LocalRotation);
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DirtyChunkArea(xform.GridUid.Value, aabb);
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}
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private void OnCollisionLayerChange(ref CollisionLayerChangeEvent ev)
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{
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var xform = Transform(ev.Body.Owner);
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if (xform.GridUid == null)
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return;
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var aabb = _lookup.GetAABBNoContainer(ev.Body.Owner, xform.Coordinates.Position, xform.LocalRotation);
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DirtyChunkArea(xform.GridUid.Value, aabb);
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}
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private void OnBodyTypeChange(ref PhysicsBodyTypeChangedEvent ev)
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{
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if (ev.Component.CanCollide &&
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IsBodyRelevant(ev.Component) &&
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TryComp<TransformComponent>(ev.Entity, out var xform) &&
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if (TryComp<TransformComponent>(ev.Entity, out var xform) &&
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xform.GridUid != null)
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{
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DirtyChunk(xform.GridUid.Value, xform.Coordinates);
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var aabb = _lookup.GetAABBNoContainer(ev.Entity, xform.Coordinates.Position, xform.LocalRotation);
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DirtyChunkArea(xform.GridUid.Value, aabb);
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}
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}
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private void OnMoveEvent(ref MoveEvent ev)
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{
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if (!TryComp<PhysicsComponent>(ev.Sender, out var body) ||
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body.BodyType != BodyType.Static ||
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HasComp<MapGridComponent>(ev.Sender) ||
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ev.OldPosition.Equals(ev.NewPosition))
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if (!TryComp<FixturesComponent>(ev.Sender, out var fixtures) ||
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!IsBodyRelevant(fixtures) ||
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HasComp<MapGridComponent>(ev.Sender))
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{
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return;
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}
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@@ -294,34 +303,16 @@ public sealed partial class PathfindingSystem
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? gridUid
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: ev.OldPosition.GetGridUid(EntityManager);
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// Not on a grid at all so just ignore.
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if (oldGridUid == gridUid && oldGridUid == null)
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if (oldGridUid != null && oldGridUid != gridUid)
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{
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return;
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}
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if (oldGridUid != null && gridUid != null)
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{
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// If the chunk hasn't changed then just dirty that one.
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var oldOrigin = GetOrigin(ev.OldPosition, oldGridUid.Value);
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var origin = GetOrigin(ev.NewPosition, gridUid.Value);
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if (oldOrigin == origin)
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{
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// TODO: Don't need to transform again numpty.
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DirtyChunk(oldGridUid.Value, ev.NewPosition);
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return;
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}
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}
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if (oldGridUid != null)
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{
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DirtyChunk(oldGridUid.Value, ev.OldPosition);
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var aabb = _lookup.GetAABBNoContainer(ev.Sender, ev.OldPosition.Position, ev.OldRotation);
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DirtyChunkArea(oldGridUid.Value, aabb);
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}
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if (gridUid != null)
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{
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DirtyChunk(gridUid.Value, ev.NewPosition);
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var aabb = _lookup.GetAABBNoContainer(ev.Sender, ev.NewPosition.Position, ev.NewRotation);
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DirtyChunkArea(gridUid.Value, aabb);
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}
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}
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@@ -364,6 +355,30 @@ public sealed partial class PathfindingSystem
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chunks.Add(GetOrigin(coordinates, gridUid));
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}
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private void DirtyChunkArea(EntityUid gridUid, Box2 aabb)
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{
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if (!TryComp<GridPathfindingComponent>(gridUid, out var comp))
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return;
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var currentTime = _timing.CurTime;
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if (comp.NextUpdate < currentTime)
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comp.NextUpdate = currentTime + UpdateCooldown;
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var chunks = comp.DirtyChunks;
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// This assumes you never have bounds equal to or larger than 2 * ChunkSize.
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var corners = new Vector2[] { aabb.BottomLeft, aabb.TopRight, aabb.BottomRight, aabb.TopLeft };
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foreach (var corner in corners)
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{
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var sampledPoint = new Vector2i(
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(int) Math.Floor((corner.X) / ChunkSize),
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(int) Math.Floor((corner.Y) / ChunkSize));
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chunks.Add(sampledPoint);
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}
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}
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private GridPathfindingChunk GetChunk(Vector2i origin, EntityUid uid, GridPathfindingComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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@@ -445,18 +460,18 @@ public sealed partial class PathfindingSystem
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// var isBorder = x < 0 || y < 0 || x == ChunkSize - 1 || y == ChunkSize - 1;
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tileEntities.Clear();
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var anchored = grid.GetAnchoredEntitiesEnumerator(tilePos);
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var available = _lookup.GetEntitiesIntersecting(tile);
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while (anchored.MoveNext(out var ent))
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foreach (var ent in available)
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{
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// Irrelevant for pathfinding
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if (!physicsQuery.TryGetComponent(ent, out var body) ||
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!IsBodyRelevant(body))
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if (!fixturesQuery.TryGetComponent(ent, out var fixtures) ||
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!IsBodyRelevant(fixtures))
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{
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continue;
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}
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tileEntities.Add(ent.Value);
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tileEntities.Add(ent);
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}
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for (var subX = 0; subX < SubStep; subX++)
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@@ -485,7 +500,9 @@ public sealed partial class PathfindingSystem
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if (!fixture.Hard ||
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(collisionMask & fixture.CollisionMask) == fixture.CollisionMask &&
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(collisionLayer & fixture.CollisionLayer) == fixture.CollisionLayer)
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{
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continue;
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}
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// Do an AABB check first as it's probably faster, then do an actual point check.
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var intersects = false;
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