Increase MoverController performance (#4448)
Should be a decent amount; rest will come from removing IActionBlocker.
This commit is contained in:
@@ -1,5 +1,7 @@
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using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.CCVar;
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using Content.Shared.Friction;
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using Content.Shared.MobState;
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using Content.Shared.Movement.Components;
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using Content.Shared.Pulling.Components;
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@@ -9,7 +11,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Utility;
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@@ -23,16 +24,39 @@ namespace Content.Shared.Movement
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private ActionBlockerSystem _blocker = default!;
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private SharedBroadphaseSystem _broadPhaseSystem = default!;
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private bool _relativeMovement;
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/// <summary>
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/// Cache the mob movement calculation to re-use elsewhere.
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/// </summary>
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public Dictionary<EntityUid, bool> UsedMobMovement = new();
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public override void Initialize()
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{
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base.Initialize();
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_broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
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_blocker = EntitySystem.Get<ActionBlockerSystem>();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.RelativeMovement, value => _relativeMovement = value, true);
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configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
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UpdatesBefore.Add(typeof(SharedTileFrictionController));
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}
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private void SetRelativeMovement(bool value) => _relativeMovement = value;
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public override void Shutdown()
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{
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base.Shutdown();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
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}
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public override void UpdateAfterSolve(bool prediction, float frameTime)
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{
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base.UpdateAfterSolve(prediction, frameTime);
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UsedMobMovement.Clear();
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}
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/// <summary>
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@@ -65,17 +89,19 @@ namespace Content.Shared.Movement
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protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent,
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IMobMoverComponent mobMover)
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{
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// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
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if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _mapManager))
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner.Uid));
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if (!UseMobMovement(physicsComponent))
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{
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UsedMobMovement[mover.Owner.Uid] = false;
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return;
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}
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UsedMobMovement[mover.Owner.Uid] = true;
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var transform = mover.Owner.Transform;
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var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
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var (walkDir, sprintDir) = mover.VelocityDir;
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var weightless = transform.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
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// Handle wall-pushes.
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if (weightless)
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{
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@@ -117,14 +143,16 @@ namespace Content.Shared.Movement
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physicsComponent.LinearVelocity = worldTotal;
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}
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public static bool UseMobMovement(SharedBroadphaseSystem broadPhaseSystem, PhysicsComponent body, IMapManager mapManager)
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public bool UseMobMovement(EntityUid uid)
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{
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return (body.BodyStatus == BodyStatus.OnGround) &
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return UsedMobMovement.TryGetValue(uid, out var used) && used;
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}
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protected bool UseMobMovement(PhysicsComponent body)
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{
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return body.BodyStatus == BodyStatus.OnGround &&
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body.Owner.HasComponent<IMobStateComponent>() &&
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EntitySystem.Get<ActionBlockerSystem>().CanMove(body.Owner) &&
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(!body.Owner.IsWeightless(body, mapManager: mapManager) ||
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body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
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IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
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_blocker.CanMove(body.Owner);
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}
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/// <summary>
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