Gas tile overlay rejig (#9619)
This commit is contained in:
@@ -1,18 +1,21 @@
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.CCVar;
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using Content.Shared.Chunking;
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using Content.Shared.GameTicking;
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using Content.Shared.Rounding;
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using JetBrains.Annotations;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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// ReSharper disable once RedundantUsingDirective
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@@ -21,38 +24,38 @@ namespace Content.Server.Atmos.EntitySystems
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _confMan = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly ChunkingSystem _chunkingSys = default!;
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private readonly Dictionary<IPlayerSession, Dictionary<EntityUid, HashSet<Vector2i>>> _lastSentChunks = new();
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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/// </summary>
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private readonly Dictionary<EntityUid, HashSet<Vector2i>> _invalidTiles = new();
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private readonly Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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new();
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/// <summary>
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/// Gas data stored in chunks to make PVS / bubbling easier.
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/// </summary>
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private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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new();
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/// <summary>
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/// How far away do we update gas overlays (minimum; due to chunking further away tiles may also be updated).
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/// </summary>
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private float _updateRange;
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// Because the gas overlay updates aren't run every tick we need to avoid the pop-in that might occur with
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// the regular PVS range.
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private const float RangeOffset = 6.0f;
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// Oh look its more duplicated decal system code!
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private ObjectPool<HashSet<Vector2i>> _chunkIndexPool =
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new DefaultObjectPool<HashSet<Vector2i>>(
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new DefaultPooledObjectPolicy<HashSet<Vector2i>>(), 64);
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private ObjectPool<Dictionary<EntityUid, HashSet<Vector2i>>> _chunkViewerPool =
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new DefaultObjectPool<Dictionary<EntityUid, HashSet<Vector2i>>>(
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new DefaultPooledObjectPolicy<Dictionary<EntityUid, HashSet<Vector2i>>>(), 64);
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/// <summary>
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/// Overlay update ticks per second.
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/// Overlay update interval, in seconds.
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/// </summary>
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private float _updateCooldown;
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private float _updateInterval;
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private int _thresholds;
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@@ -60,51 +63,28 @@ namespace Content.Server.Atmos.EntitySystems
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{
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.NetGasOverlayTickRate, value => _updateCooldown = value > 0.0f ? 1 / value : float.MaxValue, true);
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configManager.OnValueChanged(CVars.NetMaxUpdateRange, value => _updateRange = value + RangeOffset, true);
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configManager.OnValueChanged(CCVars.GasOverlayThresholds, value => _thresholds = value, true);
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_confMan.OnValueChanged(CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
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_confMan.OnValueChanged(CCVars.GasOverlayThresholds, UpdateThresholds, true);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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_confMan.UnsubValueChanged(CCVars.NetGasOverlayTickRate, UpdateTickRate);
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_confMan.UnsubValueChanged(CCVars.GasOverlayThresholds, UpdateThresholds);
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}
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private void UpdateTickRate(float value) => _updateInterval = value > 0.0f ? 1 / value : float.MaxValue;
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private void UpdateThresholds(int value) => _thresholds = value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Invalidate(EntityUid gridIndex, Vector2i indices)
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public void Invalidate(EntityUid grid, Vector2i index)
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{
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if (!_invalidTiles.TryGetValue(gridIndex, out var existing))
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{
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existing = new HashSet<Vector2i>();
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_invalidTiles[gridIndex] = existing;
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}
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existing.Add(indices);
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}
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private GasOverlayChunk GetOrCreateChunk(EntityUid gridIndex, Vector2i indices)
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{
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if (!_overlay.TryGetValue(gridIndex, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_overlay[gridIndex] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridIndex, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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_invalidTiles.GetOrNew(grid).Add(index);
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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@@ -116,119 +96,95 @@ namespace Content.Server.Atmos.EntitySystems
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{
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if (e.NewStatus != SessionStatus.InGame)
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{
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if (_knownPlayerChunks.ContainsKey(e.Session))
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{
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_knownPlayerChunks.Remove(e.Session);
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}
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if (_lastSentChunks.Remove(e.Session, out var set))
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ReturnToPool(set);
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return;
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}
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if (!_knownPlayerChunks.ContainsKey(e.Session))
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if (!_lastSentChunks.ContainsKey(e.Session))
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{
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_knownPlayerChunks[e.Session] = new PlayerGasOverlay();
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_lastSentChunks[e.Session] = _chunkViewerPool.Get();
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DebugTools.Assert(_lastSentChunks[e.Session].Count == 0);
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}
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}
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/// <summary>
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/// Checks whether the overlay-relevant data for a gas tile has been updated.
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/// </summary>
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/// <param name="grid"></param>
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/// <param name="oldTile"></param>
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/// <param name="indices"></param>
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/// <param name="overlayData"></param>
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/// <returns>true if updated</returns>
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private bool TryRefreshTile(GridAtmosphereComponent gridAtmosphere, GasOverlayData oldTile, Vector2i indices, out GasOverlayData overlayData)
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private void ReturnToPool(Dictionary<EntityUid, HashSet<Vector2i>> chunks)
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{
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if (!gridAtmosphere.Tiles.TryGetValue(indices, out var tile))
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foreach (var (_, previous) in chunks)
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{
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overlayData = default;
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return false;
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previous.Clear();
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_chunkIndexPool.Return(previous);
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}
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var tileData = new List<GasData>();
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chunks.Clear();
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_chunkViewerPool.Return(chunks);
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}
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if(tile.Air != null)
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for (byte i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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/// <summary>
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/// Updates the visuals for a tile on some grid chunk.
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/// </summary>
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private void UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index, GameTick curTick)
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{
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var oldData = chunk.GetData(index);
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if (!gridAtmosphere.Tiles.TryGetValue(index, out var tile))
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{
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if (oldData == null)
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return;
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chunk.LastUpdate = curTick;
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chunk.SetData(index, null);
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return;
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}
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var opacity = new byte[VisibleGasId.Length];
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GasOverlayData newData = new(tile!.Hotspot.State, opacity);
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if (tile.Air != null)
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{
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var i = 0;
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foreach (var id in VisibleGasId)
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{
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var gas = _atmosphereSystem.GetGas(i);
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var overlay = _atmosphereSystem.GetOverlay(i);
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if (overlay == null) continue;
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var gas = _atmosphereSystem.GetGas(id);
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var moles = tile.Air.Moles[id];
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var moles = tile.Air.Moles[i];
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if (moles < gas.GasMolesVisible) continue;
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var opacity = (byte) (ContentHelpers.RoundToLevels(MathHelper.Clamp01(moles / gas.GasMolesVisibleMax) * 255, byte.MaxValue, _thresholds) * 255 / (_thresholds - 1));
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var data = new GasData(i, opacity);
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tileData.Add(data);
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if (moles >= gas.GasMolesVisible)
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{
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opacity[i] = (byte) (ContentHelpers.RoundToLevels(
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MathHelper.Clamp01(moles / gas.GasMolesVisibleMax) * 255, byte.MaxValue, _thresholds) * 255 / (_thresholds - 1));
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}
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i++;
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}
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overlayData = new GasOverlayData(tile!.Hotspot.State, tile.Hotspot.Temperature, tileData.Count == 0 ? Array.Empty<GasData>() : tileData.ToArray());
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if (overlayData.Equals(oldTile))
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{
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return false;
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}
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return true;
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if (oldData != null && oldData.Value.Equals(newData))
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return;
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chunk.SetData(index, newData);
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chunk.LastUpdate = curTick;
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}
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/// <summary>
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/// Get every chunk in range of our entity that exists, including on other grids.
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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private List<GasOverlayChunk> GetChunksInRange(EntityUid entity)
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private void UpdateOverlayData(GameTick curTick)
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{
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// This is the max in any direction that we can get a chunk (e.g. max 2 chunks away of data).
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var (maxXDiff, maxYDiff) = ((int) (_updateRange / ChunkSize) + 1, (int) (_updateRange / ChunkSize) + 1);
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// Setting initial list size based on the theoretical max number of chunks from a single grid. For default
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// parameters, this is currently 6^2 = 36. Unless a player is near more than one grid, this is will
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// generally slightly over-estimate the actual list size, which will be either 25, 30, or 36 (assuming the
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// player is not near the edge of a grid).
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var initialListSize = (1 + (int) MathF.Ceiling(2 * _updateRange / ChunkSize)) * (1 + (int) MathF.Ceiling(2 * _updateRange / ChunkSize));
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var inRange = new List<GasOverlayChunk>(initialListSize);
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var xform = Transform(entity);
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var worldPos = xform.MapPosition;
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var worldBounds = Box2.CenteredAround(worldPos.Position, new Vector2(_updateRange, _updateRange));
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foreach (var grid in _mapManager.FindGridsIntersecting(xform.MapID, worldBounds))
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foreach (var (gridId, invalidIndices) in _invalidTiles)
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{
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if (!_overlay.TryGetValue(grid.GridEntityId, out var chunks))
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if (!TryComp(gridId, out GridAtmosphereComponent? gam))
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{
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_overlay.Remove(gridId);
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continue;
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}
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var entityTile = grid.GetTileRef(worldPos).GridIndices;
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var chunks = _overlay.GetOrNew(gridId);
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for (var x = -maxXDiff; x <= maxXDiff; x++)
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foreach (var index in invalidIndices)
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{
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for (var y = -maxYDiff; y <= maxYDiff; y++)
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{
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var chunkIndices = GetGasChunkIndices(new Vector2i(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
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var chunkIndex = GetGasChunkIndices(index);
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if (!chunks.TryGetValue(chunkIndices, out var chunk)) continue;
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if (!chunks.TryGetValue(chunkIndex, out var chunk))
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chunks[chunkIndex] = chunk = new GasOverlayChunk(chunkIndex);
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// Now we'll check if it's in range and relevant for us
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// (e.g. if we're on the very edge of a chunk we may need more chunks).
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var (xDiff, yDiff) = (chunkIndices.X - entityTile.X, chunkIndices.Y - entityTile.Y);
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if (xDiff > _updateRange ||
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yDiff > _updateRange ||
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xDiff < 0 && Math.Abs(xDiff + ChunkSize) > _updateRange ||
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yDiff < 0 && Math.Abs(yDiff + ChunkSize) > _updateRange) continue;
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inRange.Add(chunk);
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}
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UpdateChunkTile(gam, chunk, index, curTick);
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}
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}
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return inRange;
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_invalidTiles.Clear();
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}
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public override void Update(float frameTime)
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@@ -236,254 +192,118 @@ namespace Content.Server.Atmos.EntitySystems
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base.Update(frameTime);
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AccumulatedFrameTime += frameTime;
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if (AccumulatedFrameTime < _updateCooldown) return;
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if (AccumulatedFrameTime < _updateInterval) return;
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AccumulatedFrameTime -= _updateInterval;
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// TODO: So in the worst case scenario we still have to send a LOT of tile data per tick if there's a fire.
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// If we go with say 15 tile radius then we have up to 900 tiles to update per tick.
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// In a saltern fire the worst you'll normally see is around 650 at the moment.
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// Need a way to fake this more because sending almost 2,000 tile updates per second to even 50 players is... yikes
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// I mean that's as big as it gets so larger maps will have the same but still, that's a lot of data.
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var curTick = _gameTiming.CurTick;
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// Some ways to do this are potentially: splitting fire and gas update data so they don't update at the same time
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// (gives the illusion of more updates happening), e.g. if gas updates are 3 times a second and fires are 1.6 times a second or something.
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// Could also look at updating tiles close to us more frequently (e.g. within 1 chunk every tick).
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// Stuff just out of our viewport we need so when we move it doesn't pop in but it doesn't mean we need to update it every tick.
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AccumulatedFrameTime -= _updateCooldown;
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var gridAtmosComponents = new Dictionary<EntityUid, GridAtmosphereComponent>();
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var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<Vector2i>>();
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// So up to this point we've been caching the updated tiles for multiple ticks.
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// Now we'll go through and check whether the update actually matters for the overlay or not,
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// and if not then we won't bother sending the data.
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foreach (var (gridId, indices) in _invalidTiles)
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{
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if (!_mapManager.TryGetGrid(gridId, out var grid))
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{
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return;
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}
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var gridEntityId = grid.GridEntityId;
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if (!EntityManager.TryGetComponent(gridEntityId, out GridAtmosphereComponent? gam))
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{
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continue;
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}
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// If it's being invalidated it should have this right?
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// At any rate we'll cache it for here + the AddChunk
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if (!gridAtmosComponents.ContainsKey(gridId))
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{
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gridAtmosComponents[gridId] = gam;
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}
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foreach (var invalid in indices.ToArray())
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{
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var chunk = GetOrCreateChunk(gridId, invalid);
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if (!TryRefreshTile(gam, chunk.GetData(invalid), invalid, out var data)) continue;
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if (!updatedTiles.TryGetValue(chunk, out var tiles))
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{
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tiles = new HashSet<Vector2i>();
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updatedTiles[chunk] = tiles;
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}
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tiles.Add(invalid);
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chunk.Update(data, invalid);
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}
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}
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var currentTick = _gameTiming.CurTick;
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// Set the LastUpdate for chunks.
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foreach (var (chunk, _) in updatedTiles)
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{
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chunk.Dirty(currentTick);
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}
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// First, update per-chunk visual data for any invalidated tiles.
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UpdateOverlayData(curTick);
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// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
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// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
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// Afterwards we reset all the chunk data for the next time we tick.
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foreach (var (session, overlay) in _knownPlayerChunks)
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var xformQuery = GetEntityQuery<TransformComponent>();
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foreach (var session in Filter.GetAllPlayers(_playerManager))
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{
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if (session.AttachedEntity is not {Valid: true} entity) continue;
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// Get chunks in range and update if we've moved around or the chunks have new overlay data
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var chunksInRange = GetChunksInRange(entity);
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var knownChunks = overlay.GetKnownChunks();
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var chunksToRemove = new List<GasOverlayChunk>();
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var chunksToAdd = new List<GasOverlayChunk>();
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foreach (var chunk in chunksInRange)
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{
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if (!knownChunks.Contains(chunk))
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{
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chunksToAdd.Add(chunk);
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}
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}
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foreach (var chunk in knownChunks)
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{
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if (!chunksInRange.Contains(chunk))
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{
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chunksToRemove.Add(chunk);
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}
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}
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foreach (var chunk in chunksToAdd)
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{
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var message = overlay.AddChunk(currentTick, chunk);
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if (message != null)
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{
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RaiseNetworkEvent(message, session.ConnectedClient);
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}
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}
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foreach (var chunk in chunksToRemove)
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{
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overlay.RemoveChunk(chunk);
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}
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var clientInvalids = new Dictionary<EntityUid, List<(Vector2i, GasOverlayData)>>();
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// Check for any dirty chunks in range and bundle the data to send to the client.
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foreach (var chunk in chunksInRange)
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{
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if (!updatedTiles.TryGetValue(chunk, out var invalids)) continue;
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if (!clientInvalids.TryGetValue(chunk.GridIndices, out var existingData))
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{
|
||||
existingData = new List<(Vector2i, GasOverlayData)>();
|
||||
clientInvalids[chunk.GridIndices] = existingData;
|
||||
}
|
||||
|
||||
chunk.GetData(existingData, invalids);
|
||||
}
|
||||
|
||||
foreach (var (grid, data) in clientInvalids)
|
||||
{
|
||||
RaiseNetworkEvent(overlay.UpdateClient(grid, data), session.ConnectedClient);
|
||||
}
|
||||
if (session is IPlayerSession { Status: SessionStatus.InGame } playerSession)
|
||||
UpdatePlayer(playerSession, xformQuery, curTick);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
_invalidTiles.Clear();
|
||||
}
|
||||
private sealed class PlayerGasOverlay
|
||||
|
||||
private void UpdatePlayer(IPlayerSession playerSession, EntityQuery<TransformComponent> xformQuery, GameTick curTick)
|
||||
{
|
||||
private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _data =
|
||||
new();
|
||||
var chunksInRange = _chunkingSys.GetChunksForSession(playerSession, ChunkSize, xformQuery, _chunkIndexPool, _chunkViewerPool);
|
||||
|
||||
private readonly Dictionary<GasOverlayChunk, GameTick> _lastSent =
|
||||
new();
|
||||
|
||||
public GasOverlayMessage UpdateClient(EntityUid grid, List<(Vector2i, GasOverlayData)> data)
|
||||
if (!_lastSentChunks.TryGetValue(playerSession, out var previouslySent))
|
||||
{
|
||||
return new(grid, data);
|
||||
_lastSentChunks[playerSession] = previouslySent = _chunkViewerPool.Get();
|
||||
DebugTools.Assert(previouslySent.Count == 0);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_data.Clear();
|
||||
_lastSent.Clear();
|
||||
}
|
||||
var ev = new GasOverlayUpdateEvent();
|
||||
|
||||
public List<GasOverlayChunk> GetKnownChunks()
|
||||
foreach (var (grid, oldIndices) in previouslySent)
|
||||
{
|
||||
var known = new List<GasOverlayChunk>();
|
||||
|
||||
foreach (var (_, chunks) in _data)
|
||||
// Mark the whole grid as stale and flag for removal.
|
||||
if (!chunksInRange.TryGetValue(grid, out var chunks))
|
||||
{
|
||||
foreach (var (_, chunk) in chunks)
|
||||
previouslySent.Remove(grid);
|
||||
|
||||
// If grid was deleted then don't worry about sending it to the client.
|
||||
if (_mapManager.IsGrid(grid))
|
||||
ev.RemovedChunks[grid] = oldIndices;
|
||||
else
|
||||
{
|
||||
known.Add(chunk);
|
||||
oldIndices.Clear();
|
||||
_chunkIndexPool.Return(oldIndices);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
return known;
|
||||
var old = _chunkIndexPool.Get();
|
||||
DebugTools.Assert(old.Count == 0);
|
||||
foreach (var chunk in oldIndices)
|
||||
{
|
||||
if (!chunks.Contains(chunk))
|
||||
old.Add(chunk);
|
||||
}
|
||||
|
||||
if (old.Count == 0)
|
||||
_chunkIndexPool.Return(old);
|
||||
else
|
||||
ev.RemovedChunks.Add(grid, old);
|
||||
}
|
||||
|
||||
public GasOverlayMessage? AddChunk(GameTick currentTick, GasOverlayChunk chunk)
|
||||
foreach (var (grid, gridChunks) in chunksInRange)
|
||||
{
|
||||
if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
|
||||
// Not all grids have atmospheres.
|
||||
if (!_overlay.TryGetValue(grid, out var gridData))
|
||||
continue;
|
||||
|
||||
List<GasOverlayChunk> dataToSend = new();
|
||||
ev.UpdatedChunks[grid] = dataToSend;
|
||||
|
||||
previouslySent.TryGetValue(grid, out var previousChunks);
|
||||
|
||||
foreach (var index in gridChunks)
|
||||
{
|
||||
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
|
||||
_data[chunk.GridIndices] = chunks;
|
||||
if (!gridData.TryGetValue(index, out var value))
|
||||
continue;
|
||||
|
||||
if (previousChunks != null &&
|
||||
previousChunks.Contains(index) &&
|
||||
value.LastUpdate != curTick)
|
||||
continue;
|
||||
|
||||
dataToSend.Add(value);
|
||||
}
|
||||
|
||||
if (_lastSent.TryGetValue(chunk, out var last) && last >= chunk.LastUpdate)
|
||||
previouslySent[grid] = gridChunks;
|
||||
if (previousChunks != null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
_lastSent[chunk] = currentTick;
|
||||
var message = ChunkToMessage(chunk);
|
||||
|
||||
return message;
|
||||
}
|
||||
|
||||
public void RemoveChunk(GasOverlayChunk chunk)
|
||||
{
|
||||
// Don't need to sync to client as they can manage it themself.
|
||||
if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (chunks.ContainsKey(chunk.Vector2i))
|
||||
{
|
||||
chunks.Remove(chunk.Vector2i);
|
||||
previousChunks.Clear();
|
||||
_chunkIndexPool.Return(previousChunks);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve a whole chunk as a message, only getting the relevant tiles for the gas overlay.
|
||||
/// </summary>
|
||||
/// <param name="chunk"></param>
|
||||
/// <returns></returns>
|
||||
private GasOverlayMessage? ChunkToMessage(GasOverlayChunk chunk)
|
||||
{
|
||||
// Chunk data should already be up to date.
|
||||
// Only send relevant tiles to client.
|
||||
|
||||
var tileData = new List<(Vector2i, GasOverlayData)>();
|
||||
|
||||
for (var x = 0; x < ChunkSize; x++)
|
||||
{
|
||||
for (var y = 0; y < ChunkSize; y++)
|
||||
{
|
||||
// TODO: Check could be more robust I think.
|
||||
var data = chunk.TileData[x, y];
|
||||
if ((data.Gas == null || data.Gas.Length == 0) && data.FireState == 0 && data.FireTemperature == 0.0f)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var indices = new Vector2i(chunk.Vector2i.X + x, chunk.Vector2i.Y + y);
|
||||
tileData.Add((indices, data));
|
||||
}
|
||||
}
|
||||
|
||||
if (tileData.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return new GasOverlayMessage(chunk.GridIndices, tileData);
|
||||
}
|
||||
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
|
||||
ReturnToPool(ev.RemovedChunks);
|
||||
}
|
||||
|
||||
public void Reset(RoundRestartCleanupEvent ev)
|
||||
public override void Reset(RoundRestartCleanupEvent ev)
|
||||
{
|
||||
_invalidTiles.Clear();
|
||||
_overlay.Clear();
|
||||
|
||||
foreach (var (_, data) in _knownPlayerChunks)
|
||||
foreach (var data in _lastSentChunks.Values)
|
||||
{
|
||||
data.Reset();
|
||||
ReturnToPool(data);
|
||||
}
|
||||
|
||||
_lastSentChunks.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user