Gas tile overlay rejig (#9619)

This commit is contained in:
Leon Friedrich
2022-07-25 14:10:18 +12:00
committed by GitHub
parent 2131293788
commit ed068b166f
10 changed files with 607 additions and 864 deletions

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@@ -1,264 +1,70 @@
using Content.Client.Atmos.Overlays;
using Content.Shared.Atmos;
using Content.Shared.Atmos.EntitySystems;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.EntitySystems
{
[UsedImplicitly]
internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
[Dependency] private readonly SpriteSystem _spriteSys = default!;
// Gas overlays
public readonly float[] Timer = new float[Atmospherics.TotalNumberOfGases];
public readonly float[][] FrameDelays = new float[Atmospherics.TotalNumberOfGases][];
public readonly int[] FrameCounter = new int[Atmospherics.TotalNumberOfGases];
public readonly Texture[][] Frames = new Texture[Atmospherics.TotalNumberOfGases][];
// Fire overlays
public const int FireStates = 3;
public const string FireRsiPath = "/Textures/Effects/fire.rsi";
public readonly float[] FireTimer = new float[FireStates];
public readonly float[][] FireFrameDelays = new float[FireStates][];
public readonly int[] FireFrameCounter = new int[FireStates];
public readonly Texture[][] FireFrames = new Texture[FireStates][];
private readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> _tileData =
new();
public const int GasOverlayZIndex = 1;
private GasTileOverlay _overlay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<GasOverlayMessage>(HandleGasOverlayMessage);
SubscribeNetworkEvent<GasOverlayUpdateEvent>(HandleGasOverlayUpdate);
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var overlay = _atmosphereSystem.GetOverlay(i);
switch (overlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = _resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if(!rsi.TryGetState(stateId, out var state)) continue;
Frames[i] = state.GetFrames(RSI.State.Direction.South);
FrameDelays[i] = state.GetDelays();
FrameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
Frames[i] = new[] {texture.Frame0()};
FrameDelays[i] = Array.Empty<float>();
break;
case null:
Frames[i] = Array.Empty<Texture>();
FrameDelays[i] = Array.Empty<float>();
break;
}
_overlay = new GasTileOverlay(this, _resourceCache, ProtoMan, _spriteSys);
_overlayMan.AddOverlay(_overlay);
}
var fire = _resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
public override void Reset(RoundRestartCleanupEvent ev)
{
if (!fire.TryGetState((i+1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
FireFrames[i] = state.GetFrames(RSI.State.Direction.South);
FireFrameDelays[i] = state.GetDelays();
FireFrameCounter[i] = 0;
}
var overlayManager = IoCManager.Resolve<IOverlayManager>();
overlayManager.AddOverlay(new GasTileOverlay());
overlayManager.AddOverlay(new FireTileOverlay());
}
private void HandleGasOverlayMessage(GasOverlayMessage message)
{
foreach (var (indices, data) in message.OverlayData)
{
var chunk = GetOrCreateChunk(message.GridId, indices);
chunk.Update(data, indices);
}
}
// Slightly different to the server-side system version
private GasOverlayChunk GetOrCreateChunk(EntityUid gridId, Vector2i indices)
{
if (!_tileData.TryGetValue(gridId, out var chunks))
{
chunks = new Dictionary<Vector2i, GasOverlayChunk>();
_tileData[gridId] = chunks;
}
var chunkIndices = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndices, out var chunk))
{
chunk = new GasOverlayChunk(gridId, chunkIndices);
chunks[chunkIndices] = chunk;
}
return chunk;
_overlay.TileData.Clear();
}
public override void Shutdown()
{
base.Shutdown();
var overlayManager = IoCManager.Resolve<IOverlayManager>();
overlayManager.RemoveOverlay<GasTileOverlay>();
overlayManager.RemoveOverlay<FireTileOverlay>();
_overlayMan.RemoveOverlay(_overlay);
}
private void HandleGasOverlayUpdate(GasOverlayUpdateEvent ev)
{
foreach (var (grid, removedIndicies) in ev.RemovedChunks)
{
if (!_overlay.TileData.TryGetValue(grid, out var chunks))
continue;
foreach (var index in removedIndicies)
{
chunks.Remove(index);
}
}
foreach (var (grid, gridData) in ev.UpdatedChunks)
{
var chunks = _overlay.TileData.GetOrNew(grid);
foreach (var chunkData in gridData)
{
chunks[chunkData.Index] = chunkData;
}
}
}
private void OnGridRemoved(GridRemovalEvent ev)
{
_tileData.Remove(ev.EntityUid);
}
public bool HasData(EntityUid gridId)
{
return _tileData.ContainsKey(gridId);
}
public GasOverlayEnumerator GetOverlays(EntityUid gridIndex, Vector2i indices)
{
if (!_tileData.TryGetValue(gridIndex, out var chunks))
return default;
var chunkIndex = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
return default;
var overlays = chunk.GetData(indices);
return new GasOverlayEnumerator(overlays, this);
}
public FireOverlayEnumerator GetFireOverlays(EntityUid gridIndex, Vector2i indices)
{
if (!_tileData.TryGetValue(gridIndex, out var chunks))
return default;
var chunkIndex = GetGasChunkIndices(indices);
if (!chunks.TryGetValue(chunkIndex, out var chunk))
return default;
var overlays = chunk.GetData(indices);
return new FireOverlayEnumerator(overlays, this);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var delays = FrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = FrameCounter[i];
Timer[i] += frameTime;
var time = delays[frameCount];
if (Timer[i] < time)
continue;
Timer[i] -= time;
FrameCounter[i] = (frameCount + 1) % Frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = FireFrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = FireFrameCounter[i];
FireTimer[i] += frameTime;
var time = delays[frameCount];
if (FireTimer[i] < time) continue;
FireTimer[i] -= time;
FireFrameCounter[i] = (frameCount + 1) % FireFrames[i].Length;
}
}
public struct GasOverlayEnumerator
{
private readonly GasTileOverlaySystem _system;
private readonly GasData[]? _data;
// TODO: Take Fire Temperature into account, when we code fire color
private readonly int _length; // We cache the length so we can avoid a pointer dereference, for speed. Brrr.
private int _current;
public GasOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
{
// Gas can't be null, as the caller to this constructor already ensured it wasn't.
_data = data.Gas;
_system = system;
_length = _data?.Length ?? 0;
_current = 0;
}
public bool MoveNext(out (Texture Texture, Color Color) overlay)
{
if (_current < _length)
{
// Data can't be null here unless length/current are incorrect
var gas = _data![_current++];
var frames = _system.Frames[gas.Index];
overlay = (frames[_system.FrameCounter[gas.Index]], Color.White.WithAlpha(gas.Opacity));
return true;
}
overlay = default;
return false;
}
}
public struct FireOverlayEnumerator
{
private readonly GasTileOverlaySystem _system;
private byte _fireState;
// TODO: Take Fire Temperature into account, when we code fire color
public FireOverlayEnumerator(in GasOverlayData data, GasTileOverlaySystem system)
{
_fireState = data.FireState;
_system = system;
}
public bool MoveNext(out (Texture Texture, Color Color) overlay)
{
if (_fireState != 0)
{
var state = _fireState - 1;
var frames = _system.FireFrames[state];
// TODO ATMOS Set color depending on temperature
overlay = (frames[_system.FireFrameCounter[state]], Color.White);
// Setting this to zero so we don't get stuck in an infinite loop.
_fireState = 0;
return true;
}
overlay = default;
return false;
}
_overlay.TileData.Remove(ev.EntityUid);
}
}
}

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@@ -1,57 +0,0 @@
using Content.Client.Atmos.EntitySystems;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Map;
namespace Content.Client.Atmos.Overlays
{
public sealed class FireTileOverlay : Overlay
{
private readonly GasTileOverlaySystem _gasTileOverlaySystem;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private readonly ShaderInstance _shader;
public FireTileOverlay()
{
IoCManager.InjectDependencies(this);
_gasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance().Duplicate();
ZIndex = GasTileOverlaySystem.GasOverlayZIndex + 1;
}
protected override void Draw(in OverlayDrawArgs args)
{
var drawHandle = args.WorldHandle;
var mapId = args.Viewport.Eye!.Position.MapId;
var worldBounds = args.WorldBounds;
drawHandle.UseShader(_shader);
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
if (!_gasTileOverlaySystem.HasData(mapGrid.GridEntityId))
continue;
drawHandle.SetTransform(mapGrid.WorldMatrix);
foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
{
var enumerator = _gasTileOverlaySystem.GetFireOverlays(mapGrid.GridEntityId, tile.GridIndices);
while (enumerator.MoveNext(out var tuple))
{
drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
}
}
}
drawHandle.SetTransform(Matrix3.Identity);
}
}
}

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@@ -1,54 +1,208 @@
using Content.Client.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Prototypes;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Atmos.Overlays
{
public sealed class GasTileOverlay : Overlay
{
private readonly GasTileOverlaySystem _gasTileOverlaySystem;
private readonly GasTileOverlaySystem _system;
private readonly IMapManager _mapManager;
[Dependency] private readonly IMapManager _mapManager = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceEntities;
private readonly ShaderInstance _shader;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public readonly Dictionary<EntityUid, Dictionary<Vector2i, GasOverlayChunk>> TileData = new();
public GasTileOverlay()
// Gas overlays
private readonly float[] _timer;
private readonly float[][] _frameDelays;
private readonly int[] _frameCounter;
// TODO combine textures into a single texture atlas.
private readonly Texture[][] _frames;
// Fire overlays
private const int FireStates = 3;
private const string FireRsiPath = "/Textures/Effects/fire.rsi";
private readonly float[] _fireTimer = new float[FireStates];
private readonly float[][] _fireFrameDelays = new float[FireStates][];
private readonly int[] _fireFrameCounter = new int[FireStates];
private readonly Texture[][] _fireFrames = new Texture[FireStates][];
private int _gasCount;
public const int GasOverlayZIndex = (int) Content.Shared.DrawDepth.DrawDepth.Effects; // Under ghosts, above mostly everything else
public GasTileOverlay(GasTileOverlaySystem system, IResourceCache resourceCache, IPrototypeManager protoMan, SpriteSystem spriteSys)
{
IoCManager.InjectDependencies(this);
_system = system;
_mapManager = IoCManager.Resolve<IMapManager>();
_shader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
ZIndex = GasOverlayZIndex;
_gasTileOverlaySystem = EntitySystem.Get<GasTileOverlaySystem>();
ZIndex = GasTileOverlaySystem.GasOverlayZIndex;
_gasCount = _system.VisibleGasId.Length;
_timer = new float[_gasCount];
_frameDelays = new float[_gasCount][];
_frameCounter = new int[_gasCount];
_frames = new Texture[_gasCount][];
for (var i = 0; i < _gasCount; i++)
{
var gasPrototype = protoMan.Index<GasPrototype>(_system.VisibleGasId[i].ToString());
SpriteSpecifier overlay;
if (!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
overlay = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
else if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
overlay = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
else
continue;
switch (overlay)
{
case SpriteSpecifier.Rsi animated:
var rsi = resourceCache.GetResource<RSIResource>(animated.RsiPath).RSI;
var stateId = animated.RsiState;
if (!rsi.TryGetState(stateId, out var state)) continue;
_frames[i] = state.GetFrames(RSI.State.Direction.South);
_frameDelays[i] = state.GetDelays();
_frameCounter[i] = 0;
break;
case SpriteSpecifier.Texture texture:
_frames[i] = new[] { spriteSys.Frame0(texture) };
_frameDelays[i] = Array.Empty<float>();
break;
}
}
var fire = resourceCache.GetResource<RSIResource>(FireRsiPath).RSI;
for (var i = 0; i < FireStates; i++)
{
if (!fire.TryGetState((i + 1).ToString(), out var state))
throw new ArgumentOutOfRangeException($"Fire RSI doesn't have state \"{i}\"!");
_fireFrames[i] = state.GetFrames(RSI.State.Direction.South);
_fireFrameDelays[i] = state.GetDelays();
_fireFrameCounter[i] = 0;
}
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
for (var i = 0; i < _gasCount; i++)
{
var delays = _frameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _frameCounter[i];
_timer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_timer[i] < time)
continue;
_timer[i] -= time;
_frameCounter[i] = (frameCount + 1) % _frames[i].Length;
}
for (var i = 0; i < FireStates; i++)
{
var delays = _fireFrameDelays[i];
if (delays.Length == 0) continue;
var frameCount = _fireFrameCounter[i];
_fireTimer[i] += args.DeltaSeconds;
var time = delays[frameCount];
if (_fireTimer[i] < time) continue;
_fireTimer[i] -= time;
_fireFrameCounter[i] = (frameCount + 1) % _fireFrames[i].Length;
}
}
protected override void Draw(in OverlayDrawArgs args)
{
var drawHandle = args.WorldHandle;
var mapId = args.Viewport.Eye!.Position.MapId;
var worldBounds = args.WorldBounds;
drawHandle.UseShader(null);
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
foreach (var mapGrid in _mapManager.FindGridsIntersecting(args.MapId, args.WorldBounds))
{
if (!_gasTileOverlaySystem.HasData(mapGrid.GridEntityId))
if (!TileData.TryGetValue(mapGrid.GridEntityId, out var gridData))
continue;
drawHandle.SetTransform(mapGrid.WorldMatrix);
var floatBounds = mapGrid.InvWorldMatrix.TransformBox(in args.WorldBounds);
var localBounds = new Box2i(
(int) MathF.Floor(floatBounds.Left),
(int) MathF.Floor(floatBounds.Bottom),
(int) MathF.Ceiling(floatBounds.Right),
(int) MathF.Ceiling(floatBounds.Top));
foreach (var tile in mapGrid.GetTilesIntersecting(worldBounds))
// Currently it would be faster to group drawing by gas rather than by chunk, but if the textures are
// ever moved to a single atlas, that should no longer be the case. So this is just grouping draw calls
// by chunk, even though its currently slower.
drawHandle.UseShader(null);
foreach (var chunk in gridData.Values)
{
var enumerator = _gasTileOverlaySystem.GetOverlays(mapGrid.GridEntityId, tile.GridIndices);
while (enumerator.MoveNext(out var tuple))
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
drawHandle.DrawTexture(tuple.Texture, new Vector2(tile.X, tile.Y), tuple.Color);
if (gas.Value.Opacity == null)
continue;
var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(tilePosition))
continue;
for (var i = 0; i < _gasCount; i++)
{
var opacity = gas.Value.Opacity[i];
if (opacity > 0)
drawHandle.DrawTexture(_frames[i][_frameCounter[i]], tilePosition, Color.White.WithAlpha(opacity));
}
}
}
// And again for fire, with the unshaded shader
drawHandle.UseShader(_shader);
foreach (var chunk in gridData.Values)
{
var enumerator = new GasChunkEnumerator(chunk);
while (enumerator.MoveNext(out var gas))
{
if (gas.Value.FireState == 0)
continue;
var index = chunk.Origin + (enumerator.X, enumerator.Y);
if (!localBounds.Contains(index))
continue;
var state = gas.Value.FireState - 1;
var texture = _fireFrames[state][_fireFrameCounter[state]];
drawHandle.DrawTexture(texture, index);
}
}
}
drawHandle.UseShader(null);
drawHandle.SetTransform(Matrix3.Identity);
}
}
}

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

View File

@@ -0,0 +1,104 @@
using Content.Shared.Decals;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Shared.Chunking;
/// <summary>
/// This system just exists to provide some utility functions for other systems that chunk data that needs to be
/// sent to players. In particular, see <see cref="GetChunksForSession"/>.
/// </summary>
public sealed class ChunkingSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private Box2 _baseViewBounds;
public override void Initialize()
{
base.Initialize();
_configurationManager.OnValueChanged(CVars.NetMaxUpdateRange, OnPvsRangeChanged, true);
}
public override void Shutdown()
{
base.Shutdown();
_configurationManager.UnsubValueChanged(CVars.NetMaxUpdateRange, OnPvsRangeChanged);
}
private void OnPvsRangeChanged(float value) => _baseViewBounds = Box2.UnitCentered.Scale(value);
public Dictionary<EntityUid, HashSet<Vector2i>> GetChunksForSession(
IPlayerSession session,
int chunkSize,
EntityQuery<TransformComponent> xformQuery,
ObjectPool<HashSet<Vector2i>> indexPool,
ObjectPool<Dictionary<EntityUid, HashSet<Vector2i>>> viewerPool,
float? viewEnlargement = null)
{
var viewers = GetSessionViewers(session);
var chunks = GetChunksForViewers(viewers, chunkSize, indexPool, viewerPool, viewEnlargement ?? chunkSize, xformQuery);
return chunks;
}
private HashSet<EntityUid> GetSessionViewers(IPlayerSession session)
{
var viewers = new HashSet<EntityUid>();
if (session.Status != SessionStatus.InGame || session.AttachedEntity is null)
return viewers;
viewers.Add(session.AttachedEntity.Value);
foreach (var uid in session.ViewSubscriptions)
{
viewers.Add(uid);
}
return viewers;
}
private Dictionary<EntityUid, HashSet<Vector2i>> GetChunksForViewers(
HashSet<EntityUid> viewers,
int chunkSize,
ObjectPool<HashSet<Vector2i>> indexPool,
ObjectPool<Dictionary<EntityUid, HashSet<Vector2i>>> viewerPool,
float viewEnlargement,
EntityQuery<TransformComponent> xformQuery)
{
Dictionary<EntityUid, HashSet<Vector2i>> chunks = viewerPool.Get();
DebugTools.Assert(chunks.Count == 0);
foreach (var viewerUid in viewers)
{
var xform = xformQuery.GetComponent(viewerUid);
var pos = _transform.GetWorldPosition(xform, xformQuery);
var bounds = _baseViewBounds.Translated(pos).Enlarged(viewEnlargement);
foreach (var grid in _mapManager.FindGridsIntersecting(xform.MapID, bounds, true))
{
if (!chunks.TryGetValue(grid.GridEntityId, out var set))
{
chunks[grid.GridEntityId] = set = indexPool.Get();
DebugTools.Assert(set.Count == 0);
}
var enumerator = new ChunkIndicesEnumerator(_transform.GetInvWorldMatrix(grid.GridEntityId, xformQuery).TransformBox(bounds), chunkSize);
while (enumerator.MoveNext(out var indices))
{
set.Add(indices.Value);
}
}
}
return chunks;
}
}

View File

@@ -1,6 +1,7 @@
using System.Diagnostics.CodeAnalysis;
using Content.Server.Administration.Managers;
using Content.Shared.Administration;
using Content.Shared.Chunking;
using Content.Shared.Decals;
using Content.Shared.Maps;
using Microsoft.Extensions.ObjectPool;
@@ -18,6 +19,7 @@ namespace Content.Server.Decals
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefMan = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ChunkingSystem _chunking = default!;
private readonly Dictionary<EntityUid, HashSet<Vector2i>> _dirtyChunks = new();
private readonly Dictionary<IPlayerSession, Dictionary<EntityUid, HashSet<Vector2i>>> _previousSentChunks = new();
@@ -31,9 +33,6 @@ namespace Content.Server.Decals
new DefaultObjectPool<Dictionary<EntityUid, HashSet<Vector2i>>>(
new DefaultPooledObjectPolicy<Dictionary<EntityUid, HashSet<Vector2i>>>(), 64);
// Pool if we ever parallelise.
private HashSet<EntityUid> _viewers = new(64);
public override void Initialize()
{
base.Initialize();
@@ -397,12 +396,14 @@ namespace Content.Server.Decals
{
base.Update(frameTime);
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var session in Filter.GetAllPlayers(_playerManager))
{
if (session is not IPlayerSession { Status: SessionStatus.InGame } playerSession)
continue;
var chunksInRange = GetChunksForSession(playerSession);
var chunksInRange = _chunking.GetChunksForSession(playerSession, ChunkSize, xformQuery, _chunkIndexPool, _chunkViewerPool);
var staleChunks = _chunkViewerPool.Get();
var previouslySent = _previousSentChunks[playerSession];
@@ -523,54 +524,5 @@ namespace Content.Server.Decals
ReturnToPool(updatedChunks);
ReturnToPool(staleChunks);
}
private HashSet<EntityUid> GetSessionViewers(IPlayerSession session)
{
var viewers = _viewers;
if (session.Status != SessionStatus.InGame || session.AttachedEntity is null)
return viewers;
viewers.Add(session.AttachedEntity.Value);
foreach (var uid in session.ViewSubscriptions)
{
viewers.Add(uid);
}
return viewers;
}
private Dictionary<EntityUid, HashSet<Vector2i>> GetChunksForSession(IPlayerSession session)
{
var viewers = GetSessionViewers(session);
var chunks = GetChunksForViewers(viewers);
viewers.Clear();
return chunks;
}
private Dictionary<EntityUid, HashSet<Vector2i>> GetChunksForViewers(HashSet<EntityUid> viewers)
{
var chunks = _chunkViewerPool.Get();
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var viewerUid in viewers)
{
var (bounds, mapId) = CalcViewBounds(viewerUid, xformQuery.GetComponent(viewerUid));
foreach (var grid in MapManager.FindGridsIntersecting(mapId, bounds))
{
if (!chunks.TryGetValue(grid.GridEntityId, out var chunk))
chunks[grid.GridEntityId] = chunk = _chunkIndexPool.Get();
var enumerator = new ChunkIndicesEnumerator(_transform.GetInvWorldMatrix(grid.GridEntityId, xformQuery).TransformBox(bounds), ChunkSize);
while (enumerator.MoveNext(out var indices))
{
chunk.Add(indices.Value);
}
}
}
return chunks;
}
}
}

View File

@@ -1,4 +1,4 @@
using Content.Shared.Atmos.Prototypes;
using Content.Shared.Atmos.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
@@ -10,22 +10,13 @@ namespace Content.Shared.Atmos.EntitySystems
protected readonly GasPrototype[] GasPrototypes = new GasPrototype[Atmospherics.TotalNumberOfGases];
private readonly SpriteSpecifier?[] _gasOverlays = new SpriteSpecifier[Atmospherics.TotalNumberOfGases];
public override void Initialize()
{
base.Initialize();
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gasPrototype = _prototypeManager.Index<GasPrototype>(i.ToString());
GasPrototypes[i] = gasPrototype;
if(string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayTexture))
_gasOverlays[i] = new SpriteSpecifier.Texture(new ResourcePath(gasPrototype.GasOverlayTexture));
if(!string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
_gasOverlays[i] = new SpriteSpecifier.Rsi(new ResourcePath(gasPrototype.GasOverlaySprite), gasPrototype.GasOverlayState);
GasPrototypes[i] = _prototypeManager.Index<GasPrototype>(i.ToString());
}
}
@@ -34,7 +25,5 @@ namespace Content.Shared.Atmos.EntitySystems
public GasPrototype GetGas(Gas gasId) => GasPrototypes[(int) gasId];
public IEnumerable<GasPrototype> Gases => GasPrototypes;
public SpriteSpecifier? GetOverlay(int overlayId) => _gasOverlays[overlayId];
}
}

View File

@@ -1,4 +1,6 @@
using Robust.Shared.Map;
using Content.Shared.Atmos.Prototypes;
using Content.Shared.GameTicking;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Atmos.EntitySystems
@@ -8,91 +10,74 @@ namespace Content.Shared.Atmos.EntitySystems
public const byte ChunkSize = 8;
protected float AccumulatedFrameTime;
[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
/// <summary>
/// array of the ids of all visible gases.
/// </summary>
public int[] VisibleGasId = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
List<int> visibleGases = new();
for (var i = 0; i < Atmospherics.TotalNumberOfGases; i++)
{
var gasPrototype = ProtoMan.Index<GasPrototype>(i.ToString());
if (!string.IsNullOrEmpty(gasPrototype.GasOverlayTexture) || !string.IsNullOrEmpty(gasPrototype.GasOverlaySprite) && !string.IsNullOrEmpty(gasPrototype.GasOverlayState))
visibleGases.Add(i);
}
VisibleGasId = visibleGases.ToArray();
}
public abstract void Reset(RoundRestartCleanupEvent ev);
public static Vector2i GetGasChunkIndices(Vector2i indices)
{
return new((int) Math.Floor((float) indices.X / ChunkSize) * ChunkSize, (int) MathF.Floor((float) indices.Y / ChunkSize) * ChunkSize);
}
[Serializable, NetSerializable]
public readonly struct GasData : IEquatable<GasData>
{
public readonly byte Index;
public readonly byte Opacity;
public GasData(byte gasId, byte opacity)
{
Index = gasId;
Opacity = opacity;
}
public override int GetHashCode()
{
return HashCode.Combine(Index, Opacity);
}
public bool Equals(GasData other)
{
return other.Index == Index && other.Opacity == Opacity;
}
return new((int) MathF.Floor((float) indices.X / ChunkSize), (int) MathF.Floor((float) indices.Y / ChunkSize));
}
[Serializable, NetSerializable]
public readonly struct GasOverlayData : IEquatable<GasOverlayData>
{
public readonly byte FireState;
public readonly float FireTemperature;
public readonly GasData[]? Gas;
public readonly int HashCode;
public readonly byte[] Opacity;
public GasOverlayData(byte fireState, float fireTemperature, GasData[] gas)
// TODO change fire color based on temps
// But also: dont dirty on a 0.01 kelvin change in temperatures.
// Either have a temp tolerance, or map temperature -> byte levels
public GasOverlayData(byte fireState, byte[] opacity)
{
FireState = fireState;
FireTemperature = fireTemperature;
Gas = gas;
Array.Sort(Gas, (a, b) => a.Index.CompareTo(b.Index));
var hash = new HashCode();
hash.Add(FireState);
hash.Add(FireTemperature);
foreach (var gasData in Gas)
{
hash.Add(gasData);
}
HashCode = hash.ToHashCode();
}
public override int GetHashCode()
{
return HashCode;
Opacity = opacity;
}
public bool Equals(GasOverlayData other)
{
// If you revert this then you need to make sure the hash comparison between
// our Gas[] and the other.Gas[] works.
return HashCode == other.HashCode;
if (FireState != other.FireState)
return false;
for (var i = 0; i < Opacity.Length; i++)
{
if (Opacity[i] != other.Opacity[i])
return false;
}
return true;
}
}
/// <summary>
/// Invalid tiles for the gas overlay.
/// No point re-sending every tile if only a subset might have been updated.
/// </summary>
[Serializable, NetSerializable]
public sealed class GasOverlayMessage : EntityEventArgs
public sealed class GasOverlayUpdateEvent : EntityEventArgs
{
public EntityUid GridId { get; }
public List<(Vector2i, GasOverlayData)> OverlayData { get; }
public GasOverlayMessage(EntityUid gridIndices, List<(Vector2i,GasOverlayData)> overlayData)
{
GridId = gridIndices;
OverlayData = overlayData;
}
public Dictionary<EntityUid, List<GasOverlayChunk>> UpdatedChunks = new();
public Dictionary<EntityUid, HashSet<Vector2i>> RemovedChunks = new();
}
}
}

View File

@@ -1,99 +1,97 @@
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
using static Content.Shared.Atmos.EntitySystems.SharedGasTileOverlaySystem;
namespace Content.Shared.Atmos
{
[Serializable, NetSerializable]
[Access(typeof(SharedGasTileOverlaySystem))]
public sealed class GasOverlayChunk
{
/// <summary>
/// Grid for this chunk
/// The index of this chunk
/// </summary>
public EntityUid GridIndices { get; }
public readonly Vector2i Index;
public readonly Vector2i Origin;
/// <summary>
/// Origin of this chunk
/// </summary>
public Vector2i Vector2i { get; }
public GasOverlayData?[][] TileData = new GasOverlayData?[ChunkSize][];
public SharedGasTileOverlaySystem.GasOverlayData[,] TileData = new SharedGasTileOverlaySystem.GasOverlayData[SharedGasTileOverlaySystem.ChunkSize, SharedGasTileOverlaySystem.ChunkSize];
[NonSerialized]
public GameTick LastUpdate;
public GameTick LastUpdate { get; private set; }
public GasOverlayChunk(EntityUid gridIndices, Vector2i vector2i)
public GasOverlayChunk(Vector2i index)
{
GridIndices = gridIndices;
Vector2i = vector2i;
}
Index = index;
Origin = Index * ChunkSize;
public void Dirty(GameTick currentTick)
// For whatever reason, net serialize does not like multi_D arrays. So Jagged it is.
for (var i = 0; i < ChunkSize; i++)
{
LastUpdate = currentTick;
}
/// <summary>
/// Flags Dirty if the data is different.
/// </summary>
/// <param name="data"></param>
/// <param name="indices"></param>
public void Update(SharedGasTileOverlaySystem.GasOverlayData data, Vector2i indices)
{
DebugTools.Assert(InBounds(indices));
var (offsetX, offsetY) = (indices.X - Vector2i.X,
indices.Y - Vector2i.Y);
TileData[offsetX, offsetY] = data;
}
public void Update(SharedGasTileOverlaySystem.GasOverlayData data, byte x, byte y)
{
DebugTools.Assert(x < SharedGasTileOverlaySystem.ChunkSize && y < SharedGasTileOverlaySystem.ChunkSize);
TileData[x, y] = data;
}
public IEnumerable<SharedGasTileOverlaySystem.GasOverlayData> GetAllData()
{
for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
{
for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
{
yield return TileData[x, y];
}
}
}
public void GetData(List<(Vector2i, SharedGasTileOverlaySystem.GasOverlayData)> existingData, HashSet<Vector2i> indices)
{
foreach (var index in indices)
{
existingData.Add((index, GetData(index)));
TileData[i] = new GasOverlayData?[ChunkSize];
}
}
public IEnumerable<Vector2i> GetAllIndices()
public GasOverlayData? GetData(Vector2i gridIndices)
{
for (var x = 0; x < SharedGasTileOverlaySystem.ChunkSize; x++)
{
for (var y = 0; y < SharedGasTileOverlaySystem.ChunkSize; y++)
{
yield return new Vector2i(Vector2i.X + x, Vector2i.Y + y);
DebugTools.Assert(InBounds(gridIndices));
return TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y];
}
public GasOverlayData? SetData(Vector2i gridIndices, GasOverlayData? data)
{
DebugTools.Assert(InBounds(gridIndices));
return TileData[gridIndices.X - Origin.X][gridIndices.Y - Origin.Y] = data;
}
private bool InBounds(Vector2i gridIndices)
{
return gridIndices.X >= Origin.X &&
gridIndices.Y >= Origin.Y &&
gridIndices.X < Origin.X + ChunkSize &&
gridIndices.Y < Origin.Y + ChunkSize;
}
}
public SharedGasTileOverlaySystem.GasOverlayData GetData(Vector2i indices)
public struct GasChunkEnumerator
{
DebugTools.Assert(InBounds(indices));
return TileData[indices.X - Vector2i.X, indices.Y - Vector2i.Y];
private GasOverlayChunk _chunk;
public int X = 0;
public int Y = -1;
private GasOverlayData?[] _column;
public GasChunkEnumerator(GasOverlayChunk chunk)
{
_chunk = chunk;
_column = _chunk.TileData[0];
}
private bool InBounds(Vector2i indices)
public bool MoveNext([NotNullWhen(true)] out GasOverlayData? gas)
{
if (indices.X < Vector2i.X || indices.Y < Vector2i.Y) return false;
if (indices.X >= Vector2i.X + SharedGasTileOverlaySystem.ChunkSize || indices.Y >= Vector2i.Y + SharedGasTileOverlaySystem.ChunkSize) return false;
while (X < ChunkSize)
{
// We want to increment Y before returning, but we also want it to match the current Y coordinate for
// the returned gas, so using a slightly different logic for the Y loop.
while (Y < ChunkSize - 1)
{
Y++;
gas = _column[Y];
if (gas != null)
return true;
}
X++;
if (X < ChunkSize)
_column = _chunk.TileData[X];
Y = -1;
}
gas = null;
return false;
}
}
}

View File

@@ -94,14 +94,6 @@ namespace Content.Shared.Decals
}
protected virtual bool RemoveDecalHook(EntityUid gridId, uint uid) => true;
protected (Box2 view, MapId mapId) CalcViewBounds(in EntityUid euid, TransformComponent xform)
{
var view = Box2.UnitCentered.Scale(_viewSize).Translated(xform.WorldPosition);
var map = xform.MapID;
return (view, map);
}
}
// TODO: Pretty sure paul was moving this somewhere but just so people know