Parallelize BatteryRampPegSolver (#12351)
This commit is contained in:
@@ -11,6 +11,8 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using TerraFX.Interop.Windows;
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using static Content.Server.Power.Pow3r.PowerState;
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namespace Content.IntegrationTests.Tests.Power
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{
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@@ -428,6 +430,93 @@ namespace Content.IntegrationTests.Tests.Power
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await pairTracker.CleanReturnAsync();
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}
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[Test]
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public async Task TestNoDemandRampdown()
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{
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// checks that batteries and supplies properly ramp down if the load is disconnected/disabled.
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await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings { NoClient = true, ExtraPrototypes = Prototypes });
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var server = pairTracker.Pair.Server;
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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PowerSupplierComponent supplier = default!;
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PowerNetworkBatteryComponent netBattery = default!;
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BatteryComponent battery = default!;
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PowerConsumerComponent consumer = default!;
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var rampRate = 500;
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var rampTol = 100;
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var draw = 1000;
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await server.WaitAssertion(() =>
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{
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var map = mapManager.CreateMap();
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var grid = mapManager.CreateGrid(map);
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// Power only works when anchored
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for (var i = 0; i < 3; i++)
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{
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grid.SetTile(new Vector2i(0, i), new Tile(1));
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entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
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}
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var generatorEnt = entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates());
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var consumerEnt = entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 1));
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var batteryEnt = entityManager.SpawnEntity("DischargingBatteryDummy", grid.ToCoordinates(0,2));
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netBattery = entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
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battery = entityManager.GetComponent<BatteryComponent>(batteryEnt);
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supplier = entityManager.GetComponent<PowerSupplierComponent>(generatorEnt);
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consumer = entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
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consumer.DrawRate = draw;
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supplier.MaxSupply = draw/2;
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supplier.SupplyRampRate = rampRate;
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supplier.SupplyRampTolerance = rampTol;
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battery.MaxCharge = 100_000;
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battery.CurrentCharge = 100_000;
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netBattery.MaxSupply = draw/2;
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netBattery.SupplyRampRate = rampRate;
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netBattery.SupplyRampTolerance = rampTol;
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});
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server.RunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.That(supplier.CurrentSupply, Is.EqualTo(rampTol).Within(0.1));
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Assert.That(netBattery.CurrentSupply, Is.EqualTo(rampTol).Within(0.1));
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Assert.That(consumer.ReceivedPower, Is.EqualTo(rampTol*2).Within(0.1));
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});
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server.RunTicks(60);
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await server.WaitAssertion(() =>
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{
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Assert.That(supplier.CurrentSupply, Is.EqualTo(draw/2).Within(0.1));
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Assert.That(supplier.SupplyRampPosition, Is.EqualTo(draw/2).Within(0.1));
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Assert.That(netBattery.CurrentSupply, Is.EqualTo(draw / 2).Within(0.1));
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Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(draw / 2).Within(0.1));
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Assert.That(consumer.ReceivedPower, Is.EqualTo(draw).Within(0.1));
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});
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// now we disconnect the load;
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consumer.NetworkLoad.Enabled = false;
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server.RunTicks(60);
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await server.WaitAssertion(() =>
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{
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Assert.That(supplier.CurrentSupply, Is.EqualTo(0).Within(0.1));
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Assert.That(supplier.SupplyRampPosition, Is.EqualTo(0).Within(0.1));
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Assert.That(netBattery.CurrentSupply, Is.EqualTo(0).Within(0.1));
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Assert.That(netBattery.SupplyRampPosition, Is.EqualTo(0).Within(0.1));
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Assert.That(consumer.ReceivedPower, Is.EqualTo(0).Within(0.1));
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});
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await pairTracker.CleanReturnAsync();
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}
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[Test]
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public async Task TestSimpleBatteryChargeDeficit()
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@@ -712,6 +801,101 @@ namespace Content.IntegrationTests.Tests.Power
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await pairTracker.CleanReturnAsync();
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}
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/// <summary>
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/// Checks that if there is insufficient supply to meet demand, generators will run at full power instead of
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/// having generators and batteries sharing the load.
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/// </summary>
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[Test]
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public async Task TestSupplyPrioritized()
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{
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await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings { NoClient = true, ExtraPrototypes = Prototypes });
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var server = pairTracker.Pair.Server;
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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var gameTiming = server.ResolveDependency<IGameTiming>();
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PowerConsumerComponent consumer = default!;
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PowerSupplierComponent supplier1 = default!;
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PowerSupplierComponent supplier2 = default!;
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PowerNetworkBatteryComponent netBattery1 = default!;
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PowerNetworkBatteryComponent netBattery2 = default!;
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BatteryComponent battery1 = default!;
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BatteryComponent battery2 = default!;
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await server.WaitAssertion(() =>
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{
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var map = mapManager.CreateMap();
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var grid = mapManager.CreateGrid(map);
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// Layout is two generators, two batteries, and one load. As to why two: because previously this test
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// would fail ONLY if there were more than two batteries present, because each of them tries to supply
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// the unmet load, leading to a double-battery supply attempt and ramping down of power generation from
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// supplies.
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// Actual layout is Battery Supply, Load, Supply, Battery
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// Place cables
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for (var i = -2; i <= 2; i++)
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{
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grid.SetTile(new Vector2i(0, i), new Tile(1));
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entityManager.SpawnEntity("CableHV", grid.ToCoordinates(0, i));
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}
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var batteryEnt1 = entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, 2));
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var batteryEnt2 = entityManager.SpawnEntity("FullBatteryDummy", grid.ToCoordinates(0, -2));
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var supplyEnt1 = entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, 1));
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var supplyEnt2 = entityManager.SpawnEntity("GeneratorDummy", grid.ToCoordinates(0, -1));
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var consumerEnt = entityManager.SpawnEntity("ConsumerDummy", grid.ToCoordinates(0, 0));
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consumer = entityManager.GetComponent<PowerConsumerComponent>(consumerEnt);
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supplier1 = entityManager.GetComponent<PowerSupplierComponent>(supplyEnt1);
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supplier2 = entityManager.GetComponent<PowerSupplierComponent>(supplyEnt2);
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netBattery1 = entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt1);
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netBattery2 = entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt2);
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battery1 = entityManager.GetComponent<BatteryComponent>(batteryEnt1);
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battery2 = entityManager.GetComponent<BatteryComponent>(batteryEnt2);
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// Consumer wants 2k, supplies can only provide 1k (500 each). Expectation is that batteries will only provide the necessary remaining 1k (500 each).
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// Previously this failed with a 2x 333 w supplies and 2x 666 w batteries.
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consumer.DrawRate = 2000;
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supplier1.MaxSupply = 500;
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supplier2.MaxSupply = 500;
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supplier1.SupplyRampTolerance = 500;
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supplier2.SupplyRampTolerance = 500;
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netBattery1.MaxSupply = 1000;
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netBattery2.MaxSupply = 1000;
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netBattery1.SupplyRampTolerance = 1000;
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netBattery2.SupplyRampTolerance = 1000;
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netBattery1.SupplyRampRate = 100_000;
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netBattery2.SupplyRampRate = 100_000;
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battery1.MaxCharge = 100_000;
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battery2.MaxCharge = 100_000;
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battery1.CurrentCharge = 100_000;
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battery2.CurrentCharge = 100_000;
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});
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// Run some ticks so everything is stable.
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server.RunTicks(60);
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await server.WaitAssertion(() =>
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{
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Assert.That(consumer.ReceivedPower, Is.EqualTo(consumer.DrawRate).Within(0.1));
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Assert.That(supplier1.CurrentSupply, Is.EqualTo(supplier1.MaxSupply).Within(0.1));
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Assert.That(supplier2.CurrentSupply, Is.EqualTo(supplier2.MaxSupply).Within(0.1));
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Assert.That(netBattery1.CurrentSupply, Is.EqualTo(500).Within(0.1));
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Assert.That(netBattery2.CurrentSupply, Is.EqualTo(500).Within(0.1));
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Assert.That(netBattery2.SupplyRampPosition, Is.EqualTo(500).Within(0.1));
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Assert.That(netBattery2.SupplyRampPosition, Is.EqualTo(500).Within(0.1));
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});
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await pairTracker.CleanReturnAsync();
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}
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/// <summary>
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/// Test that power is distributed proportionally, even through batteries.
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/// </summary>
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@@ -833,7 +1017,6 @@ namespace Content.IntegrationTests.Tests.Power
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netBattery = entityManager.GetComponent<PowerNetworkBatteryComponent>(batteryEnt);
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var battery = entityManager.GetComponent<BatteryComponent>(batteryEnt);
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// Consumer needs 1000 W, supplier can only provide 800, battery fills in the remaining 200.
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consumer.DrawRate = 1000;
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supplier.MaxSupply = 1000;
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supplier.SupplyRampTolerance = 1000;
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@@ -246,7 +246,7 @@ namespace Content.Server.Electrocution
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Node? TryNode(string? id)
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{
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if (id != null && nodeContainer.TryGetNode<Node>(id, out var tryNode)
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&& tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastAvailableSupplySum: >0 } })
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&& tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedSupply: >0 } })
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{
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return tryNode;
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}
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@@ -178,7 +178,7 @@ namespace Content.Server.Power.EntitySystems
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return ApcExternalPowerState.None;
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}
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var delta = netBat.CurrentReceiving - netBat.LoadingNetworkDemand;
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var delta = netBat.CurrentReceiving - netBat.CurrentSupply;
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if (!MathHelper.CloseToPercent(delta, 0, 0.1f) && delta < 0)
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{
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return ApcExternalPowerState.Low;
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@@ -6,6 +6,7 @@ using Content.Server.Power.Pow3r;
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using JetBrains.Annotations;
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using Content.Shared.Power;
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using Robust.Server.GameObjects;
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using Robust.Shared.Threading;
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namespace Content.Server.Power.EntitySystems
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{
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@@ -16,6 +17,7 @@ namespace Content.Server.Power.EntitySystems
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public sealed class PowerNetSystem : EntitySystem
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{
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly IParallelManager _parMan = default!;
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private readonly PowerState _powerState = new();
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private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
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@@ -110,31 +112,37 @@ namespace Content.Server.Power.EntitySystems
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public void InitPowerNet(PowerNet powerNet)
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{
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AllocNetwork(powerNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyPowerNet(PowerNet powerNet)
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{
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_powerState.Networks.Free(powerNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectPowerNet(PowerNet powerNet)
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{
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_powerNetReconnectQueue.Add(powerNet);
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_powerState.GroupedNets = null;
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}
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public void InitApcNet(ApcNet apcNet)
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{
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AllocNetwork(apcNet.NetworkNode);
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_powerState.GroupedNets = null;
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}
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public void DestroyApcNet(ApcNet apcNet)
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{
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_powerState.Networks.Free(apcNet.NetworkNode.Id);
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_powerState.GroupedNets = null;
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}
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public void QueueReconnectApcNet(ApcNet apcNet)
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{
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_apcNetReconnectQueue.Add(apcNet);
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_powerState.GroupedNets = null;
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}
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public PowerStatistics GetStatistics()
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@@ -159,7 +167,7 @@ namespace Content.Server.Power.EntitySystems
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// A full battery will still have the same max draw rate,
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// but will likely have deliberately limited current draw rate.
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float consumptionW = network.Loads.Sum(s => _powerState.Loads[s].DesiredPower);
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consumptionW += network.BatteriesCharging.Sum(s => _powerState.Batteries[s].CurrentReceiving);
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consumptionW += network.BatteryLoads.Sum(s => _powerState.Batteries[s].CurrentReceiving);
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// This is interesting because LastMaxSupplySum seems to match LastAvailableSupplySum for some reason.
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// I suspect it's accounting for current supply rather than theoretical supply.
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@@ -172,7 +180,7 @@ namespace Content.Server.Power.EntitySystems
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float supplyBatteriesW = 0.0f;
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float storageCurrentJ = 0.0f;
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float storageMaxJ = 0.0f;
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foreach (var discharger in network.BatteriesDischarging)
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foreach (var discharger in network.BatterySupplies)
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{
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var nb = _powerState.Batteries[discharger];
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supplyBatteriesW += nb.CurrentSupply;
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@@ -183,7 +191,7 @@ namespace Content.Server.Power.EntitySystems
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// And charging
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float outStorageCurrentJ = 0.0f;
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float outStorageMaxJ = 0.0f;
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foreach (var charger in network.BatteriesCharging)
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foreach (var charger in network.BatteryLoads)
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{
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var nb = _powerState.Batteries[charger];
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outStorageCurrentJ += nb.CurrentStorage;
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@@ -191,7 +199,7 @@ namespace Content.Server.Power.EntitySystems
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}
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return new()
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{
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SupplyCurrent = network.LastMaxSupplySum,
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SupplyCurrent = network.LastCombinedMaxSupply,
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SupplyBatteries = supplyBatteriesW,
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SupplyTheoretical = maxSupplyW,
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Consumption = consumptionW,
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@@ -212,7 +220,7 @@ namespace Content.Server.Power.EntitySystems
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RaiseLocalEvent(new NetworkBatteryPreSync());
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// Run power solver.
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_solver.Tick(frameTime, _powerState);
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_solver.Tick(frameTime, _powerState, _parMan.ParallelProcessCount);
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// Synchronize batteries, the other way around.
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RaiseLocalEvent(new NetworkBatteryPostSync());
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@@ -332,8 +340,8 @@ namespace Content.Server.Power.EntitySystems
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var netNode = net.NetworkNode;
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netNode.Loads.Clear();
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netNode.BatteriesDischarging.Clear();
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netNode.BatteriesCharging.Clear();
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netNode.BatterySupplies.Clear();
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netNode.BatteryLoads.Clear();
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netNode.Supplies.Clear();
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foreach (var provider in net.Providers)
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@@ -356,7 +364,7 @@ namespace Content.Server.Power.EntitySystems
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foreach (var apc in net.Apcs)
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{
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var netBattery = batteryQuery.GetComponent(apc.Owner);
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netNode.BatteriesDischarging.Add(netBattery.NetworkBattery.Id);
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netNode.BatterySupplies.Add(netBattery.NetworkBattery.Id);
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netBattery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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@@ -367,8 +375,8 @@ namespace Content.Server.Power.EntitySystems
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netNode.Loads.Clear();
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netNode.Supplies.Clear();
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netNode.BatteriesCharging.Clear();
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netNode.BatteriesDischarging.Clear();
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netNode.BatteryLoads.Clear();
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netNode.BatterySupplies.Clear();
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foreach (var consumer in net.Consumers)
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{
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@@ -387,14 +395,14 @@ namespace Content.Server.Power.EntitySystems
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foreach (var charger in net.Chargers)
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{
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var battery = batteryQuery.GetComponent(charger.Owner);
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netNode.BatteriesCharging.Add(battery.NetworkBattery.Id);
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netNode.BatteryLoads.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkCharging = netNode.Id;
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}
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foreach (var discharger in net.Dischargers)
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{
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var battery = batteryQuery.GetComponent(discharger.Owner);
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netNode.BatteriesDischarging.Add(battery.NetworkBattery.Id);
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netNode.BatterySupplies.Add(battery.NetworkBattery.Id);
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battery.NetworkBattery.LinkedNetworkDischarging = netNode.Id;
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}
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}
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@@ -1,10 +1,11 @@
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using System.Linq;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.Pow3r;
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using JetBrains.Annotations;
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using Robust.Shared.Utility;
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using System.Linq;
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namespace Content.Server.Power.NodeGroups
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{
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@@ -59,6 +60,7 @@ namespace Content.Server.Power.NodeGroups
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public void AddSupplier(PowerSupplierComponent supplier)
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{
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DebugTools.Assert(supplier.NetworkSupply.LinkedNetwork == default);
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Add(supplier);
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_powerNetSystem?.QueueReconnectPowerNet(this);
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@@ -66,6 +68,7 @@ namespace Content.Server.Power.NodeGroups
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public void RemoveSupplier(PowerSupplierComponent supplier)
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{
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DebugTools.Assert(supplier.NetworkSupply.LinkedNetwork == NetworkNode.Id);
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supplier.NetworkSupply.LinkedNetwork = default;
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Suppliers.Remove(supplier);
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_powerNetSystem?.QueueReconnectPowerNet(this);
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@@ -73,6 +76,7 @@ namespace Content.Server.Power.NodeGroups
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public void AddConsumer(PowerConsumerComponent consumer)
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{
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DebugTools.Assert(consumer.NetworkLoad.LinkedNetwork == default);
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Add(consumer);
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_powerNetSystem?.QueueReconnectPowerNet(this);
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@@ -80,6 +84,7 @@ namespace Content.Server.Power.NodeGroups
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public void RemoveConsumer(PowerConsumerComponent consumer)
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{
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DebugTools.Assert(consumer.NetworkLoad.LinkedNetwork == NetworkNode.Id);
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consumer.NetworkLoad.LinkedNetwork = default;
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Consumers.Remove(consumer);
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_powerNetSystem?.QueueReconnectPowerNet(this);
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@@ -88,7 +93,8 @@ namespace Content.Server.Power.NodeGroups
|
||||
public void AddDischarger(BatteryDischargerComponent discharger)
|
||||
{
|
||||
var battery = IoCManager.Resolve<IEntityManager>().GetComponent<PowerNetworkBatteryComponent>(discharger.Owner);
|
||||
battery.NetworkBattery.LinkedNetworkCharging = default;
|
||||
DebugTools.Assert(battery.NetworkBattery.LinkedNetworkDischarging == default);
|
||||
battery.NetworkBattery.LinkedNetworkDischarging = default;
|
||||
Dischargers.Add(discharger);
|
||||
_powerNetSystem?.QueueReconnectPowerNet(this);
|
||||
}
|
||||
@@ -97,7 +103,10 @@ namespace Content.Server.Power.NodeGroups
|
||||
{
|
||||
// Can be missing if the entity is being deleted, not a big deal.
|
||||
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(discharger.Owner, out PowerNetworkBatteryComponent? battery))
|
||||
battery.NetworkBattery.LinkedNetworkCharging = default;
|
||||
{
|
||||
DebugTools.Assert(battery.NetworkBattery.LinkedNetworkDischarging == NetworkNode.Id);
|
||||
battery.NetworkBattery.LinkedNetworkDischarging = default;
|
||||
}
|
||||
|
||||
Dischargers.Remove(discharger);
|
||||
_powerNetSystem?.QueueReconnectPowerNet(this);
|
||||
@@ -106,6 +115,7 @@ namespace Content.Server.Power.NodeGroups
|
||||
public void AddCharger(BatteryChargerComponent charger)
|
||||
{
|
||||
var battery = IoCManager.Resolve<IEntityManager>().GetComponent<PowerNetworkBatteryComponent>(charger.Owner);
|
||||
DebugTools.Assert(battery.NetworkBattery.LinkedNetworkCharging == default);
|
||||
battery.NetworkBattery.LinkedNetworkCharging = default;
|
||||
Chargers.Add(charger);
|
||||
_powerNetSystem?.QueueReconnectPowerNet(this);
|
||||
@@ -115,7 +125,10 @@ namespace Content.Server.Power.NodeGroups
|
||||
{
|
||||
// Can be missing if the entity is being deleted, not a big deal.
|
||||
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(charger.Owner, out PowerNetworkBatteryComponent? battery))
|
||||
{
|
||||
DebugTools.Assert(battery.NetworkBattery.LinkedNetworkCharging == NetworkNode.Id);
|
||||
battery.NetworkBattery.LinkedNetworkCharging = default;
|
||||
}
|
||||
|
||||
Chargers.Remove(charger);
|
||||
_powerNetSystem?.QueueReconnectPowerNet(this);
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
using Robust.Shared.Utility;
|
||||
using Pidgin;
|
||||
using Robust.Shared.Utility;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Threading.Tasks;
|
||||
using static Content.Server.Power.Pow3r.PowerState;
|
||||
|
||||
namespace Content.Server.Power.Pow3r
|
||||
@@ -17,11 +21,39 @@ namespace Content.Server.Power.Pow3r
|
||||
}
|
||||
}
|
||||
|
||||
private readonly PriorityQueue<int, Network> _sortBuffer = new(new HeightComparer());
|
||||
|
||||
public void Tick(float frameTime, PowerState state)
|
||||
public void Tick(float frameTime, PowerState state, int parallel)
|
||||
{
|
||||
ClearLoadsAndSupplies(state);
|
||||
|
||||
state.GroupedNets ??= GroupByNetworkDepth(state);
|
||||
DebugTools.Assert(state.GroupedNets.Select(x => x.Count).Sum() == state.Networks.Count);
|
||||
|
||||
// Each network height layer can be run in parallel without issues.
|
||||
var opts = new ParallelOptions { MaxDegreeOfParallelism = parallel };
|
||||
foreach (var group in state.GroupedNets)
|
||||
{
|
||||
// Note that many net-layers only have a handful of networks.
|
||||
// E.g., the number of nets from lowest to heights for box and saltern are:
|
||||
// Saltern: 1477, 11, 2, 2, 3.
|
||||
// Box: 3308, 20, 1, 5.
|
||||
//
|
||||
// I have NFI what the overhead for a Parallel.ForEach is, and how it compares to computing differently
|
||||
// sized nets. Basic benchmarking shows that this is better, but maybe the highest-tier nets should just
|
||||
// be run sequentially? But then again, maybe they are 2-3 very BIG networks at the top? So maybe:
|
||||
//
|
||||
// TODO make GroupByNetworkDepth evaluate the TOTAL size of each layer (i.e. loads + chargers +
|
||||
// suppliers + discharger) Then decide based on total layer size whether its worth parallelizing that
|
||||
// layer?
|
||||
Parallel.ForEach(group, opts, net => UpdateNetwork(net, state, frameTime));
|
||||
}
|
||||
|
||||
ClearBatteries(state);
|
||||
|
||||
PowerSolverShared.UpdateRampPositions(frameTime, state);
|
||||
}
|
||||
|
||||
private void ClearLoadsAndSupplies(PowerState state)
|
||||
{
|
||||
// Clear loads and supplies.
|
||||
foreach (var load in state.Loads.Values)
|
||||
{
|
||||
if (load.Paused)
|
||||
@@ -38,106 +70,87 @@ namespace Content.Server.Power.Pow3r
|
||||
supply.CurrentSupply = 0;
|
||||
supply.SupplyRampTarget = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Run a pass to estimate network tree graph height.
|
||||
// This is so that we can run networks before their children,
|
||||
// to avoid draining batteries for a tick if their passing-supply gets cut off.
|
||||
// It's not a big loss if this doesn't work (it won't, in some scenarios), but it's a nice-to-have.
|
||||
foreach (var network in state.Networks.Values)
|
||||
{
|
||||
network.HeightTouched = false;
|
||||
network.Height = -1;
|
||||
}
|
||||
private void UpdateNetwork(Network network, PowerState state, float frameTime)
|
||||
{
|
||||
// TODO Look at SIMD.
|
||||
// a lot of this is performing very basic math on arrays of data objects like batteries
|
||||
// this really shouldn't be hard to do.
|
||||
// except for maybe the paused/enabled guff. If its mostly false, I guess they could just be 0 multipliers?
|
||||
|
||||
foreach (var network in state.Networks.Values)
|
||||
// Add up demand from loads.
|
||||
var demand = 0f;
|
||||
foreach (var loadId in network.Loads)
|
||||
{
|
||||
if (network.BatteriesDischarging.Count != 0)
|
||||
var load = state.Loads[loadId];
|
||||
|
||||
if (!load.Enabled || load.Paused)
|
||||
continue;
|
||||
|
||||
EstimateNetworkDepth(state, network);
|
||||
DebugTools.Assert(load.DesiredPower >= 0);
|
||||
demand += load.DesiredPower;
|
||||
}
|
||||
|
||||
foreach (var network in state.Networks.Values)
|
||||
// TODO: Consider having battery charge loads be processed "after" pass-through loads.
|
||||
// This would mean that charge rate would have no impact on throughput rate like it does currently.
|
||||
// Would require a second pass over the network, or something. Not sure.
|
||||
|
||||
// Add demand from batteries
|
||||
foreach (var batteryId in network.BatteryLoads)
|
||||
{
|
||||
_sortBuffer.Enqueue(network.Height, network);
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || !battery.CanCharge || battery.Paused)
|
||||
continue;
|
||||
|
||||
var batterySpace = (battery.Capacity - battery.CurrentStorage) * (1 / battery.Efficiency);
|
||||
batterySpace = Math.Max(0, batterySpace);
|
||||
var scaledSpace = batterySpace / frameTime;
|
||||
|
||||
var chargeRate = battery.MaxChargeRate + battery.LoadingNetworkDemand / battery.Efficiency;
|
||||
|
||||
battery.DesiredPower = Math.Min(chargeRate, scaledSpace);
|
||||
DebugTools.Assert(battery.DesiredPower >= 0);
|
||||
demand += battery.DesiredPower;
|
||||
}
|
||||
|
||||
// Go over every network.
|
||||
while (_sortBuffer.TryDequeue(out _, out var network))
|
||||
DebugTools.Assert(demand >= 0);
|
||||
|
||||
// Add up supply in network.
|
||||
var totalSupply = 0f;
|
||||
var totalMaxSupply = 0f;
|
||||
foreach (var supplyId in network.Supplies)
|
||||
{
|
||||
// Add up demand in network.
|
||||
var demand = 0f;
|
||||
foreach (var loadId in network.Loads)
|
||||
{
|
||||
var load = state.Loads[loadId];
|
||||
var supply = state.Supplies[supplyId];
|
||||
if (!supply.Enabled || supply.Paused)
|
||||
continue;
|
||||
|
||||
if (!load.Enabled || load.Paused)
|
||||
continue;
|
||||
var rampMax = supply.SupplyRampPosition + supply.SupplyRampTolerance;
|
||||
var effectiveSupply = Math.Min(rampMax, supply.MaxSupply);
|
||||
|
||||
DebugTools.Assert(load.DesiredPower >= 0);
|
||||
demand += load.DesiredPower;
|
||||
}
|
||||
DebugTools.Assert(effectiveSupply >= 0);
|
||||
DebugTools.Assert(supply.MaxSupply >= 0);
|
||||
|
||||
// TODO: Consider having battery charge loads be processed "after" pass-through loads.
|
||||
// This would mean that charge rate would have no impact on throughput rate like it does currently.
|
||||
// Would require a second pass over the network, or something. Not sure.
|
||||
supply.AvailableSupply = effectiveSupply;
|
||||
totalSupply += effectiveSupply;
|
||||
totalMaxSupply += supply.MaxSupply;
|
||||
}
|
||||
|
||||
// Loading batteries.
|
||||
foreach (var batteryId in network.BatteriesCharging)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || !battery.CanCharge || battery.Paused)
|
||||
continue;
|
||||
var unmet = Math.Max(0, demand - totalSupply);
|
||||
DebugTools.Assert(totalSupply >= 0);
|
||||
DebugTools.Assert(totalMaxSupply >= 0);
|
||||
|
||||
var batterySpace = (battery.Capacity - battery.CurrentStorage) * (1 / battery.Efficiency);
|
||||
batterySpace = Math.Max(0, batterySpace);
|
||||
var scaledSpace = batterySpace / frameTime;
|
||||
// Supplying batteries. Batteries need to go after local supplies so that local supplies are prioritized.
|
||||
// Also, it makes demand-pulling of batteries. Because all batteries will desire the unmet demand of their
|
||||
// loading network, there will be a "rush" of input current when a network powers on, before power
|
||||
// stabilizes in the network. This is fine.
|
||||
|
||||
var chargeRate = battery.MaxChargeRate + battery.LoadingNetworkDemand / battery.Efficiency;
|
||||
|
||||
var batDemand = Math.Min(chargeRate, scaledSpace);
|
||||
|
||||
DebugTools.Assert(batDemand >= 0);
|
||||
|
||||
battery.DesiredPower = batDemand;
|
||||
demand += batDemand;
|
||||
}
|
||||
|
||||
DebugTools.Assert(demand >= 0);
|
||||
|
||||
// Add up supply in network.
|
||||
var availableSupplySum = 0f;
|
||||
var maxSupplySum = 0f;
|
||||
foreach (var supplyId in network.Supplies)
|
||||
{
|
||||
var supply = state.Supplies[supplyId];
|
||||
if (!supply.Enabled || supply.Paused)
|
||||
continue;
|
||||
|
||||
var rampMax = supply.SupplyRampPosition + supply.SupplyRampTolerance;
|
||||
var effectiveSupply = Math.Min(rampMax, supply.MaxSupply);
|
||||
|
||||
DebugTools.Assert(effectiveSupply >= 0);
|
||||
DebugTools.Assert(supply.MaxSupply >= 0);
|
||||
|
||||
supply.EffectiveMaxSupply = effectiveSupply;
|
||||
availableSupplySum += effectiveSupply;
|
||||
maxSupplySum += supply.MaxSupply;
|
||||
}
|
||||
|
||||
var unmet = Math.Max(0, demand - availableSupplySum);
|
||||
|
||||
DebugTools.Assert(availableSupplySum >= 0);
|
||||
DebugTools.Assert(maxSupplySum >= 0);
|
||||
|
||||
// Supplying batteries.
|
||||
// Batteries need to go after local supplies so that local supplies are prioritized.
|
||||
// Also, it makes demand-pulling of batteries
|
||||
// Because all batteries will will desire the unmet demand of their loading network,
|
||||
// there will be a "rush" of input current when a network powers on,
|
||||
// before power stabilizes in the network.
|
||||
// This is fine.
|
||||
foreach (var batteryId in network.BatteriesDischarging)
|
||||
var totalBatterySupply = 0f;
|
||||
var totalMaxBatterySupply = 0f;
|
||||
if (unmet > 0)
|
||||
{
|
||||
// determine supply available from batteries
|
||||
foreach (var batteryId in network.BatterySupplies)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || !battery.CanDischarge || battery.Paused)
|
||||
@@ -147,103 +160,107 @@ namespace Content.Server.Power.Pow3r
|
||||
var supplyCap = Math.Min(battery.MaxSupply,
|
||||
battery.SupplyRampPosition + battery.SupplyRampTolerance);
|
||||
var supplyAndPassthrough = supplyCap + battery.CurrentReceiving * battery.Efficiency;
|
||||
var tempSupply = Math.Min(scaledSpace, supplyAndPassthrough);
|
||||
// Clamp final supply to the unmet demand, so that batteries refrain from taking power away from supplies.
|
||||
var clampedSupply = Math.Min(unmet, tempSupply);
|
||||
|
||||
DebugTools.Assert(clampedSupply >= 0);
|
||||
|
||||
battery.TempMaxSupply = clampedSupply;
|
||||
availableSupplySum += clampedSupply;
|
||||
// TODO: Calculate this properly.
|
||||
maxSupplySum += clampedSupply;
|
||||
|
||||
battery.AvailableSupply = Math.Min(scaledSpace, supplyAndPassthrough);
|
||||
battery.LoadingNetworkDemand = unmet;
|
||||
battery.LoadingDemandMarked = true;
|
||||
}
|
||||
|
||||
network.LastAvailableSupplySum = availableSupplySum;
|
||||
network.LastMaxSupplySum = maxSupplySum;
|
||||
|
||||
var met = Math.Min(demand, availableSupplySum);
|
||||
|
||||
if (met != 0)
|
||||
{
|
||||
// Distribute supply to loads.
|
||||
foreach (var loadId in network.Loads)
|
||||
{
|
||||
var load = state.Loads[loadId];
|
||||
if (!load.Enabled || load.DesiredPower == 0 || load.Paused)
|
||||
continue;
|
||||
|
||||
var ratio = load.DesiredPower / demand;
|
||||
load.ReceivingPower = ratio * met;
|
||||
}
|
||||
|
||||
// Loading batteries
|
||||
foreach (var batteryId in network.BatteriesCharging)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
|
||||
if (!battery.Enabled || battery.DesiredPower == 0 || battery.Paused)
|
||||
continue;
|
||||
|
||||
var ratio = battery.DesiredPower / demand;
|
||||
battery.CurrentReceiving = ratio * met;
|
||||
var receivedPower = frameTime * battery.CurrentReceiving;
|
||||
receivedPower *= battery.Efficiency;
|
||||
battery.CurrentStorage = Math.Min(
|
||||
battery.Capacity,
|
||||
battery.CurrentStorage + receivedPower);
|
||||
battery.LoadingMarked = true;
|
||||
}
|
||||
|
||||
// Load to supplies
|
||||
foreach (var supplyId in network.Supplies)
|
||||
{
|
||||
var supply = state.Supplies[supplyId];
|
||||
if (!supply.Enabled || supply.EffectiveMaxSupply == 0 || supply.Paused)
|
||||
continue;
|
||||
|
||||
var ratio = supply.EffectiveMaxSupply / availableSupplySum;
|
||||
supply.CurrentSupply = ratio * met;
|
||||
|
||||
if (supply.MaxSupply != 0)
|
||||
{
|
||||
var maxSupplyRatio = supply.MaxSupply / maxSupplySum;
|
||||
|
||||
supply.SupplyRampTarget = maxSupplyRatio * demand;
|
||||
}
|
||||
else
|
||||
{
|
||||
supply.SupplyRampTarget = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Supplying batteries
|
||||
foreach (var batteryId in network.BatteriesDischarging)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || battery.TempMaxSupply == 0 || battery.Paused)
|
||||
continue;
|
||||
|
||||
var ratio = battery.TempMaxSupply / availableSupplySum;
|
||||
battery.CurrentSupply = ratio * met;
|
||||
|
||||
battery.CurrentStorage = Math.Max(
|
||||
0,
|
||||
battery.CurrentStorage - frameTime * battery.CurrentSupply);
|
||||
|
||||
battery.SupplyRampTarget = battery.CurrentSupply - battery.CurrentReceiving * battery.Efficiency;
|
||||
|
||||
/*var maxSupplyRatio = supply.MaxSupply / maxSupplySum;
|
||||
|
||||
supply.SupplyRampTarget = maxSupplyRatio * demand;*/
|
||||
battery.SupplyingMarked = true;
|
||||
}
|
||||
battery.MaxEffectiveSupply = Math.Min(battery.CurrentStorage / frameTime, battery.MaxSupply + battery.CurrentReceiving * battery.Efficiency);
|
||||
totalBatterySupply += battery.AvailableSupply;
|
||||
totalMaxBatterySupply += battery.MaxEffectiveSupply;
|
||||
}
|
||||
}
|
||||
|
||||
network.LastCombinedSupply = totalSupply + totalBatterySupply;
|
||||
network.LastCombinedMaxSupply = totalMaxSupply + totalMaxBatterySupply;
|
||||
|
||||
var met = Math.Min(demand, network.LastCombinedSupply);
|
||||
if (met == 0)
|
||||
return;
|
||||
|
||||
var supplyRatio = met / demand;
|
||||
|
||||
// Distribute supply to loads.
|
||||
foreach (var loadId in network.Loads)
|
||||
{
|
||||
var load = state.Loads[loadId];
|
||||
if (!load.Enabled || load.DesiredPower == 0 || load.Paused)
|
||||
continue;
|
||||
|
||||
load.ReceivingPower = load.DesiredPower * supplyRatio;
|
||||
}
|
||||
|
||||
// Distribute supply to batteries
|
||||
foreach (var batteryId in network.BatteryLoads)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || battery.DesiredPower == 0 || battery.Paused)
|
||||
continue;
|
||||
|
||||
battery.LoadingMarked = true;
|
||||
battery.CurrentReceiving = battery.DesiredPower * supplyRatio;
|
||||
battery.CurrentStorage += frameTime * battery.CurrentReceiving * battery.Efficiency;
|
||||
|
||||
DebugTools.Assert(battery.CurrentStorage <= battery.Capacity || MathHelper.CloseTo(battery.CurrentStorage, battery.Capacity));
|
||||
}
|
||||
|
||||
// Target output capacity for supplies
|
||||
var metSupply = Math.Min(demand, totalSupply);
|
||||
if (metSupply > 0)
|
||||
{
|
||||
var relativeSupplyOutput = metSupply / totalSupply;
|
||||
var targetRelativeSupplyOutput = Math.Min(demand, totalMaxSupply) / totalMaxSupply;
|
||||
|
||||
// Apply load to supplies
|
||||
foreach (var supplyId in network.Supplies)
|
||||
{
|
||||
var supply = state.Supplies[supplyId];
|
||||
if (!supply.Enabled || supply.Paused)
|
||||
continue;
|
||||
|
||||
supply.CurrentSupply = supply.AvailableSupply * relativeSupplyOutput;
|
||||
|
||||
// Supply ramp assumes all supplies ramp at the same rate. If some generators spin up very slowly, in
|
||||
// principle the fast supplies should try over-shoot until they can settle back down. E.g., all supplies
|
||||
// need to reach 50% capacity, but it takes the nuclear reactor 1 hour to reach that, then our lil coal
|
||||
// furnaces should run at 100% for a while. But I guess this is good enough for now.
|
||||
supply.SupplyRampTarget = supply.MaxSupply * targetRelativeSupplyOutput;
|
||||
}
|
||||
}
|
||||
|
||||
if (unmet <= 0 || totalBatterySupply <= 0)
|
||||
return;
|
||||
|
||||
// Target output capacity for batteries
|
||||
var relativeBatteryOutput = Math.Min(unmet, totalBatterySupply) / totalBatterySupply;
|
||||
var relativeTargetBatteryOutput = Math.Min(unmet, totalMaxBatterySupply) / totalMaxBatterySupply;
|
||||
|
||||
// Apply load to supplying batteries
|
||||
foreach (var batteryId in network.BatterySupplies)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
if (!battery.Enabled || battery.Paused)
|
||||
continue;
|
||||
|
||||
battery.SupplyingMarked = true;
|
||||
battery.CurrentSupply = battery.AvailableSupply * relativeBatteryOutput;
|
||||
// Note that because available supply is always greater than or equal to the current ramp target, if you
|
||||
// have multiple batteries running at less than 100% output, then batteries with greater ramp tolerances
|
||||
// will contribute a larger relative fraction of output power. This is because while they will both ramp
|
||||
// to the same relative maximum output, the larger tolerance will mean that one will have a larger
|
||||
// available supply. IMO this is undesirable, but I can't think of an easy fix ATM.
|
||||
|
||||
battery.CurrentStorage -= frameTime * battery.CurrentSupply;
|
||||
DebugTools.Assert(battery.CurrentStorage >= 0 || MathHelper.CloseTo(battery.CurrentStorage, 0));
|
||||
|
||||
battery.SupplyRampTarget = battery.MaxEffectiveSupply * relativeTargetBatteryOutput - battery.CurrentReceiving * battery.Efficiency;
|
||||
|
||||
DebugTools.Assert(battery.SupplyRampTarget + battery.CurrentReceiving * battery.Efficiency <= battery.LoadingNetworkDemand
|
||||
|| MathHelper.CloseTo(battery.SupplyRampTarget + battery.CurrentReceiving * battery.Efficiency, battery.LoadingNetworkDemand, 0.01));
|
||||
}
|
||||
}
|
||||
|
||||
private void ClearBatteries(PowerState state)
|
||||
{
|
||||
// Clear supplying/loading on any batteries that haven't been marked by usage.
|
||||
// Because we need this data while processing ramp-pegging, we can't clear it at the start.
|
||||
foreach (var battery in state.Batteries.Values)
|
||||
@@ -252,48 +269,69 @@ namespace Content.Server.Power.Pow3r
|
||||
continue;
|
||||
|
||||
if (!battery.SupplyingMarked)
|
||||
{
|
||||
battery.CurrentSupply = 0;
|
||||
battery.SupplyRampTarget = 0;
|
||||
battery.LoadingNetworkDemand = 0;
|
||||
}
|
||||
|
||||
if (!battery.LoadingMarked)
|
||||
{
|
||||
battery.CurrentReceiving = 0;
|
||||
|
||||
if (!battery.LoadingDemandMarked)
|
||||
battery.LoadingNetworkDemand = 0;
|
||||
}
|
||||
|
||||
battery.SupplyingMarked = false;
|
||||
battery.LoadingMarked = false;
|
||||
battery.LoadingDemandMarked = false;
|
||||
}
|
||||
|
||||
PowerSolverShared.UpdateRampPositions(frameTime, state);
|
||||
}
|
||||
|
||||
private static void EstimateNetworkDepth(PowerState state, Network network)
|
||||
private List<List<Network>> GroupByNetworkDepth(PowerState state)
|
||||
{
|
||||
network.HeightTouched = true;
|
||||
|
||||
if (network.BatteriesCharging.Count == 0)
|
||||
List<List<Network>> groupedNetworks = new();
|
||||
foreach (var network in state.Networks.Values)
|
||||
{
|
||||
network.Height = 1;
|
||||
return;
|
||||
network.Height = -1;
|
||||
}
|
||||
|
||||
var max = 0;
|
||||
foreach (var batteryId in network.BatteriesCharging)
|
||||
foreach (var network in state.Networks.Values)
|
||||
{
|
||||
if (network.Height == -1)
|
||||
RecursivelyEstimateNetworkDepth(state, network, groupedNetworks);
|
||||
}
|
||||
|
||||
return groupedNetworks;
|
||||
}
|
||||
|
||||
private static void RecursivelyEstimateNetworkDepth(PowerState state, Network network, List<List<Network>> groupedNetworks)
|
||||
{
|
||||
network.Height = -2;
|
||||
var height = -1;
|
||||
|
||||
foreach (var batteryId in network.BatteryLoads)
|
||||
{
|
||||
var battery = state.Batteries[batteryId];
|
||||
|
||||
if (battery.LinkedNetworkDischarging == default)
|
||||
if (battery.LinkedNetworkDischarging == default || battery.LinkedNetworkDischarging == network.Id)
|
||||
continue;
|
||||
|
||||
var subNet = state.Networks[battery.LinkedNetworkDischarging];
|
||||
if (!subNet.HeightTouched)
|
||||
EstimateNetworkDepth(state, subNet);
|
||||
if (subNet.Height == -1)
|
||||
RecursivelyEstimateNetworkDepth(state, subNet, groupedNetworks);
|
||||
else if (subNet.Height == -2)
|
||||
{
|
||||
// this network is currently computing its own height (we encountered a loop).
|
||||
continue;
|
||||
}
|
||||
|
||||
max = Math.Max(subNet.Height, max);
|
||||
height = Math.Max(subNet.Height, height);
|
||||
}
|
||||
|
||||
network.Height = 1 + max;
|
||||
network.Height = 1 + height;
|
||||
|
||||
if (network.Height >= groupedNetworks.Count)
|
||||
groupedNetworks.Add(new() { network });
|
||||
else
|
||||
groupedNetworks[network.Height].Add(network);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
namespace Content.Server.Power.Pow3r
|
||||
namespace Content.Server.Power.Pow3r
|
||||
{
|
||||
public interface IPowerSolver
|
||||
{
|
||||
void Tick(float frameTime, PowerState state);
|
||||
void Tick(float frameTime, PowerState state, int parallel);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
namespace Content.Server.Power.Pow3r
|
||||
namespace Content.Server.Power.Pow3r
|
||||
{
|
||||
public sealed class NoOpSolver : IPowerSolver
|
||||
{
|
||||
public void Tick(float frameTime, PowerState state)
|
||||
public void Tick(float frameTime, PowerState state, int parallel)
|
||||
{
|
||||
// Literally nothing.
|
||||
}
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Text.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
using static Content.Server.Power.Pow3r.PowerState;
|
||||
|
||||
namespace Content.Server.Power.Pow3r
|
||||
{
|
||||
@@ -20,6 +21,7 @@ namespace Content.Server.Power.Pow3r
|
||||
public GenIdStorage<Network> Networks = new();
|
||||
public GenIdStorage<Load> Loads = new();
|
||||
public GenIdStorage<Battery> Batteries = new();
|
||||
public List<List<Network>>? GroupedNets;
|
||||
|
||||
public readonly struct NodeId : IEquatable<NodeId>
|
||||
{
|
||||
@@ -168,6 +170,10 @@ namespace Content.Server.Power.Pow3r
|
||||
storage.Count = cache.Length;
|
||||
storage._nextFree = nextFree;
|
||||
|
||||
// I think there is some issue with Pow3er's Save & Load to json leading to it constructing invalid GenIdStorages from json?
|
||||
// If you get this error, clear out your data.json
|
||||
DebugTools.Assert(storage.Values.Count() == storage.Count);
|
||||
|
||||
return storage;
|
||||
}
|
||||
|
||||
@@ -352,20 +358,29 @@ namespace Content.Server.Power.Pow3r
|
||||
|
||||
// == Runtime parameters ==
|
||||
|
||||
// Actual power supplied last network update.
|
||||
/// <summary>
|
||||
/// Actual power supplied last network update.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float CurrentSupply;
|
||||
|
||||
// The amount of power we WANT to be supplying to match grid load.
|
||||
/// <summary>
|
||||
/// The amount of power we WANT to be supplying to match grid load.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public float SupplyRampTarget;
|
||||
|
||||
// Position of the supply ramp.
|
||||
/// <summary>
|
||||
/// Position of the supply ramp.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampPosition;
|
||||
|
||||
[ViewVariables] [JsonIgnore] public NodeId LinkedNetwork;
|
||||
|
||||
// In-tick max supply thanks to ramp. Used during calculations.
|
||||
[JsonIgnore] public float EffectiveMaxSupply;
|
||||
/// <summary>
|
||||
/// Supply available during a tick. The actual current supply will be less than or equal to this. Used
|
||||
/// during calculations.
|
||||
/// </summary>
|
||||
[JsonIgnore] public float AvailableSupply;
|
||||
}
|
||||
|
||||
public sealed class Load
|
||||
@@ -396,7 +411,15 @@ namespace Content.Server.Power.Pow3r
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float MaxChargeRate;
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float MaxThroughput; // 0 = infinite cuz imgui
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float MaxSupply;
|
||||
|
||||
/// <summary>
|
||||
/// The batteries supply ramp tolerance. This is an always available supply added to the ramped supply.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Note that this MUST BE GREATER THAN ZERO, otherwise the current battery ramping calculation will not work.
|
||||
/// </remarks>
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampTolerance = 5000;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float SupplyRampRate = 5000;
|
||||
[ViewVariables(VVAccess.ReadWrite)] public float Efficiency = 1;
|
||||
|
||||
@@ -413,11 +436,11 @@ namespace Content.Server.Power.Pow3r
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public bool LoadingMarked;
|
||||
|
||||
/// <summary>
|
||||
/// Amount of supply that the battery can provider this tick.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public bool LoadingDemandMarked;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public float TempMaxSupply;
|
||||
public float AvailableSupply;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public float DesiredPower;
|
||||
@@ -430,6 +453,13 @@ namespace Content.Server.Power.Pow3r
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] [JsonIgnore]
|
||||
public NodeId LinkedNetworkDischarging;
|
||||
|
||||
/// <summary>
|
||||
/// Theoretical maximum effective supply, assuming the network providing power to this battery continues to supply it
|
||||
/// at the same rate.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public float MaxEffectiveSupply;
|
||||
}
|
||||
|
||||
// Readonly breaks json serialization.
|
||||
@@ -438,21 +468,37 @@ namespace Content.Server.Power.Pow3r
|
||||
{
|
||||
[ViewVariables] public NodeId Id;
|
||||
|
||||
/// <summary>
|
||||
/// Power generators
|
||||
/// </summary>
|
||||
[ViewVariables] public List<NodeId> Supplies = new();
|
||||
|
||||
/// <summary>
|
||||
/// Power consumers.
|
||||
/// </summary>
|
||||
[ViewVariables] public List<NodeId> Loads = new();
|
||||
|
||||
// "Loading" means the network is connected to the INPUT port of the battery.
|
||||
[ViewVariables] public List<NodeId> BatteriesCharging = new();
|
||||
/// <summary>
|
||||
/// Batteries that are draining power from this network (connected to the INPUT port of the battery).
|
||||
/// </summary>
|
||||
[ViewVariables] public List<NodeId> BatteryLoads = new();
|
||||
|
||||
// "Supplying" means the network is connected to the OUTPUT port of the battery.
|
||||
[ViewVariables] public List<NodeId> BatteriesDischarging = new();
|
||||
/// <summary>
|
||||
/// Batteries that are supplying power to this network (connected to the OUTPUT port of the battery).
|
||||
/// </summary>
|
||||
[ViewVariables] public List<NodeId> BatterySupplies = new();
|
||||
|
||||
[ViewVariables] public float LastAvailableSupplySum = 0f;
|
||||
[ViewVariables] public float LastMaxSupplySum = 0f;
|
||||
/// <summary>
|
||||
/// Available supply, including both normal supplies and batteries.
|
||||
/// </summary>
|
||||
[ViewVariables] public float LastCombinedSupply = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Theoretical maximum supply, including both normal supplies and batteries.
|
||||
/// </summary>
|
||||
[ViewVariables] public float LastCombinedMaxSupply = 0f;
|
||||
|
||||
[ViewVariables] [JsonIgnore] public int Height;
|
||||
[JsonIgnore] public bool HeightTouched;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Content.Server.Power.Pow3r;
|
||||
using static Content.Server.Power.Pow3r.PowerState;
|
||||
@@ -45,7 +45,7 @@ namespace Pow3r
|
||||
_simStopwatch.Restart();
|
||||
_tickDataIdx = (_tickDataIdx + 1) % MaxTickData;
|
||||
|
||||
_solvers[_currentSolver].Tick(frameTime, _state);
|
||||
_solvers[_currentSolver].Tick(frameTime, _state, 1);
|
||||
|
||||
// Update tick history.
|
||||
foreach (var load in _state.Loads.Values)
|
||||
@@ -111,13 +111,13 @@ namespace Pow3r
|
||||
supply.LinkedNetwork = network.Id;
|
||||
}
|
||||
|
||||
foreach (var batteryId in network.BatteriesCharging)
|
||||
foreach (var batteryId in network.BatteryLoads)
|
||||
{
|
||||
var battery = _state.Batteries[batteryId];
|
||||
battery.LinkedNetworkCharging = network.Id;
|
||||
}
|
||||
|
||||
foreach (var batteryId in network.BatteriesDischarging)
|
||||
foreach (var batteryId in network.BatterySupplies)
|
||||
{
|
||||
var battery = _state.Batteries[batteryId];
|
||||
battery.LinkedNetworkDischarging = network.Id;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ImGuiNET;
|
||||
using Robust.Shared.Maths;
|
||||
@@ -52,6 +52,7 @@ namespace Pow3r
|
||||
{
|
||||
var network = new Network();
|
||||
_state.Networks.Allocate(out network.Id) = network;
|
||||
_state.GroupedNets = null;
|
||||
_displayNetworks.Add(network.Id, new DisplayNetwork());
|
||||
}
|
||||
|
||||
@@ -60,6 +61,7 @@ namespace Pow3r
|
||||
var battery = new Battery();
|
||||
_state.Batteries.Allocate(out battery.Id) = battery;
|
||||
_displayBatteries.Add(battery.Id, new DisplayBattery());
|
||||
_state.GroupedNets = null;
|
||||
}
|
||||
|
||||
Checkbox("Paused", ref _paused);
|
||||
@@ -270,7 +272,8 @@ namespace Pow3r
|
||||
{
|
||||
if (battery.LinkedNetworkCharging == default && Button("Link as load"))
|
||||
{
|
||||
_linking.BatteriesCharging.Add(battery.Id);
|
||||
_linking.BatteryLoads.Add(battery.Id);
|
||||
_state.GroupedNets = null;
|
||||
_linking = null;
|
||||
RefreshLinks();
|
||||
}
|
||||
@@ -279,7 +282,8 @@ namespace Pow3r
|
||||
SameLine();
|
||||
if (battery.LinkedNetworkDischarging == default && Button("Link as supply"))
|
||||
{
|
||||
_linking.BatteriesDischarging.Add(battery.Id);
|
||||
_linking.BatterySupplies.Add(battery.Id);
|
||||
_state.GroupedNets = null;
|
||||
_linking = null;
|
||||
RefreshLinks();
|
||||
}
|
||||
@@ -290,7 +294,8 @@ namespace Pow3r
|
||||
if (battery.LinkedNetworkCharging != default && Button("Unlink loading"))
|
||||
{
|
||||
var net = _state.Networks[battery.LinkedNetworkCharging];
|
||||
net.BatteriesCharging.Remove(battery.Id);
|
||||
net.BatteryLoads.Remove(battery.Id);
|
||||
_state.GroupedNets = null;
|
||||
battery.LinkedNetworkCharging = default;
|
||||
}
|
||||
else
|
||||
@@ -299,7 +304,8 @@ namespace Pow3r
|
||||
if (battery.LinkedNetworkDischarging != default && Button("Unlink supplying"))
|
||||
{
|
||||
var net = _state.Networks[battery.LinkedNetworkDischarging];
|
||||
net.BatteriesDischarging.Remove(battery.Id);
|
||||
net.BatterySupplies.Remove(battery.Id);
|
||||
_state.GroupedNets = null;
|
||||
battery.LinkedNetworkDischarging = default;
|
||||
}
|
||||
}
|
||||
@@ -331,13 +337,13 @@ namespace Pow3r
|
||||
DrawArrowLine(bgDrawList, load.CurrentWindowPos, displayNet.CurrentWindowPos, Color.Red);
|
||||
}
|
||||
|
||||
foreach (var batteryId in network.BatteriesCharging)
|
||||
foreach (var batteryId in network.BatteryLoads)
|
||||
{
|
||||
var battery = _displayBatteries[batteryId];
|
||||
DrawArrowLine(bgDrawList, battery.CurrentWindowPos, displayNet.CurrentWindowPos, Color.Purple);
|
||||
}
|
||||
|
||||
foreach (var batteryId in network.BatteriesDischarging)
|
||||
foreach (var batteryId in network.BatterySupplies)
|
||||
{
|
||||
var battery = _displayBatteries[batteryId];
|
||||
DrawArrowLine(bgDrawList, displayNet.CurrentWindowPos, battery.CurrentWindowPos, Color.Cyan);
|
||||
@@ -357,6 +363,7 @@ namespace Pow3r
|
||||
case Network n:
|
||||
_state.Networks.Free(n.Id);
|
||||
_displayNetworks.Remove(n.Id);
|
||||
_state.GroupedNets = null;
|
||||
reLink = true;
|
||||
break;
|
||||
|
||||
@@ -374,9 +381,10 @@ namespace Pow3r
|
||||
|
||||
case Battery b:
|
||||
_state.Batteries.Free(b.Id);
|
||||
_state.Networks.Values.ForEach(n => n.BatteriesCharging.Remove(b.Id));
|
||||
_state.Networks.Values.ForEach(n => n.BatteriesDischarging.Remove(b.Id));
|
||||
_state.Networks.Values.ForEach(n => n.BatteryLoads.Remove(b.Id));
|
||||
_state.Networks.Values.ForEach(n => n.BatterySupplies.Remove(b.Id));
|
||||
_displayBatteries.Remove(b.Id);
|
||||
_state.GroupedNets = null;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user