* replace obsolete IsGrid calls with HasComp<MapGridComponent> * remove IMapManager dependency * well would you look at that * just look at it
469 lines
17 KiB
C#
469 lines
17 KiB
C#
using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Threading.Tasks;
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using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Atmos.EntitySystems;
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using Content.Shared.CCVar;
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using Content.Shared.Chunking;
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using Content.Shared.GameTicking;
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using Content.Shared.Rounding;
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using JetBrains.Annotations;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Threading;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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// ReSharper disable once RedundantUsingDirective
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namespace Content.Server.Atmos.EntitySystems
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{
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[UsedImplicitly]
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public sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
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[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _confMan = default!;
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[Robust.Shared.IoC.Dependency] private readonly IParallelManager _parMan = default!;
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[Robust.Shared.IoC.Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Robust.Shared.IoC.Dependency] private readonly ChunkingSystem _chunkingSys = default!;
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/// <summary>
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/// Per-tick cache of sessions.
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/// </summary>
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private readonly List<ICommonSession> _sessions = new();
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private UpdatePlayerJob _updateJob;
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private readonly Dictionary<ICommonSession, Dictionary<NetEntity, HashSet<Vector2i>>> _lastSentChunks = new();
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// Oh look its more duplicated decal system code!
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private ObjectPool<HashSet<Vector2i>> _chunkIndexPool =
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new DefaultObjectPool<HashSet<Vector2i>>(
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new DefaultPooledObjectPolicy<HashSet<Vector2i>>(), 64);
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private ObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>> _chunkViewerPool =
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new DefaultObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>>(
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new DefaultPooledObjectPolicy<Dictionary<NetEntity, HashSet<Vector2i>>>(), 64);
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private bool _doSessionUpdate;
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/// <summary>
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/// Overlay update interval, in seconds.
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/// </summary>
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private float _updateInterval;
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private int _thresholds;
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<GasTileOverlayComponent> _query;
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public override void Initialize()
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{
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base.Initialize();
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_updateJob = new UpdatePlayerJob()
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{
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EntManager = EntityManager,
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System = this,
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ChunkIndexPool = _chunkIndexPool,
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Sessions = _sessions,
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ChunkingSys = _chunkingSys,
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MapManager = _mapManager,
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ChunkViewerPool = _chunkViewerPool,
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LastSentChunks = _lastSentChunks,
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GridQuery = _gridQuery,
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};
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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Subs.CVar(_confMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
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Subs.CVar(_confMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
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Subs.CVar(_confMan, CVars.NetPVS, OnPvsToggle, true);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<GasTileOverlayComponent, ComponentStartup>(OnStartup);
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_query = GetEntityQuery<GasTileOverlayComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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}
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private void OnStartup(EntityUid uid, GasTileOverlayComponent component, ComponentStartup args)
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{
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// This **shouldn't** be required, but just in case we ever get entity prototypes that have gas overlays, we
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// need to ensure that we send an initial full state to players.
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Dirty(uid, component);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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}
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private void OnPvsToggle(bool value)
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{
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if (value == PvsEnabled)
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return;
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PvsEnabled = value;
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if (value)
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return;
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foreach (var lastSent in _lastSentChunks.Values)
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{
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foreach (var set in lastSent.Values)
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{
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set.Clear();
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_chunkIndexPool.Return(set);
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}
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lastSent.Clear();
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}
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// PVS was turned off, ensure data gets sent to all clients.
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var query = AllEntityQuery<GasTileOverlayComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var grid, out var meta))
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{
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grid.ForceTick = _gameTiming.CurTick;
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Dirty(uid, grid, meta);
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}
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}
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private void UpdateTickRate(float value) => _updateInterval = value > 0.0f ? 1 / value : float.MaxValue;
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private void UpdateThresholds(int value) => _thresholds = value;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Invalidate(Entity<GasTileOverlayComponent?> grid, Vector2i index)
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{
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if (_query.Resolve(grid.Owner, ref grid.Comp))
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grid.Comp.InvalidTiles.Add(index);
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus != SessionStatus.InGame)
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{
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if (_lastSentChunks.Remove(e.Session, out var sets))
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{
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foreach (var set in sets.Values)
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{
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set.Clear();
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_chunkIndexPool.Return(set);
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}
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}
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}
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if (!_lastSentChunks.ContainsKey(e.Session))
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{
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_lastSentChunks[e.Session] = new();
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}
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}
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private byte GetOpacity(float moles, float molesVisible, float molesVisibleMax)
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{
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return (byte) (ContentHelpers.RoundToLevels(
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MathHelper.Clamp01((moles - molesVisible) /
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(molesVisibleMax - molesVisible)) * 255, byte.MaxValue,
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_thresholds) * 255 / (_thresholds - 1));
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}
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public GasOverlayData GetOverlayData(GasMixture? mixture)
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{
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var data = new GasOverlayData(0, new byte[VisibleGasId.Length]);
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for (var i = 0; i < VisibleGasId.Length; i++)
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{
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var id = VisibleGasId[i];
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var gas = _atmosphereSystem.GetGas(id);
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var moles = mixture?[id] ?? 0f;
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ref var opacity = ref data.Opacity[i];
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if (moles < gas.GasMolesVisible)
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{
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continue;
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}
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opacity = (byte) (ContentHelpers.RoundToLevels(
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MathHelper.Clamp01((moles - gas.GasMolesVisible) /
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(gas.GasMolesVisibleMax - gas.GasMolesVisible)) * 255, byte.MaxValue,
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_thresholds) * 255 / (_thresholds - 1));
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}
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return data;
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}
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/// <summary>
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/// Updates the visuals for a tile on some grid chunk. Returns true if the visuals have changed.
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/// </summary>
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private bool UpdateChunkTile(GridAtmosphereComponent gridAtmosphere, GasOverlayChunk chunk, Vector2i index)
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{
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ref var oldData = ref chunk.TileData[chunk.GetDataIndex(index)];
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if (!gridAtmosphere.Tiles.TryGetValue(index, out var tile))
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{
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if (oldData.Equals(default))
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return false;
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chunk.LastUpdate = _gameTiming.CurTick;
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oldData = default;
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return true;
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}
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var changed = false;
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if (oldData.Equals(default))
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{
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changed = true;
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oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length]);
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}
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else if (oldData.FireState != tile.Hotspot.State)
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{
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changed = true;
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oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity);
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}
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if (tile is {Air: not null, NoGridTile: false})
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{
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for (var i = 0; i < VisibleGasId.Length; i++)
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{
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var id = VisibleGasId[i];
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var gas = _atmosphereSystem.GetGas(id);
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var moles = tile.Air[id];
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ref var oldOpacity = ref oldData.Opacity[i];
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if (moles < gas.GasMolesVisible)
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{
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if (oldOpacity != 0)
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{
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oldOpacity = 0;
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changed = true;
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}
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continue;
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}
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var opacity = GetOpacity(moles, gas.GasMolesVisible, gas.GasMolesVisibleMax);
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if (oldOpacity == opacity)
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continue;
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oldOpacity = opacity;
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changed = true;
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}
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}
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else
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{
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for (var i = 0; i < VisibleGasId.Length; i++)
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{
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changed |= oldData.Opacity[i] != 0;
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oldData.Opacity[i] = 0;
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}
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}
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if (!changed)
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return false;
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chunk.LastUpdate = _gameTiming.CurTick;
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return true;
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}
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private void UpdateOverlayData()
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{
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// TODO parallelize?
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var query = AllEntityQuery<GasTileOverlayComponent, GridAtmosphereComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var overlay, out var gam, out var meta))
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{
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var changed = false;
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foreach (var index in overlay.InvalidTiles)
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{
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var chunkIndex = GetGasChunkIndices(index);
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if (!overlay.Chunks.TryGetValue(chunkIndex, out var chunk))
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overlay.Chunks[chunkIndex] = chunk = new GasOverlayChunk(chunkIndex);
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changed |= UpdateChunkTile(gam, chunk, index);
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}
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if (changed)
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Dirty(uid, overlay, meta);
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overlay.InvalidTiles.Clear();
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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AccumulatedFrameTime += frameTime;
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if (_doSessionUpdate)
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{
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UpdateSessions();
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return;
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}
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if (AccumulatedFrameTime < _updateInterval)
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return;
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AccumulatedFrameTime -= _updateInterval;
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// First, update per-chunk visual data for any invalidated tiles.
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UpdateOverlayData();
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// Then, next tick we send the data to players.
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// This is to avoid doing all the work in the same tick.
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_doSessionUpdate = true;
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}
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public void UpdateSessions()
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{
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_doSessionUpdate = false;
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if (!PvsEnabled)
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return;
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// Now we'll go through each player, then through each chunk in range of that player checking if the player is still in range
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// If they are, check if they need the new data to send (i.e. if there's an overlay for the gas).
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// Afterwards we reset all the chunk data for the next time we tick.
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_sessions.Clear();
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foreach (var player in _playerManager.Sessions)
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{
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if (player.Status != SessionStatus.InGame)
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continue;
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_sessions.Add(player);
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}
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if (_sessions.Count == 0)
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return;
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_parMan.ProcessNow(_updateJob, _sessions.Count);
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_updateJob.LastSessionUpdate = _gameTiming.CurTick;
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}
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public void Reset(RoundRestartCleanupEvent ev)
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{
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foreach (var data in _lastSentChunks.Values)
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{
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foreach (var previous in data.Values)
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{
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previous.Clear();
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_chunkIndexPool.Return(previous);
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}
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data.Clear();
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}
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}
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#region Jobs
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/// <summary>
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/// Updates per player gas overlay data.
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/// </summary>
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private record struct UpdatePlayerJob : IParallelRobustJob
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{
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public int BatchSize => 2;
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public IEntityManager EntManager;
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public IMapManager MapManager;
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public ChunkingSystem ChunkingSys;
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public GasTileOverlaySystem System;
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public ObjectPool<HashSet<Vector2i>> ChunkIndexPool;
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public ObjectPool<Dictionary<NetEntity, HashSet<Vector2i>>> ChunkViewerPool;
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public GameTick LastSessionUpdate;
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public Dictionary<ICommonSession, Dictionary<NetEntity, HashSet<Vector2i>>> LastSentChunks;
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public List<ICommonSession> Sessions;
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public EntityQuery<MapGridComponent> GridQuery;
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public void Execute(int index)
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{
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var playerSession = Sessions[index];
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var chunksInRange = ChunkingSys.GetChunksForSession(playerSession, ChunkSize, ChunkIndexPool, ChunkViewerPool);
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var previouslySent = LastSentChunks[playerSession];
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var ev = new GasOverlayUpdateEvent();
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foreach (var (netGrid, oldIndices) in previouslySent)
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{
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// Mark the whole grid as stale and flag for removal.
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if (!chunksInRange.TryGetValue(netGrid, out var chunks))
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{
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previouslySent.Remove(netGrid);
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// If grid was deleted then don't worry about sending it to the client.
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if (!EntManager.TryGetEntity(netGrid, out var gridId) || GridQuery.HasComp(gridId.Value))
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ev.RemovedChunks[netGrid] = oldIndices;
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else
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{
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oldIndices.Clear();
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ChunkIndexPool.Return(oldIndices);
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}
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continue;
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}
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var old = ChunkIndexPool.Get();
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DebugTools.Assert(old.Count == 0);
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foreach (var chunk in oldIndices)
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{
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if (!chunks.Contains(chunk))
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old.Add(chunk);
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}
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if (old.Count == 0)
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ChunkIndexPool.Return(old);
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else
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ev.RemovedChunks.Add(netGrid, old);
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}
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foreach (var (netGrid, gridChunks) in chunksInRange)
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{
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// Not all grids have atmospheres.
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if (!EntManager.TryGetEntity(netGrid, out var grid) || !EntManager.TryGetComponent(grid, out GasTileOverlayComponent? overlay))
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continue;
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List<GasOverlayChunk> dataToSend = new();
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ev.UpdatedChunks[netGrid] = dataToSend;
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previouslySent.TryGetValue(netGrid, out var previousChunks);
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foreach (var gIndex in gridChunks)
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{
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if (!overlay.Chunks.TryGetValue(gIndex, out var value))
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continue;
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// If the chunk was updated since we last sent it, send it again
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if (value.LastUpdate > LastSessionUpdate)
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{
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dataToSend.Add(value);
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continue;
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}
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// Always send it if we didn't previously send it
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if (previousChunks == null || !previousChunks.Contains(gIndex))
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dataToSend.Add(value);
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}
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previouslySent[netGrid] = gridChunks;
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if (previousChunks != null)
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{
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previousChunks.Clear();
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ChunkIndexPool.Return(previousChunks);
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}
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}
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if (ev.UpdatedChunks.Count != 0 || ev.RemovedChunks.Count != 0)
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System.RaiseNetworkEvent(ev, playerSession.Channel);
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}
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}
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#endregion
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}
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}
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