* Optimise navmaps significantly - Reduce the delta state size significantly. - Remove AirtightChangedEvent because this will spam them out constantly. * weh * review --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
352 lines
11 KiB
C#
352 lines
11 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared.Atmos;
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using Content.Shared.Tag;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Pinpointer;
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public abstract class SharedNavMapSystem : EntitySystem
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{
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public const byte ChunkSize = 4;
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public readonly NavMapChunkType[] EntityChunkTypes =
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{
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NavMapChunkType.Invalid,
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NavMapChunkType.Wall,
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NavMapChunkType.Airlock,
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};
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private readonly string[] _wallTags = ["Wall", "Window"];
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public override void Initialize()
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{
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base.Initialize();
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// Data handling events
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SubscribeLocalEvent<NavMapComponent, ComponentGetState>(OnGetState);
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}
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/// <summary>
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/// Converts the chunk's tile into a bitflag for the slot.
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/// </summary>
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public static int GetFlag(Vector2i relativeTile)
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{
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return 1 << (relativeTile.X * ChunkSize + relativeTile.Y);
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}
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/// <summary>
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/// Converts the chunk's tile into a bitflag for the slot.
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/// </summary>
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public static Vector2i GetTile(int flag)
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{
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var value = Math.Log2(flag);
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var x = (int) value / ChunkSize;
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var y = (int) value % ChunkSize;
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var result = new Vector2i(x, y);
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DebugTools.Assert(GetFlag(result) == flag);
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return new Vector2i(x, y);
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}
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public void SetAllEdgesForChunkTile(NavMapChunk chunk, Vector2i tile, NavMapChunkType chunkType)
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{
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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var flag = (ushort) GetFlag(relative);
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var data = chunk.EnsureType(chunkType);
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foreach (var direction in data.Keys)
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{
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data[direction] |= flag;
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}
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}
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public void UnsetAllEdgesForChunkTile(NavMapChunk chunk, Vector2i tile, NavMapChunkType chunkType)
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{
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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var flag = (ushort) GetFlag(relative);
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var invFlag = (ushort) ~flag;
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var data = chunk.EnsureType(chunkType);
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foreach (var direction in data.Keys)
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{
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data[direction] &= invFlag;
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}
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}
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public ushort GetCombinedEdgesForChunk(Dictionary<AtmosDirection, ushort> tile)
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{
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ushort combined = 0;
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foreach (var value in tile.Values)
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{
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combined |= value;
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}
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return combined;
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}
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public bool AllTileEdgesAreOccupied(Dictionary<AtmosDirection, ushort> tileData, Vector2i tile)
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{
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var flag = (ushort) GetFlag(tile);
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foreach (var value in tileData.Values)
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{
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if ((value & flag) == 0)
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return false;
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}
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return true;
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}
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public NavMapChunkType GetAssociatedEntityChunkType(EntityUid uid)
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{
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var category = NavMapChunkType.Invalid;
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if (HasComp<NavMapDoorComponent>(uid))
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category = NavMapChunkType.Airlock;
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else if (_tagSystem.HasAnyTag(uid, _wallTags))
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category = NavMapChunkType.Wall;
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return category;
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}
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protected bool TryCreateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent xform, [NotNullWhen(true)] out NavMapBeacon? beaconData)
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{
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beaconData = null;
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if (!component.Enabled || xform.GridUid == null || !xform.Anchored)
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return false;
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string? name = component.Text;
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var meta = MetaData(uid);
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if (string.IsNullOrEmpty(name))
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name = meta.EntityName;
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beaconData = new NavMapBeacon(meta.NetEntity, component.Color, name, xform.LocalPosition)
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{
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LastUpdate = _gameTiming.CurTick
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};
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return true;
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}
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#region: Event handling
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private void OnGetState(EntityUid uid, NavMapComponent component, ref ComponentGetState args)
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{
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var chunks = new Dictionary<Vector2i, Dictionary<AtmosDirection, ushort>?[]>();
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var beacons = new HashSet<NavMapBeacon>();
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// Should this be a full component state or a delta-state?
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if (args.FromTick <= component.CreationTick)
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{
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foreach (var (origin, chunk) in component.Chunks)
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{
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var sentChunk = new Dictionary<AtmosDirection, ushort>[NavMapComponent.Categories];
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chunks.Add(origin, sentChunk);
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foreach (var value in Enum.GetValues<NavMapChunkType>())
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{
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ref var data = ref chunk.TileData[(int) value];
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if (data == null)
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continue;
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var chunkDatum = new Dictionary<AtmosDirection, ushort>(data.Count);
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foreach (var (direction, tileData) in data)
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{
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chunkDatum[direction] = tileData;
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}
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sentChunk[(int) value] = chunkDatum;
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}
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}
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var beaconQuery = AllEntityQuery<NavMapBeaconComponent, TransformComponent>();
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while (beaconQuery.MoveNext(out var beaconUid, out var beacon, out var xform))
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{
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if (xform.GridUid != uid)
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continue;
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if (!TryCreateNavMapBeaconData(beaconUid, beacon, xform, out var beaconData))
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continue;
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beacons.Add(beaconData.Value);
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}
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args.State = new NavMapComponentState(chunks, beacons);
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return;
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}
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foreach (var (origin, chunk) in component.Chunks)
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{
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if (chunk.LastUpdate < args.FromTick)
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continue;
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var sentChunk = new Dictionary<AtmosDirection, ushort>[NavMapComponent.Categories];
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chunks.Add(origin, sentChunk);
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foreach (var value in Enum.GetValues<NavMapChunkType>())
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{
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ref var data = ref chunk.TileData[(int) value];
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// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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if (data == null)
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continue;
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var chunkDatum = new Dictionary<AtmosDirection, ushort>(data.Count);
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foreach (var (direction, tileData) in data)
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{
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chunkDatum[direction] = tileData;
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}
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sentChunk[(int) value] = chunkDatum;
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}
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}
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foreach (var beacon in component.Beacons)
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{
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if (beacon.LastUpdate < args.FromTick)
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continue;
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beacons.Add(beacon);
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}
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args.State = new NavMapComponentState(chunks, beacons)
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{
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AllChunks = new(component.Chunks.Keys),
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AllBeacons = new(component.Beacons)
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};
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}
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#endregion
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#region: System messages
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[Serializable, NetSerializable]
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protected sealed class NavMapComponentState : ComponentState, IComponentDeltaState
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{
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public Dictionary<Vector2i, Dictionary<AtmosDirection, ushort>?[]> Chunks = new();
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public HashSet<NavMapBeacon> Beacons = new();
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// Required to infer deleted/missing chunks for delta states
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public HashSet<Vector2i>? AllChunks;
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public HashSet<NavMapBeacon>? AllBeacons;
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public NavMapComponentState(Dictionary<Vector2i, Dictionary<AtmosDirection, ushort>?[]> chunks, HashSet<NavMapBeacon> beacons)
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{
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Chunks = chunks;
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Beacons = beacons;
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}
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public bool FullState => (AllChunks == null || AllBeacons == null);
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public void ApplyToFullState(IComponentState fullState)
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{
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DebugTools.Assert(!FullState);
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var state = (NavMapComponentState) fullState;
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DebugTools.Assert(state.FullState);
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// Update chunks
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foreach (var key in state.Chunks.Keys)
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{
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if (!AllChunks!.Contains(key))
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state.Chunks.Remove(key);
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}
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foreach (var (chunk, data) in Chunks)
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{
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for (var i = 0; i < NavMapComponent.Categories; i++)
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{
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var chunkData = data[i];
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state.Chunks[chunk][i] = chunkData == null ? chunkData : new(chunkData);
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}
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}
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// Update beacons
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foreach (var beacon in state.Beacons)
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{
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if (!AllBeacons!.Contains(beacon))
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state.Beacons.Remove(beacon);
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}
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foreach (var beacon in Beacons)
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{
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state.Beacons.Add(beacon);
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}
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}
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public IComponentState CreateNewFullState(IComponentState fullState)
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{
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DebugTools.Assert(!FullState);
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var state = (NavMapComponentState) fullState;
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DebugTools.Assert(state.FullState);
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var chunks = new Dictionary<Vector2i, Dictionary<AtmosDirection, ushort>?[]>();
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var beacons = new HashSet<NavMapBeacon>();
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foreach (var (chunk, data) in Chunks)
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{
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for (var i = 0; i < NavMapComponent.Categories; i++)
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{
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var chunkData = data[i];
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state.Chunks[chunk][i] = chunkData == null ? chunkData : new(chunkData);
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}
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}
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foreach (var (chunk, data) in state.Chunks)
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{
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if (AllChunks!.Contains(chunk))
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{
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var copied = new Dictionary<AtmosDirection, ushort>?[NavMapComponent.Categories];
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for (var i = 0; i < NavMapComponent.Categories; i++)
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{
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var chunkData = data[i];
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copied[i] = chunkData == null ? chunkData : new(chunkData);
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}
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chunks.TryAdd(chunk, copied);
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}
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}
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foreach (var beacon in Beacons)
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{
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beacons.Add(new NavMapBeacon(beacon.NetEnt, beacon.Color, beacon.Text, beacon.Position));
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}
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foreach (var beacon in state.Beacons)
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{
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if (AllBeacons!.Contains(beacon))
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{
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beacons.Add(new NavMapBeacon(beacon.NetEnt, beacon.Color, beacon.Text, beacon.Position));
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}
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}
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return new NavMapComponentState(chunks, beacons);
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}
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}
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[Serializable, NetSerializable]
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public record struct NavMapBeacon(NetEntity NetEnt, Color Color, string Text, Vector2 Position)
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{
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public GameTick LastUpdate;
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}
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#endregion
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}
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