Files
tbd-station-14/Content.Server/Atmos/EntitySystems/AtmosphereSystem.Processing.cs
drakewill-CRL 7cf04dcb20 Use archived gas mixture in gas exchange comparison (#32088)
The comparison for doing gas exchange used current and not archived
moles. This could lead to update order-dependent gas spreading effects.

To fix this, convert TileAtmosphere's MolesArchived and
TemperatureArchived to a AirArchived, and use that in the comparison
method.

---------

Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
2024-09-29 22:14:07 -07:00

731 lines
28 KiB
C#

using Content.Server.Atmos.Components;
using Content.Server.Atmos.Piping.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Atmos.EntitySystems
{
public sealed partial class AtmosphereSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
private readonly Stopwatch _simulationStopwatch = new();
/// <summary>
/// Check current execution time every n instances processed.
/// </summary>
private const int LagCheckIterations = 30;
/// <summary>
/// Check current execution time every n instances processed.
/// </summary>
private const int InvalidCoordinatesLagCheckIterations = 50;
private int _currentRunAtmosphereIndex;
private bool _simulationPaused;
private TileAtmosphere GetOrNewTile(EntityUid owner, GridAtmosphereComponent atmosphere, Vector2i index, bool invalidateNew = true)
{
var tile = atmosphere.Tiles.GetOrNew(index, out var existing);
if (existing)
return tile;
if (invalidateNew)
atmosphere.InvalidatedCoords.Add(index);
tile.GridIndex = owner;
tile.GridIndices = index;
return tile;
}
private readonly List<Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent>> _currentRunAtmosphere = new();
/// <summary>
/// Revalidates all invalid coordinates in a grid atmosphere.
/// I.e., process any tiles that have had their airtight blockers modified.
/// </summary>
/// <param name="ent">The grid atmosphere in question.</param>
/// <returns>Whether the process succeeded or got paused due to time constrains.</returns>
private bool ProcessRevalidate(Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
if (ent.Comp4.MapUid == null)
{
Log.Error($"Attempted to process atmosphere on a map-less grid? Grid: {ToPrettyString(ent)}");
return true;
}
var (uid, atmosphere, visuals, grid, xform) = ent;
var volume = GetVolumeForTiles(grid);
TryComp(xform.MapUid, out MapAtmosphereComponent? mapAtmos);
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunInvalidatedTiles.Clear();
atmosphere.CurrentRunInvalidatedTiles.EnsureCapacity(atmosphere.InvalidatedCoords.Count);
foreach (var indices in atmosphere.InvalidatedCoords)
{
var tile = GetOrNewTile(uid, atmosphere, indices, invalidateNew: false);
atmosphere.CurrentRunInvalidatedTiles.Enqueue(tile);
// Update tile.IsSpace and tile.MapAtmosphere, and tile.AirtightData.
UpdateTileData(ent, mapAtmos, tile);
}
atmosphere.InvalidatedCoords.Clear();
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
return false;
}
var number = 0;
while (atmosphere.CurrentRunInvalidatedTiles.TryDequeue(out var tile))
{
DebugTools.Assert(atmosphere.Tiles.GetValueOrDefault(tile.GridIndices) == tile);
UpdateAdjacentTiles(ent, tile, activate: true);
UpdateTileAir(ent, tile, volume);
InvalidateVisuals(ent, tile);
if (number++ < InvalidCoordinatesLagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
return false;
}
TrimDisconnectedMapTiles(ent);
return true;
}
/// <summary>
/// This method queued a tile and all of its neighbours up for processing by <see cref="TrimDisconnectedMapTiles"/>.
/// </summary>
public void QueueTileTrim(GridAtmosphereComponent atmos, TileAtmosphere tile)
{
if (!tile.TrimQueued)
{
tile.TrimQueued = true;
atmos.PossiblyDisconnectedTiles.Add(tile);
}
for (var i = 0; i < Atmospherics.Directions; i++)
{
var direction = (AtmosDirection) (1 << i);
var indices = tile.GridIndices.Offset(direction);
if (atmos.Tiles.TryGetValue(indices, out var adj)
&& adj.NoGridTile
&& !adj.TrimQueued)
{
adj.TrimQueued = true;
atmos.PossiblyDisconnectedTiles.Add(adj);
}
}
}
/// <summary>
/// Tiles in a <see cref="GridAtmosphereComponent"/> are either grid-tiles, or they they should be are tiles
/// adjacent to grid-tiles that represent the map's atmosphere. This method trims any map-tiles that are no longer
/// adjacent to any grid-tiles.
/// </summary>
private void TrimDisconnectedMapTiles(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmos = ent.Comp1;
foreach (var tile in atmos.PossiblyDisconnectedTiles)
{
tile.TrimQueued = false;
if (!tile.NoGridTile)
continue;
var connected = false;
for (var i = 0; i < Atmospherics.Directions; i++)
{
var indices = tile.GridIndices.Offset((AtmosDirection) (1 << i));
if (_map.TryGetTile(ent.Comp3, indices, out var gridTile) && !gridTile.IsEmpty)
{
connected = true;
break;
}
}
if (!connected)
{
RemoveActiveTile(atmos, tile);
atmos.Tiles.Remove(tile.GridIndices);
}
}
atmos.PossiblyDisconnectedTiles.Clear();
}
/// <summary>
/// Checks whether a tile has a corresponding grid-tile, or whether it is a "map" tile. Also checks whether the
/// tile should be considered "space"
/// </summary>
private void UpdateTileData(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
MapAtmosphereComponent? mapAtmos,
TileAtmosphere tile)
{
var idx = tile.GridIndices;
bool mapAtmosphere;
if (_map.TryGetTile(ent.Comp3, idx, out var gTile) && !gTile.IsEmpty)
{
var contentDef = (ContentTileDefinition) _tileDefinitionManager[gTile.TypeId];
mapAtmosphere = contentDef.MapAtmosphere;
tile.ThermalConductivity = contentDef.ThermalConductivity;
tile.HeatCapacity = contentDef.HeatCapacity;
tile.NoGridTile = false;
}
else
{
mapAtmosphere = true;
tile.ThermalConductivity = 0.5f;
tile.HeatCapacity = float.PositiveInfinity;
if (!tile.NoGridTile)
{
tile.NoGridTile = true;
// This tile just became a non-grid atmos tile.
// It, or one of its neighbours, might now be completely disconnected from the grid.
QueueTileTrim(ent.Comp1, tile);
}
}
UpdateAirtightData(ent.Owner, ent.Comp1, ent.Comp3, tile);
if (mapAtmosphere)
{
if (!tile.MapAtmosphere)
{
(tile.Air, tile.Space) = GetDefaultMapAtmosphere(mapAtmos);
tile.MapAtmosphere = true;
ent.Comp1.MapTiles.Add(tile);
}
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
return;
}
if (!tile.MapAtmosphere)
return;
// Tile used to be exposed to the map's atmosphere, but isn't anymore.
RemoveMapAtmos(ent.Comp1, tile);
}
private void RemoveMapAtmos(GridAtmosphereComponent atmos, TileAtmosphere tile)
{
DebugTools.Assert(tile.MapAtmosphere);
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
tile.MapAtmosphere = false;
atmos.MapTiles.Remove(tile);
tile.Air = null;
tile.AirArchived = null;
tile.ArchivedCycle = 0;
tile.LastShare = 0f;
tile.Space = false;
}
/// <summary>
/// Check whether a grid-tile should have an air mixture, and give it one if it doesn't already have one.
/// </summary>
private void UpdateTileAir(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
TileAtmosphere tile,
float volume)
{
if (tile.MapAtmosphere)
{
DebugTools.AssertNotNull(tile.Air);
DebugTools.Assert(tile.Air?.Immutable ?? false);
return;
}
var data = tile.AirtightData;
var fullyBlocked = data.BlockedDirections == AtmosDirection.All;
if (fullyBlocked && data.NoAirWhenBlocked)
{
if (tile.Air == null)
return;
tile.Air = null;
tile.AirArchived = null;
tile.ArchivedCycle = 0;
tile.LastShare = 0f;
tile.Hotspot = new Hotspot();
return;
}
if (tile.Air != null)
return;
tile.Air = new GasMixture(volume){Temperature = Atmospherics.T20C};
if (data.FixVacuum)
GridFixTileVacuum(tile);
}
private void QueueRunTiles(
Queue<TileAtmosphere> queue,
HashSet<TileAtmosphere> tiles)
{
queue.Clear();
queue.EnsureCapacity(tiles.Count);
foreach (var tile in tiles)
{
queue.Enqueue(tile);
}
}
private bool ProcessTileEqualize(Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if (!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.ActiveTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
EqualizePressureInZone(ent, tile, atmosphere.UpdateCounter);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessActiveTiles(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.ActiveTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
ProcessCell(ent, tile, atmosphere.UpdateCounter);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessExcitedGroups(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var gridAtmosphere = ent.Comp1;
if (!gridAtmosphere.ProcessingPaused)
{
gridAtmosphere.CurrentRunExcitedGroups.Clear();
gridAtmosphere.CurrentRunExcitedGroups.EnsureCapacity(gridAtmosphere.ExcitedGroups.Count);
foreach (var group in gridAtmosphere.ExcitedGroups)
{
gridAtmosphere.CurrentRunExcitedGroups.Enqueue(group);
}
}
var number = 0;
while (gridAtmosphere.CurrentRunExcitedGroups.TryDequeue(out var excitedGroup))
{
excitedGroup.BreakdownCooldown++;
excitedGroup.DismantleCooldown++;
if (excitedGroup.BreakdownCooldown > Atmospherics.ExcitedGroupBreakdownCycles)
ExcitedGroupSelfBreakdown(ent, excitedGroup);
else if (excitedGroup.DismantleCooldown > Atmospherics.ExcitedGroupsDismantleCycles)
DeactivateGroupTiles(gridAtmosphere, excitedGroup);
// TODO ATMOS. What is the point of this? why is this only de-exciting the group? Shouldn't it also dismantle it?
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessHighPressureDelta(Entity<GridAtmosphereComponent> ent)
{
var atmosphere = ent.Comp;
if (!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HighPressureDelta);
// Note: This is still processed even if space wind is turned off since this handles playing the sounds.
var number = 0;
var bodies = EntityManager.GetEntityQuery<PhysicsComponent>();
var xforms = EntityManager.GetEntityQuery<TransformComponent>();
var metas = EntityManager.GetEntityQuery<MetaDataComponent>();
var pressureQuery = EntityManager.GetEntityQuery<MovedByPressureComponent>();
while (atmosphere.CurrentRunTiles.TryDequeue(out var tile))
{
HighPressureMovements(ent, tile, bodies, xforms, pressureQuery, metas);
tile.PressureDifference = 0f;
tile.LastPressureDirection = tile.PressureDirection;
tile.PressureDirection = AtmosDirection.Invalid;
tile.PressureSpecificTarget = null;
atmosphere.HighPressureDelta.Remove(tile);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessHotspots(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent)
{
var atmosphere = ent.Comp1;
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.HotspotTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var hotspot))
{
ProcessHotspot(ent, hotspot);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessSuperconductivity(GridAtmosphereComponent atmosphere)
{
if(!atmosphere.ProcessingPaused)
QueueRunTiles(atmosphere.CurrentRunTiles, atmosphere.SuperconductivityTiles);
var number = 0;
while (atmosphere.CurrentRunTiles.TryDequeue(out var superconductivity))
{
Superconduct(atmosphere, superconductivity);
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private bool ProcessPipeNets(GridAtmosphereComponent atmosphere)
{
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunPipeNet.Clear();
atmosphere.CurrentRunPipeNet.EnsureCapacity(atmosphere.PipeNets.Count);
foreach (var net in atmosphere.PipeNets)
{
atmosphere.CurrentRunPipeNet.Enqueue(net);
}
}
var number = 0;
while (atmosphere.CurrentRunPipeNet.TryDequeue(out var pipenet))
{
pipenet.Update();
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
/**
* UpdateProcessing() takes a different number of calls to go through all of atmos
* processing depending on what options are enabled. This returns the actual effective time
* between atmos updates that devices actually experience.
*/
public float RealAtmosTime()
{
int num = (int)AtmosphereProcessingState.NumStates;
if (!MonstermosEqualization)
num--;
if (!ExcitedGroups)
num--;
if (!Superconduction)
num--;
return num * AtmosTime;
}
private bool ProcessAtmosDevices(
Entity<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent> ent,
Entity<MapAtmosphereComponent?> map)
{
var atmosphere = ent.Comp1;
if (!atmosphere.ProcessingPaused)
{
atmosphere.CurrentRunAtmosDevices.Clear();
atmosphere.CurrentRunAtmosDevices.EnsureCapacity(atmosphere.AtmosDevices.Count);
foreach (var device in atmosphere.AtmosDevices)
{
atmosphere.CurrentRunAtmosDevices.Enqueue(device);
}
}
var time = _gameTiming.CurTime;
var number = 0;
var ev = new AtmosDeviceUpdateEvent(RealAtmosTime(), (ent, ent.Comp1, ent.Comp2), map);
while (atmosphere.CurrentRunAtmosDevices.TryDequeue(out var device))
{
RaiseLocalEvent(device, ref ev);
device.Comp.LastProcess = time;
if (number++ < LagCheckIterations)
continue;
number = 0;
// Process the rest next time.
if (_simulationStopwatch.Elapsed.TotalMilliseconds >= AtmosMaxProcessTime)
{
return false;
}
}
return true;
}
private void UpdateProcessing(float frameTime)
{
_simulationStopwatch.Restart();
if (!_simulationPaused)
{
_currentRunAtmosphereIndex = 0;
_currentRunAtmosphere.Clear();
var query = EntityQueryEnumerator<GridAtmosphereComponent, GasTileOverlayComponent, MapGridComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var atmos, out var overlay, out var grid, out var xform ))
{
_currentRunAtmosphere.Add((uid, atmos, overlay, grid, xform));
}
}
// We set this to true just in case we have to stop processing due to time constraints.
_simulationPaused = true;
for (; _currentRunAtmosphereIndex < _currentRunAtmosphere.Count; _currentRunAtmosphereIndex++)
{
var ent = _currentRunAtmosphere[_currentRunAtmosphereIndex];
var (owner, atmosphere, visuals, grid, xform) = ent;
if (xform.MapUid == null
|| TerminatingOrDeleted(xform.MapUid.Value)
|| xform.MapID == MapId.Nullspace)
{
Log.Error($"Attempted to process atmos without a map? Entity: {ToPrettyString(owner)}. Map: {ToPrettyString(xform?.MapUid)}. MapId: {xform?.MapID}");
continue;
}
if (atmosphere.LifeStage >= ComponentLifeStage.Stopping || Paused(owner) || !atmosphere.Simulated)
continue;
atmosphere.Timer += frameTime;
if (atmosphere.Timer < AtmosTime)
continue;
// We subtract it so it takes lost time into account.
atmosphere.Timer -= AtmosTime;
var map = new Entity<MapAtmosphereComponent?>(xform.MapUid.Value, _mapAtmosQuery.CompOrNull(xform.MapUid.Value));
switch (atmosphere.State)
{
case AtmosphereProcessingState.Revalidate:
if (!ProcessRevalidate(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether monstermos equalization is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
atmosphere.State = MonstermosEqualization
? AtmosphereProcessingState.TileEqualize
: AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.TileEqualize:
if (!ProcessTileEqualize(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.ActiveTiles;
continue;
case AtmosphereProcessingState.ActiveTiles:
if (!ProcessActiveTiles(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether excited groups are enabled or not.
atmosphere.State = ExcitedGroups ? AtmosphereProcessingState.ExcitedGroups : AtmosphereProcessingState.HighPressureDelta;
continue;
case AtmosphereProcessingState.ExcitedGroups:
if (!ProcessExcitedGroups(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.HighPressureDelta;
continue;
case AtmosphereProcessingState.HighPressureDelta:
if (!ProcessHighPressureDelta((ent, ent)))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.Hotspots;
continue;
case AtmosphereProcessingState.Hotspots:
if (!ProcessHotspots(ent))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
// Next state depends on whether superconduction is enabled or not.
// Note: We do this here instead of on the tile equalization step to prevent ending it early.
// Therefore, a change to this CVar might only be applied after that step is over.
atmosphere.State = Superconduction
? AtmosphereProcessingState.Superconductivity
: AtmosphereProcessingState.PipeNet;
continue;
case AtmosphereProcessingState.Superconductivity:
if (!ProcessSuperconductivity(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.PipeNet;
continue;
case AtmosphereProcessingState.PipeNet:
if (!ProcessPipeNets(atmosphere))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.AtmosDevices;
continue;
case AtmosphereProcessingState.AtmosDevices:
if (!ProcessAtmosDevices(ent, map))
{
atmosphere.ProcessingPaused = true;
return;
}
atmosphere.ProcessingPaused = false;
atmosphere.State = AtmosphereProcessingState.Revalidate;
// We reached the end of this atmosphere's update tick. Break out of the switch.
break;
}
// And increase the update counter.
atmosphere.UpdateCounter++;
}
// We finished processing all atmospheres successfully, therefore we won't be paused next tick.
_simulationPaused = false;
}
}
public enum AtmosphereProcessingState : byte
{
Revalidate,
TileEqualize,
ActiveTiles,
ExcitedGroups,
HighPressureDelta,
Hotspots,
Superconductivity,
PipeNet,
AtmosDevices,
NumStates
}
}