* SIMD atmos * Moles will always be a multiple of four. * Component dependencies for grid atmos. * Let's optimize allocations while we're at it! * Inline this * A bunch of atmos optimizations * Fix crimes against atmos * Microsoft moment * Remove nuget.config * do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded. * Revert "Remove nuget.config" This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac. * Gas overlay optimization and fixes * Lattice is now spess * minor atmos tweaks
494 lines
18 KiB
C#
494 lines
18 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Shared;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.EntitySystems.Atmos;
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using Content.Shared.GameTicking;
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using JetBrains.Annotations;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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// ReSharper disable once RedundantUsingDirective
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using Robust.Shared.IoC;
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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 Dependency = Robust.Shared.IoC.DependencyAttribute;
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namespace Content.Server.GameObjects.EntitySystems.Atmos
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{
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[UsedImplicitly]
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internal sealed class GasTileOverlaySystem : SharedGasTileOverlaySystem, IResettingEntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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/// <summary>
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/// The tiles that have had their atmos data updated since last tick
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/// </summary>
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private readonly Dictionary<GridId, HashSet<Vector2i>> _invalidTiles = new Dictionary<GridId, HashSet<Vector2i>>();
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private readonly Dictionary<IPlayerSession, PlayerGasOverlay> _knownPlayerChunks =
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new Dictionary<IPlayerSession, PlayerGasOverlay>();
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/// <summary>
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/// Gas data stored in chunks to make PVS / bubbling easier.
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/// </summary>
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _overlay =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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/// <summary>
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/// How far away do we update gas overlays (minimum; due to chunking further away tiles may also be updated).
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/// </summary>
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private float _updateRange;
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// Because the gas overlay updates aren't run every tick we need to avoid the pop-in that might occur with
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// the regular PVS range.
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private const float RangeOffset = 6.0f;
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/// <summary>
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/// Overlay update ticks per second.
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/// </summary>
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private float _updateCooldown;
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private AtmosphereSystem _atmosphereSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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_atmosphereSystem = Get<AtmosphereSystem>();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_mapManager.OnGridRemoved += OnGridRemoved;
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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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_mapManager.OnGridRemoved -= OnGridRemoved;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Invalidate(GridId gridIndex, Vector2i indices)
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{
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if (!_invalidTiles.TryGetValue(gridIndex, out var existing))
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{
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existing = new HashSet<Vector2i>();
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_invalidTiles[gridIndex] = existing;
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}
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existing.Add(indices);
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}
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private GasOverlayChunk GetOrCreateChunk(GridId gridIndex, Vector2i indices)
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{
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if (!_overlay.TryGetValue(gridIndex, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_overlay[gridIndex] = chunks;
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}
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var chunkIndices = GetGasChunkIndices(indices);
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if (!chunks.TryGetValue(chunkIndices, out var chunk))
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{
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chunk = new GasOverlayChunk(gridIndex, chunkIndices);
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chunks[chunkIndices] = chunk;
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}
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return chunk;
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}
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private void OnGridRemoved(GridId gridId)
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{
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if (_overlay.ContainsKey(gridId))
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{
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_overlay.Remove(gridId);
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}
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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 (_knownPlayerChunks.ContainsKey(e.Session))
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{
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_knownPlayerChunks.Remove(e.Session);
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}
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return;
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}
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if (!_knownPlayerChunks.ContainsKey(e.Session))
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{
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_knownPlayerChunks[e.Session] = new PlayerGasOverlay();
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}
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}
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/// <summary>
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/// Checks whether the overlay-relevant data for a gas tile has been updated.
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/// </summary>
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/// <param name="gam"></param>
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/// <param name="oldTile"></param>
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/// <param name="indices"></param>
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/// <param name="overlayData"></param>
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/// <returns>true if updated</returns>
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private bool TryRefreshTile(GridAtmosphereComponent gam, GasOverlayData oldTile, Vector2i indices, out GasOverlayData overlayData)
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{
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var tile = gam.GetTile(indices);
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if (tile == null)
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{
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overlayData = default;
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return false;
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}
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var tileData = new List<GasData>();
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if(tile.Air != null)
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for (byte i = 0; i < Atmospherics.TotalNumberOfGases; i++)
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{
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var gas = _atmosphereSystem.GetGas(i);
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var overlay = _atmosphereSystem.GetOverlay(i);
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if (overlay == null) continue;
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var moles = tile.Air.Gases[i];
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if (moles < gas.GasMolesVisible) continue;
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var data = new GasData(i, (byte) (MathHelper.Clamp01(moles / gas.GasMolesVisibleMax) * 255));
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tileData.Add(data);
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}
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overlayData = new GasOverlayData(tile!.Hotspot.State, tile.Hotspot.Temperature, tileData.Count == 0 ? Array.Empty<GasData>() : tileData.ToArray());
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if (overlayData.Equals(oldTile))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Get every chunk in range of our entity that exists, including on other grids.
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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private List<GasOverlayChunk> GetChunksInRange(IEntity entity)
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{
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var inRange = new List<GasOverlayChunk>();
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// This is the max in any direction that we can get a chunk (e.g. max 2 chunks away of data).
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var (maxXDiff, maxYDiff) = ((int) (_updateRange / ChunkSize) + 1, (int) (_updateRange / ChunkSize) + 1);
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var worldBounds = Box2.CenteredAround(entity.Transform.WorldPosition,
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new Vector2(_updateRange, _updateRange));
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foreach (var grid in _mapManager.FindGridsIntersecting(entity.Transform.MapID, worldBounds))
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{
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if (!_overlay.TryGetValue(grid.Index, out var chunks))
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{
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continue;
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}
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var entityTile = grid.GetTileRef(entity.Transform.Coordinates).GridIndices;
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for (var x = -maxXDiff; x <= maxXDiff; x++)
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{
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for (var y = -maxYDiff; y <= maxYDiff; y++)
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{
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var chunkIndices = GetGasChunkIndices(new Vector2i(entityTile.X + x * ChunkSize, entityTile.Y + y * ChunkSize));
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if (!chunks.TryGetValue(chunkIndices, out var chunk)) continue;
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// Now we'll check if it's in range and relevant for us
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// (e.g. if we're on the very edge of a chunk we may need more chunks).
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var (xDiff, yDiff) = (chunkIndices.X - entityTile.X, chunkIndices.Y - entityTile.Y);
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if (xDiff > 0 && xDiff > _updateRange ||
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yDiff > 0 && yDiff > _updateRange ||
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xDiff < 0 && Math.Abs(xDiff + ChunkSize) > _updateRange ||
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yDiff < 0 && Math.Abs(yDiff + ChunkSize) > _updateRange) continue;
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inRange.Add(chunk);
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}
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}
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}
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return inRange;
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}
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public override void Update(float frameTime)
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{
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AccumulatedFrameTime += frameTime;
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_updateCooldown = 1 / _configManager.GetCVar(CCVars.NetGasOverlayTickRate);
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if (AccumulatedFrameTime < _updateCooldown)
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{
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return;
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}
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_updateRange = _configManager.GetCVar(CVars.NetMaxUpdateRange) + RangeOffset;
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// TODO: So in the worst case scenario we still have to send a LOT of tile data per tick if there's a fire.
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// If we go with say 15 tile radius then we have up to 900 tiles to update per tick.
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// In a saltern fire the worst you'll normally see is around 650 at the moment.
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// Need a way to fake this more because sending almost 2,000 tile updates per second to even 50 players is... yikes
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// I mean that's as big as it gets so larger maps will have the same but still, that's a lot of data.
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// Some ways to do this are potentially: splitting fire and gas update data so they don't update at the same time
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// (gives the illusion of more updates happening), e.g. if gas updates are 3 times a second and fires are 1.6 times a second or something.
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// Could also look at updating tiles close to us more frequently (e.g. within 1 chunk every tick).
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// Stuff just out of our viewport we need so when we move it doesn't pop in but it doesn't mean we need to update it every tick.
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AccumulatedFrameTime -= _updateCooldown;
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var gridAtmosComponents = new Dictionary<GridId, GridAtmosphereComponent>();
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var updatedTiles = new Dictionary<GasOverlayChunk, HashSet<Vector2i>>();
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// So up to this point we've been caching the updated tiles for multiple ticks.
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// Now we'll go through and check whether the update actually matters for the overlay or not,
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// and if not then we won't bother sending the data.
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foreach (var (gridId, indices) in _invalidTiles)
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{
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if (!_mapManager.TryGetGrid(gridId, out var grid))
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{
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return;
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}
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var gridEntityId = grid.GridEntityId;
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if (!EntityManager.GetEntity(gridEntityId).TryGetComponent(out GridAtmosphereComponent? gam))
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{
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continue;
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}
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// If it's being invalidated it should have this right?
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// At any rate we'll cache it for here + the AddChunk
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if (!gridAtmosComponents.ContainsKey(gridId))
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{
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gridAtmosComponents[gridId] = gam;
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}
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foreach (var invalid in indices.ToArray())
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{
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var chunk = GetOrCreateChunk(gridId, invalid);
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if (!TryRefreshTile(gam, chunk.GetData(invalid), invalid, out var data)) continue;
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if (!updatedTiles.TryGetValue(chunk, out var tiles))
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{
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tiles = new HashSet<Vector2i>();
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updatedTiles[chunk] = tiles;
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}
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updatedTiles[chunk].Add(invalid);
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chunk.Update(data, invalid);
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}
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}
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var currentTick = _gameTiming.CurTick;
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// Set the LastUpdate for chunks.
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foreach (var (chunk, _) in updatedTiles)
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{
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chunk.Dirty(currentTick);
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}
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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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foreach (var (session, overlay) in _knownPlayerChunks)
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{
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if (session.AttachedEntity == null) continue;
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// Get chunks in range and update if we've moved around or the chunks have new overlay data
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var chunksInRange = GetChunksInRange(session.AttachedEntity);
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var knownChunks = overlay.GetKnownChunks();
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var chunksToRemove = new List<GasOverlayChunk>();
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var chunksToAdd = new List<GasOverlayChunk>();
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foreach (var chunk in chunksInRange)
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{
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if (!knownChunks.Contains(chunk))
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{
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chunksToAdd.Add(chunk);
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}
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}
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foreach (var chunk in knownChunks)
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{
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if (!chunksInRange.Contains(chunk))
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{
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chunksToRemove.Add(chunk);
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}
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}
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foreach (var chunk in chunksToAdd)
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{
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var message = overlay.AddChunk(currentTick, chunk);
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if (message != null)
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{
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RaiseNetworkEvent(message, session.ConnectedClient);
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}
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}
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foreach (var chunk in chunksToRemove)
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{
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overlay.RemoveChunk(chunk);
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}
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var clientInvalids = new Dictionary<GridId, List<(Vector2i, GasOverlayData)>>();
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// Check for any dirty chunks in range and bundle the data to send to the client.
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foreach (var chunk in chunksInRange)
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{
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if (!updatedTiles.TryGetValue(chunk, out var invalids)) continue;
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if (!clientInvalids.TryGetValue(chunk.GridIndices, out var existingData))
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{
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existingData = new List<(Vector2i, GasOverlayData)>();
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clientInvalids[chunk.GridIndices] = existingData;
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}
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chunk.GetData(existingData, invalids);
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}
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foreach (var (grid, data) in clientInvalids)
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{
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RaiseNetworkEvent(overlay.UpdateClient(grid, data), session.ConnectedClient);
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}
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}
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// Cleanup
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_invalidTiles.Clear();
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}
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private sealed class PlayerGasOverlay
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{
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private readonly Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>> _data =
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new Dictionary<GridId, Dictionary<Vector2i, GasOverlayChunk>>();
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private readonly Dictionary<GasOverlayChunk, GameTick> _lastSent =
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new Dictionary<GasOverlayChunk, GameTick>();
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public GasOverlayMessage UpdateClient(GridId grid, List<(Vector2i, GasOverlayData)> data)
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{
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return new GasOverlayMessage(grid, data);
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}
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public void Reset()
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{
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_data.Clear();
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_lastSent.Clear();
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}
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public List<GasOverlayChunk> GetKnownChunks()
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{
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var known = new List<GasOverlayChunk>();
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foreach (var (_, chunks) in _data)
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{
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foreach (var (_, chunk) in chunks)
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{
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known.Add(chunk);
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}
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}
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return known;
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}
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public GasOverlayMessage? AddChunk(GameTick currentTick, GasOverlayChunk chunk)
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{
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if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
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{
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chunks = new Dictionary<Vector2i, GasOverlayChunk>();
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_data[chunk.GridIndices] = chunks;
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}
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if (_lastSent.TryGetValue(chunk, out var last) && last >= chunk.LastUpdate)
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{
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return null;
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}
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_lastSent[chunk] = currentTick;
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var message = ChunkToMessage(chunk);
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return message;
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}
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public void RemoveChunk(GasOverlayChunk chunk)
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{
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// Don't need to sync to client as they can manage it themself.
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if (!_data.TryGetValue(chunk.GridIndices, out var chunks))
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{
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return;
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}
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if (chunks.ContainsKey(chunk.Vector2i))
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{
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chunks.Remove(chunk.Vector2i);
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}
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}
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/// <summary>
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/// Retrieve a whole chunk as a message, only getting the relevant tiles for the gas overlay.
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/// </summary>
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/// <param name="chunk"></param>
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/// <returns></returns>
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private GasOverlayMessage? ChunkToMessage(GasOverlayChunk chunk)
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{
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// Chunk data should already be up to date.
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// Only send relevant tiles to client.
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var tileData = new List<(Vector2i, GasOverlayData)>();
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for (var x = 0; x < ChunkSize; x++)
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{
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for (var y = 0; y < ChunkSize; y++)
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{
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// TODO: Check could be more robust I think.
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var data = chunk.TileData[x, y];
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if ((data.Gas == null || data.Gas.Length == 0) && data.FireState == 0 && data.FireTemperature == 0.0f)
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{
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continue;
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}
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var indices = new Vector2i(chunk.Vector2i.X + x, chunk.Vector2i.Y + y);
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tileData.Add((indices, data));
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}
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}
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if (tileData.Count == 0)
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{
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return null;
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}
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return new GasOverlayMessage(chunk.GridIndices, tileData);
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}
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}
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public void Reset()
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{
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_invalidTiles.Clear();
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_overlay.Clear();
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foreach (var (_, data) in _knownPlayerChunks)
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{
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data.Reset();
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}
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}
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}
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}
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