Files
tbd-station-14/Content.Server/Atmos/EntitySystems/GasTileOverlaySystem.cs
Leon Friedrich bb5ca720fc Split GasTileOverlaySystem update over two ticks (#26542)
Split GasTileOverlaySystem update over ticks
2024-03-30 13:34:55 +11:00

459 lines
16 KiB
C#

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