Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AI/AiSystem.cs
metalgearsloth d403a7fab4 Fix NPC shutdown crash (#2971)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-10 15:24:03 +01:00

178 lines
6.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations;
using Robust.Server.AI;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI
{
[UsedImplicitly]
internal class AiSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
private readonly Dictionary<string, Type> _processorTypes = new();
/// <summary>
/// To avoid iterating over dead AI continuously they can wake and sleep themselves when necessary.
/// </summary>
private readonly HashSet<AiLogicProcessor> _awakeAi = new();
// To avoid modifying awakeAi while iterating over it.
private readonly List<SleepAiMessage> _queuedSleepMessages = new();
private readonly List<MobStateChangedMessage> _queuedMobStateMessages = new();
public bool IsAwake(AiLogicProcessor processor) => _awakeAi.Contains(processor);
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
SubscribeLocalEvent<MobStateChangedMessage>(MobStateChanged);
var processors = _reflectionManager.GetAllChildren<UtilityAi>();
foreach (var processor in processors)
{
var att = (AiLogicProcessorAttribute) Attribute.GetCustomAttribute(processor, typeof(AiLogicProcessorAttribute))!;
// Tests should pick this up
DebugTools.AssertNotNull(att);
_processorTypes.Add(att.SerializeName, processor);
}
}
/// <inheritdoc />
public override void Update(float frameTime)
{
var cvarMaxUpdates = _configurationManager.GetCVar(CCVars.AIMaxUpdates);
if (cvarMaxUpdates <= 0)
return;
foreach (var message in _queuedMobStateMessages)
{
if (message.Entity.Deleted ||
!message.Entity.TryGetComponent(out AiControllerComponent? controller))
{
continue;
}
controller.Processor?.MobStateChanged(message);
}
_queuedMobStateMessages.Clear();
foreach (var message in _queuedSleepMessages)
{
switch (message.Sleep)
{
case true:
if (_awakeAi.Count == cvarMaxUpdates && _awakeAi.Contains(message.Processor))
{
Logger.Warning($"Under AI limit again: {_awakeAi.Count - 1} / {cvarMaxUpdates}");
}
_awakeAi.Remove(message.Processor);
break;
case false:
_awakeAi.Add(message.Processor);
if (_awakeAi.Count > cvarMaxUpdates)
{
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
}
break;
}
}
_queuedSleepMessages.Clear();
var toRemove = new List<AiLogicProcessor>();
var maxUpdates = Math.Min(_awakeAi.Count, cvarMaxUpdates);
var count = 0;
foreach (var processor in _awakeAi)
{
if (processor.SelfEntity.Deleted ||
!processor.SelfEntity.HasComponent<AiControllerComponent>())
{
toRemove.Add(processor);
continue;
}
if (count >= maxUpdates)
{
break;
}
processor.Update(frameTime);
count++;
}
foreach (var processor in toRemove)
{
_awakeAi.Remove(processor);
}
}
private void HandleAiSleep(SleepAiMessage message)
{
_queuedSleepMessages.Add(message);
}
private void MobStateChanged(MobStateChangedMessage message)
{
if (!message.Entity.HasComponent<AiControllerComponent>())
{
return;
}
_queuedMobStateMessages.Add(message);
}
/// <summary>
/// Will start up the controller's processor if not already done so.
/// Also add them to the awakeAi for updates.
/// </summary>
/// <param name="controller"></param>
public void ProcessorInitialize(AiControllerComponent controller)
{
if (controller.Processor != null || controller.LogicName == null) return;
controller.Processor = CreateProcessor(controller.LogicName);
controller.Processor.SelfEntity = controller.Owner;
controller.Processor.Setup();
_awakeAi.Add(controller.Processor);
}
private UtilityAi CreateProcessor(string name)
{
if (_processorTypes.TryGetValue(name, out var type))
{
return (UtilityAi)_typeFactory.CreateInstance(type);
}
// processor needs to inherit AiLogicProcessor, and needs an AiLogicProcessorAttribute to define the YAML name
throw new ArgumentException($"Processor type {name} could not be found.", nameof(name));
}
public bool ProcessorTypeExists(string name) => _processorTypes.ContainsKey(name);
}
}