Commit Graph
55 Commits
Author SHA1 Message Date
4003003580 caching trees in pvs (#2652)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-03-30 22:57:31 +11:00
AcruidandGitHub 6b9b56ca83 Grid Components Allocate Grids (#2597)
* Deleting a map is now routed through MapComponent deletion.

* Remove map and grid deletions from map networking, just delete the entity if you want to remove the map.

* Moved the chunkSize property of created grids from the networked MapData to the MapGridComponent state.

* Remove unused IMapManager.DefaultMap property.

* Removed MapCreationTick field from MapManager.MapCollection.

* Removed _maps hashset field from MapManager.

* Removed CreatedMaps array from network MapData.

* MapGrid.ParentMapId is now derived from the bound TransformComponent, and isn't required in the MapGrid ctor.
Removed MapGrid.CreatedTick, it can be found on MapGridComponent.CreationTick.

* Remove a bunch of ApplyGameStatePre code duplication.

* Completely refactored CreateGrid.

* Adds AddComponentUninitialized to the ECS system. This allows you to access a component before it is initialized in a using block.

* Use AddComponentUninitialized to allocate a grid after the component is allocated.

* MapLoader now creates the grids after creating the map entities.

* Chunksize and TileSize properties are now actually read out of the map yaml.
TileSize has a public Setter.

* Minor cleanup.

* Moved grid allocation onto the MapGridComponent.

* Final Cleanup.

* Merge Fail.

* Fixed test, grid was getting deleted because it was empty.

* Remove DeletedChunkDatum from grid networking.

* ApplyMapGridState moved from map manager to the MapGridComponent.
2022-03-13 18:28:59 -07:00
ce9070b966 changes pvs chunkorder to use a tree-structure, should fix children being sent without parents (#2562)
Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-02-27 13:00:10 +11:00
Paul Ritter 077dbaf933 yo this slaps 2022-02-18 20:49:03 +01:00
4b8f5815db pvs caching (#2547)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-02-15 18:14:44 +01:00
de4d255841 Analyzer to enforce classes to be either [Virtual], abstract, or sealed. (#2469)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2022-02-05 19:31:58 +01:00
Kara D 224bebeeb5 ok then 2022-02-04 14:35:15 -07:00
mirrorcultandGitHub 43741dc5fc Merge pull request #2490 from metalgearsloth/2022-02-01_game-state 2022-02-04 14:12:56 -07:00
AcruidandGitHub 8456cd90d1 Move MapGrid data from MapManager to MapGridComponent (#2430) 2022-02-03 13:15:06 +11:00
metalgearsloth b98cd3e6e1 Reduce batch for lowerpop I guess 2022-02-01 23:11:35 +11:00
metalgearsloth 987c8e8229 Reduce gamestate allocs
Parallel.ForEach has no right to be that expensive.
2022-02-01 23:11:05 +11:00
Paul 03505da382 fixes a bunch of warnings 2021-12-20 13:59:01 +01:00
Paul RitterandGitHub e84604f7e3 Fixes pvs culling & make budgets more granular (#2322) 2021-12-11 12:11:16 +01:00
44649eea1c pvs refactor (#2247)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-11-30 15:07:08 +01:00
AcruidandGitHub 746ec9eab7 Marked PlayerSession find methods on PlayerManager Obsolete (#2244) 2021-11-21 14:51:17 +01:00
metalgearslothandGitHub f9ae3e1fc2 Significantly optimise server when PVS disabled (#2196) 2021-11-10 01:38:37 +01:00
metalgearslothandGitHub 3e344d00a8 Move PVS to a system (#2189) 2021-11-02 16:19:11 +11:00
Vera Aguilera PuertoandGitHub 5b1e9eec27 Fixes component deletion/removal not being synced with clients. (#2128) 2021-10-15 23:52:09 +02:00
Pieter-Jan Briers 1c8958d312 Reduce .ToArray() in PVS with NetListAsArray<T>. 2021-10-05 14:37:39 +02:00
Pieter-Jan Briers 7bc847c9a4 Multithread game state serialization, fix some possible thread bugs.
This won't help too much because serialization is extremely alloc-heavy and it causes tons of GC pressure, so GC will drastically reduce the effectiveness of parallelization. Still helps a bit though.
2021-10-04 02:20:13 +02:00
Vera Aguilera PuertoandGitHub fbcdd63988 Gets rid of most ComponentManager usages. (#2076)
- Obsoletes more `ComponentManager` fields/properties.
2021-09-28 13:36:18 +02:00
metalgearslothandGitHub c5c10caaf1 Chunk streaming (#1985)
* The real lookup flags

* Don't get anchored entities for PVS query

* Finish that implementation

* Immediate anchoring changes

* Woops some anchoring slippy

* Fix stupidity

* More gradual

* Remove thread-unsafe stuff

In case anyone notices I'm stupid

* Some day I'll stash instead lol

* Fix thread issue

* Werk

* Cvar for range too

* Explanation

* More comments

* Fix merge
2021-09-07 07:59:22 +02:00
Vera Aguilera PuertoandGitHub 051d47f4ff Adds ComponentGetState ECS event (#1988) 2021-08-29 17:23:40 +02:00
80e4f69f29 PVS Anchoring take 2 (#1959)
* PVS is now aware of entity anchoring.
Misc PVS perf improvements.

* Fix master merge

* Optimise chunks intersecting

* Ensure anchored entity chunks are always sent

* Remove silly pool by me

* Hotfixes?

* Chunk sending

* Optimise assert

* Assert updates

* Remove AME debug

* Fixes

* Add back in including map eye

* Update Robust.Server/GameStates/EntityViewCulling.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Update Robust.Shared/Map/MapChunk.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-08-26 12:48:44 +10:00
Vera Aguilera Puerto 5367570c7f Log simple human-readable error message when PVS mail generation throws an exception. 2021-08-02 12:29:37 +02:00
AcruidandGitHub dadd7b4cc3 Remove Static Component NetIds (#1842)
* ComponentNames are not sent over the network when components are created.

* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.

* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Change GetNetComponents to return both the component and the component NetId.

* Remove public usages of the Component.NetID property.

* Adds the NetIDAttribute that can be applied to components.

* Removed Component.NetID.

* Revert changes to GetComponentState and how prediction works.

* Adds component netID automatic generation.

* Modifies ClientConsoleHost so that commands can be called before Initialize().

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Fixing unit tests.
2021-07-12 10:23:13 +02:00
AcruidandGitHub 713f702064 Engine Entity Anchoring (#1829)
* Added unit tests for the new anchor system design.

* Amend ME!

* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.

* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.

* Allows setting Transform.Anchored in prototypes.

* Changing tile to empty under anchored ents unanchors them.

* More unit testing.

* Migrated transform gamestate tests to RobustServerSimulation.

* Fixed nasty off-by-one error when sending a full server state.

* Adds lifetime stages to Component.

* More test fixing.

* Review changes.
2021-06-19 17:26:18 -07:00
DrSmugleafandGitHub ac1705e41f Make NetMessage name and group virtual to remove required boilerplate (#1770) 2021-05-31 08:53:46 +02:00
Vera Aguilera PuertoandGitHub 2c75c8b36d Refactors MapManager to not do any networking. (#1696)
* Refactors MapManager to not do any networking.
Now, ServerMapManager and ClientMapManager handle any networking.

* it's christmas in april!

* Remove comented line

* Remove useless seal

* Fix incorrect semicolon

* Event is no longer overriden, has a protected Invoke method instead
2021-04-14 11:13:58 -07:00
d8aad89c2f Split entity management from entity queries (#1665)
* Split entity lookups from entitymanager

* Helps if you subscribe dingus

* Handle map changes

* Stacks instead

* Make mapchanges use a queue because it's probably better

Moves likely only care about the latest position

* IoC what you did there

* IoC refactor

* Minor optimisations

* Apply feedback

* My IQ dropped 3 sizes that day

* Rest of acruid's feedback

* final_no_actual commit

* enlightenment?

* Liftoff

* final_commit_v2_actual

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-04-06 13:29:48 +10:00
AcruidandGitHub 8e0f227940 PVS Bugfixes 1: The Debuggening (#1671)
* Wrapped the parallel GetMail function in a try/catch.
Added a hack to the ViewCulling leave message that skips ents that don't exist.
Always send ALL map and grid entities to the client.
More info logging about adding/removing maps/grids.

* Will now still send required map critical entities even if client is not attached to an entity.
PvsEnabled and PvsRange are now writeable.
2021-03-31 21:56:11 +02:00
AcruidandGitHub e16732eb7b Network View Bubble (#1629)
* Adds barbones culling.

* Visibility culling and recursive parent ent additions.
DebugEntityNetView improvements.
Visibility moved from session to eyecomponent.

* Multiple viewport support.

* Perf improvements.

* Removed old netbubble system from ServerEntityManager.
Supports old NaN system for entities leaving view.
Supports old SendFullMap optimization for anchored, non-updating Entities.

* Fixes size of netView box.

* Remove empty EntityManager.Update method.
Switching ViewCulling back to PLINQ.
2021-03-29 16:17:34 -07:00
DrSmugleafandGitHub 3ef4ac7452 Make component states dependant on the player getting them (#1569) 2021-02-17 23:48:17 -08:00
AcruidandGitHub 2183cd7ca1 Massive Namespace Cleanup (#1544)
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
2021-02-10 23:27:19 -08:00
b8e5b47e7a Use 'new' expression in places where the type is evident for the engine (#1415)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-11-26 00:16:55 +01:00
6bbc4b01e9 Change cvar usages to use CVarDef and define them in CVars (#1330)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-24 15:40:06 +02:00
Pieter-Jan Briers 562901e8e7 Fix exceptions from netchannel disconnecting during handshake. 2020-08-16 02:19:57 +02:00
Pieter-Jan Briers df4e8e3175 Please actually fix the server crashes thanks. 2020-07-13 01:56:42 +02:00
Pieter-Jan Briers 70dc286e4f How about you don't commit the temporary profiling changes? 2020-07-11 18:48:14 +02:00
Pieter-Jan Briers 93fcb0df9b Move back to per-component-type-dictionaries for component storage.
It's much faster than the single dictionary approach.
2020-07-11 13:15:44 +02:00
Pieter-Jan Briers 41f1dd3fa0 Hopefully fix parallel game states 2020-06-24 22:55:59 +02:00
Pieter-Jan Briers 2bd6b20137 HOPEFULLY fix parallel PVS. 2020-06-24 21:40:44 +02:00
Tyler YoungandGitHub 4650dc2c49 ComponentManager Rework (#1143)
* rework ComponentManager

create indexing solution, UniqueIndex

split out ComponentEventArgs, add sealed variants

fix up documentation

fix terrible crap

make benchmark work

* woops, ordered enumerables are already a copy

* naming

* clean up comments

* nullable enable

* add some doc comments to unique index

* perf tweaks

add UniqueIndexHkm for high key mutability

extract internal interface mostly for documentation

add nullability support and constraints

* fix doc comment for UniqueIndexHkm

* make PVS threaded

* remove redundant member declarations in interface

* fix grid loss crap on client shutdown

* fix nullability warning when retrieving from always constructed threadlocal

* add comment explaining chan == null check

remove inParallel parameter
2020-06-24 11:59:56 +02:00
0d52def877 Have RobustSerializer use a shared string dictionary (#1117)
* implements shared string dictionary and handshake from net-code-2

* fix unit test

switch to szr sawmill

* try to silence some warnings around ZipEntry

* rebase and use system zip instead of icsharplib

fix rebase artifacts

* Update Robust.Shared/Interfaces/GameObjects/IComponentFactory.cs

* Update Robust.Shared/Serialization/RobustSerializer.MappedStringSerializer.cs

* Update Robust.Shared/Serialization/RobustSerializer.MappedStringSerializer.cs

* Apply suggestions from code review

* Apply suggestions from code review

* Update Robust.Shared/Serialization/RobustSerializer.cs

* since no longer gathering from paths, make string splitting more robust

* make string gathering ignore strings under 4 chars long

make string gathering yet more robust

* add limit to size of mapped strings

* add more string data to feed into shared string dictionary from YAML files

add JSON importer but don't parse RSI metadata yet

fix typo that breaks nulls in MappedStringSerializer

minor refactoring

make string splitting more robust

add WriteUnsignedInt / ReadUnsignedInt for validating WriteCompressedUnsignedInt / ReadCompressedUnsignedInt aren't bogus

* comment out some log statements

* minor refactor, reorder logging

add null check due to smart typing NRT checks

* Add doc comments, readability improvements to MappedStringSerializer

The protocol, handshake, and internal logic are now more documented.

The main area that could still be improved is the documentation of how
the cache system works, but the code is readable enough for now that it
isn't immediately necessary.

* add documentation, organization

* update some more doc comments

* add flows to doc comment for NetworkInitialize

* more documentation and organization

* more docs

* instead of retrieving INetManager by IoC, assign when NetworkInitialize is invoked

* "document" the regex

* Update Robust.Shared/Network/NetManager.cs

* add missing check for LockMappedStrings

* Update Robust.Shared/Serialization/RobustSerializer.MappedStringSerializer.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* change to warning instead of throw for unlocked string mapping

Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-06-12 04:09:55 +02:00
Pieter-Jan BriersandGitHub 0d3cd41382 Enable NRTs on Robust.Server (#1118) 2020-06-09 14:18:29 +02:00
Pieter-Jan Briers b7f3627ef1 Remove List<>/Dictionary<,> usage from low-level GameState serialization.
NetSerializer does not handle these well and sends the entire backing array instead of a more compact representation. This can then cause it to start sending lists of length 1 with a *capacity* of 4096 resulting in 250 KiB/s down to send updates for a single entity. As it just did on the public server...
2020-05-12 18:34:16 +02:00
Pieter-Jan BriersandGitHub 0c8f869cb4 Prediction (#1027) 2020-04-18 17:35:54 +02:00
Pieter-Jan Briers fc212f983e Fix PvsEnabled not being respected correctly. 2020-02-24 03:05:35 +01:00
Tyler YoungandGitHub 214f9f0323 Implement client bubble PVS. (#983)
* bubble implementation

include contained entities

fix line edit crash when clipboard contents are null somehow

use CVar for update bubble range

remove seenMovers that get NaN'd out of MaxUpdateRange - huge reduction in network traffic from bullets

cut default of MaxUpdateRange down to 12.5 for now

maybe handle teleported things

handle removing player state on disconnect

fixed positional audio errors

make UpdateEntityTree also update player's last seen ents

make net.maxupdaterange cvar tunable at runtime w/o impacting performance

back to position nan as means to hide from client

revert work pooling as the wrong player was getting the wrong game state

ffs needed to think less about *if* something is *seen* and more about *when* it must be *unseen*

clean up usings

handle parenting and sequencing issues that arise on the client

gather needed ents to update recursively

applied suggestions from code review

fix missing recursively contained ents

make assumption that client last saw things on first tick instead of tick zero, as zero would be the "from tick" and first would be he "to tick"

add First tick as constant to GameTick due to relevance above

renamed includedEnts to checkedEnts to make usage more clear

added comments

inverted some conditions to flatten parts of the pvs logic

fixed sending states when already seen (lastChange < lastSeen to lastChange <= lastSeen)

fix sending states when no actual changes (other bugs?)

local caching of currentTick, remove priorTick

* make TransformComponent's Parent setter call Dirty() to handle replicating network state if AttachParent isn't invoked

* fixed parent changed by setting Parent on Transform not updating parent's Children collection and other stuff

rotating parent entities now are visible with their orbiting children if one of their children moves into view

* break out duplicated code as GetLastSeen

* remove unused net.parallelstates

introduce net.pvs to configure enabling/disabling PVS
2020-02-23 14:42:54 +01:00
Pieter-Jan Briers 44c7ff552e Optimizations.
Removed use of ConcurrentDictionary. It was slow.
Other minor optimizations around the codebase.
Added option for parallel game state generation. Seems slower than doing it single-threaded so off by default for now.
2020-02-15 17:22:32 +01:00