Files
RobustToolbox/Robust.Server/GameStates/PvsSystem.cs
2023-09-19 15:16:01 +10:00

1430 lines
57 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Runtime.InteropServices;
using System.Text;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Configuration;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Threading;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Server.GameStates;
internal sealed partial class PvsSystem : EntitySystem
{
[Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
[Shared.IoC.Dependency] private readonly INetworkedMapManager _mapManager = default!;
[Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
[Shared.IoC.Dependency] private readonly IParallelManager _parallelManager = default!;
[Shared.IoC.Dependency] private readonly IServerGameStateManager _serverGameStateManager = default!;
[Shared.IoC.Dependency] private readonly IServerNetConfigurationManager _netConfigManager = default!;
[Shared.IoC.Dependency] private readonly SharedTransformSystem _transform = default!;
public const float ChunkSize = 8;
// TODO make this a cvar. Make it in terms of seconds and tie it to tick rate?
// Main issue is that I CBF figuring out the logic for handling it changing mid-game.
public const int DirtyBufferSize = 20;
// Note: If a client has ping higher than TickBuffer / TickRate, then the server will treat every entity as if it
// had entered PVS for the first time. Note that due to the PVS budget, this buffer is easily overwhelmed.
/// <summary>
/// See <see cref="CVars.NetForceAckThreshold"/>.
/// </summary>
public int ForceAckThreshold { get; private set; }
/// <summary>
/// Maximum number of pooled objects
/// </summary>
private const int MaxVisPoolSize = 1024;
/// <summary>
/// Is view culling enabled, or will we send the whole map?
/// </summary>
public bool CullingEnabled { get; private set; }
/// <summary>
/// Size of the side of the view bounds square.
/// </summary>
private float _viewSize;
/// <summary>
/// If PVS disabled then we'll track if we've dumped all entities on the player.
/// This way any future ticks can be orders of magnitude faster as we only send what changes.
/// </summary>
private HashSet<ICommonSession> _seenAllEnts = new();
internal readonly Dictionary<ICommonSession, SessionPVSData> PlayerData = new();
private PVSCollection<NetEntity> _entityPvsCollection = default!;
public PVSCollection<NetEntity> EntityPVSCollection => _entityPvsCollection;
private readonly List<IPVSCollection> _pvsCollections = new();
private readonly ObjectPool<Dictionary<NetEntity, PvsEntityVisibility>> _visSetPool
= new DefaultObjectPool<Dictionary<NetEntity, PvsEntityVisibility>>(
new DictPolicy<NetEntity, PvsEntityVisibility>(), MaxVisPoolSize);
private readonly ObjectPool<HashSet<EntityUid>> _uidSetPool
= new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), MaxVisPoolSize);
private readonly ObjectPool<Stack<NetEntity>> _stackPool
= new DefaultObjectPool<Stack<NetEntity>>(
new StackPolicy<NetEntity>(), MaxVisPoolSize);
private readonly ObjectPool<Dictionary<NetEntity, MetaDataComponent>> _chunkCachePool =
new DefaultObjectPool<Dictionary<NetEntity, MetaDataComponent>>(
new DictPolicy<NetEntity, MetaDataComponent>(), MaxVisPoolSize);
private readonly ObjectPool<HashSet<int>> _playerChunkPool =
new DefaultObjectPool<HashSet<int>>(new SetPolicy<int>(), MaxVisPoolSize);
private readonly ObjectPool<RobustTree<NetEntity>> _treePool =
new DefaultObjectPool<RobustTree<NetEntity>>(new TreePolicy<NetEntity>(), MaxVisPoolSize);
private readonly ObjectPool<Dictionary<MapChunkLocation, int>> _mapChunkPool =
new DefaultObjectPool<Dictionary<MapChunkLocation, int>>(
new ChunkPoolPolicy<MapChunkLocation>(), MaxVisPoolSize);
private readonly ObjectPool<Dictionary<GridChunkLocation, int>> _gridChunkPool =
new DefaultObjectPool<Dictionary<GridChunkLocation, int>>(
new ChunkPoolPolicy<GridChunkLocation>(), MaxVisPoolSize);
private readonly Dictionary<int, Dictionary<MapChunkLocation, int>> _mapIndices = new(4);
private readonly Dictionary<int, Dictionary<GridChunkLocation, int>> _gridIndices = new(4);
private readonly List<(int, IChunkIndexLocation)> _chunkList = new(64);
internal readonly HashSet<ICommonSession> PendingAcks = new();
private readonly Dictionary<(int visMask, IChunkIndexLocation location), (Dictionary<NetEntity, MetaDataComponent> metadata,
RobustTree<NetEntity> tree)?> _previousTrees = new();
private readonly HashSet<(int visMask, IChunkIndexLocation location)> _reusedTrees = new();
private EntityQuery<EyeComponent> _eyeQuery;
private EntityQuery<MetaDataComponent> _metaQuery;
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize()
{
base.Initialize();
_eyeQuery = GetEntityQuery<EyeComponent>();
_metaQuery = GetEntityQuery<MetaDataComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
_metaQuery = GetEntityQuery<MetaDataComponent>();
_entityPvsCollection = RegisterPVSCollection<NetEntity>();
SubscribeLocalEvent<MapChangedEvent>(ev =>
{
if (ev.Created)
OnMapCreated(ev);
else
OnMapDestroyed(ev);
});
SubscribeLocalEvent<GridInitializeEvent>(OnGridCreated);
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
SubscribeLocalEvent<MoveEvent>(OnEntityMove);
SubscribeLocalEvent<TransformComponent, TransformStartupEvent>(OnTransformStartup);
EntityManager.EntityDeleted += OnEntityDeleted;
_configManager.OnValueChanged(CVars.NetPVS, SetPvs, true);
_configManager.OnValueChanged(CVars.NetMaxUpdateRange, OnViewsizeChanged, true);
_configManager.OnValueChanged(CVars.NetForceAckThreshold, OnForceAckChanged, true);
_serverGameStateManager.ClientAck += OnClientAck;
_serverGameStateManager.ClientRequestFull += OnClientRequestFull;
InitializeDirty();
}
public override void Shutdown()
{
base.Shutdown();
UnregisterPVSCollection(_entityPvsCollection);
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
EntityManager.EntityDeleted -= OnEntityDeleted;
_configManager.UnsubValueChanged(CVars.NetPVS, SetPvs);
_configManager.UnsubValueChanged(CVars.NetMaxUpdateRange, OnViewsizeChanged);
_configManager.UnsubValueChanged(CVars.NetForceAckThreshold, OnForceAckChanged);
_serverGameStateManager.ClientAck -= OnClientAck;
_serverGameStateManager.ClientRequestFull -= OnClientRequestFull;
ShutdownDirty();
}
// TODO rate limit this?
private void OnClientRequestFull(ICommonSession session, GameTick tick, NetEntity? missingEntity)
{
if (!PlayerData.TryGetValue(session, out var sessionData))
return;
// Update acked tick so that OnClientAck doesn't get invoked by any late acks.
var lastAcked = sessionData.LastReceivedAck;
sessionData.LastReceivedAck = _gameTiming.CurTick;
var sb = new StringBuilder();
sb.Append($"Client {session} requested full state on tick {tick}. Last Acked: {lastAcked}.");
if (missingEntity != null)
{
var entity = GetEntity(missingEntity)!;
sb.Append($" Apparently they received an entity without metadata: {ToPrettyString(entity.Value)}.");
if (sessionData.LastSeenAt.TryGetValue(missingEntity.Value, out var lastSeenTick))
sb.Append($" Entity last sent: {lastSeenTick.Value}");
}
Log.Warning(sb.ToString());
sessionData.LastSeenAt.Clear();
if (sessionData.Overflow != null)
{
_visSetPool.Return(sessionData.Overflow.Value.SentEnts);
sessionData.Overflow = null;
}
// return last acked to pool, but only if it is not still in the OverflowDictionary.
if (sessionData.LastAcked != null && !sessionData.SentEntities.ContainsKey(sessionData.LastAcked.Value.Tick))
{
DebugTools.Assert(sessionData.SentEntities.Values.Contains(sessionData.LastAcked.Value.Data));
_visSetPool.Return(sessionData.LastAcked.Value.Data);
}
sessionData.LastAcked = null;
sessionData.RequestedFull = true;
}
private void OnViewsizeChanged(float obj)
{
_viewSize = obj * 2;
}
private void OnForceAckChanged(int value)
{
ForceAckThreshold = value;
}
private void SetPvs(bool value)
{
_seenAllEnts.Clear();
CullingEnabled = value;
}
public void ProcessCollections()
{
foreach (var collection in _pvsCollections)
{
collection.Process();
}
}
public void CullDeletionHistory(GameTick oldestAck)
{
_entityPvsCollection.CullDeletionHistoryUntil(oldestAck);
_mapManager.CullDeletionHistory(oldestAck);
}
#region PVSCollection methods to maybe make public someday:tm:
private PVSCollection<TIndex> RegisterPVSCollection<TIndex>() where TIndex : IComparable<TIndex>, IEquatable<TIndex>
{
var collection = new PVSCollection<TIndex>(Log, EntityManager, _transform);
_pvsCollections.Add(collection);
return collection;
}
private bool UnregisterPVSCollection<TIndex>(PVSCollection<TIndex> pvsCollection) where TIndex : IComparable<TIndex>, IEquatable<TIndex> =>
_pvsCollections.Remove(pvsCollection);
#endregion
#region PVSCollection Event Updates
private void OnEntityDeleted(EntityUid e, MetaDataComponent metadata)
{
_entityPvsCollection.RemoveIndex(EntityManager.CurrentTick, metadata.NetEntity);
var previousTick = _gameTiming.CurTick - 1;
foreach (var sessionData in PlayerData.Values)
{
sessionData.LastSeenAt.Remove(metadata.NetEntity);
if (sessionData.SentEntities.TryGetValue(previousTick, out var ents))
ents.Remove(metadata.NetEntity);
}
}
private void OnEntityMove(ref MoveEvent ev)
{
// GriddUid is only set after init.
if (!ev.Component._gridInitialized)
_transform.InitializeGridUid(ev.Sender, ev.Component);
// since elements are cached grid-/map-relative, we dont need to update a given grids/maps children
if (ev.Component.GridUid == ev.Sender)
return;
DebugTools.Assert(!_mapManager.IsGrid(ev.Sender));
if (!ev.Component.ParentUid.IsValid())
{
// This entity is either a map, terminating, or a rare null-space entity.
if (Terminating(ev.Sender))
return;
if (ev.Component.MapUid == ev.Sender)
return;
}
DebugTools.Assert(!_mapManager.IsMap(ev.Sender));
var coordinates = _transform.GetMoverCoordinates(ev.Sender, ev.Component);
UpdateEntityRecursive(ev.Sender, _metaQuery.GetComponent(ev.Sender), ev.Component, coordinates, false, ev.ParentChanged);
}
private void OnTransformStartup(EntityUid uid, TransformComponent component, ref TransformStartupEvent args)
{
// use Startup because GridId is not set during the eventbus init yet!
// since elements are cached grid-/map-relative, we dont need to update a given grids/maps children
if (component.GridUid == uid)
return;
DebugTools.Assert(!_mapManager.IsGrid(uid));
if (component.MapUid == uid)
return;
DebugTools.Assert(!_mapManager.IsMap(uid));
var coordinates = _transform.GetMoverCoordinates(uid, component);
UpdateEntityRecursive(uid, _metaQuery.GetComponent(uid), component, coordinates, false, false);
}
private void UpdateEntityRecursive(EntityUid uid, MetaDataComponent metadata, TransformComponent xform, EntityCoordinates coordinates, bool mover, bool forceDirty)
{
if (mover && !xform.LocalPosition.Equals(Vector2.Zero))
{
coordinates = _transform.GetMoverCoordinates(uid, xform);
}
// since elements are cached grid-/map-relative, we don't need to update a given grids/maps children
DebugTools.Assert(!_mapManager.IsGrid(uid) && !_mapManager.IsMap(uid));
var indices = PVSCollection<NetEntity>.GetChunkIndices(coordinates.Position);
if (xform.GridUid != null)
_entityPvsCollection.UpdateIndex(metadata.NetEntity, xform.GridUid.Value, indices, forceDirty: forceDirty);
else
_entityPvsCollection.UpdateIndex(metadata.NetEntity, xform.MapID, indices, forceDirty: forceDirty);
var children = xform.ChildEnumerator;
// TODO PERFORMANCE
// Given uid is the parent of its children, we already know that the child xforms will have to be relative to
// coordinates.EntityId. So instead of calling GetMoverCoordinates() for each child we should just calculate it
// directly.
while (children.MoveNext(out var child))
{
UpdateEntityRecursive(child.Value, _metaQuery.GetComponent(child.Value), _xformQuery.GetComponent(child.Value), coordinates, true, forceDirty);
}
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.InGame)
{
if (!PlayerData.TryAdd(e.Session, new()))
Log.Error($"Attempted to add player to _playerVisibleSets, but they were already present? Session:{e.Session}");
foreach (var pvsCollection in _pvsCollections)
{
if (!pvsCollection.AddPlayer(e.Session))
Log.Error($"Attempted to add player to pvsCollection, but they were already present? Session:{e.Session}");
}
return;
}
if (e.NewStatus != SessionStatus.Disconnected)
return;
if (!PlayerData.Remove(e.Session, out var data))
return;
foreach (var pvsCollection in _pvsCollections)
{
if (!pvsCollection.RemovePlayer(e.Session))
Log.Error($"Attempted to remove player from pvsCollection, but they were already removed? Session:{e.Session}");
}
if (data.Overflow != null)
_visSetPool.Return(data.Overflow.Value.SentEnts);
data.Overflow = null;
var acked = data.LastAcked?.Data;
if (acked != null)
_visSetPool.Return(acked);
foreach (var visSet in data.SentEntities.Values)
{
if (visSet != acked)
_visSetPool.Return(visSet);
}
data.LastAcked = null;
}
private void OnGridRemoved(GridRemovalEvent ev)
{
foreach (var pvsCollection in _pvsCollections)
{
pvsCollection.RemoveGrid(ev.EntityUid);
}
}
private void OnGridCreated(GridInitializeEvent ev)
{
var gridId = ev.EntityUid;
foreach (var pvsCollection in _pvsCollections)
{
pvsCollection.AddGrid(gridId);
}
_entityPvsCollection.AddGlobalOverride(_metaQuery.GetComponent(gridId).NetEntity, true, false);
}
private void OnMapDestroyed(MapChangedEvent e)
{
foreach (var pvsCollection in _pvsCollections)
{
pvsCollection.RemoveMap(e.Map);
}
}
private void OnMapCreated(MapChangedEvent e)
{
foreach (var pvsCollection in _pvsCollections)
{
pvsCollection.AddMap(e.Map);
}
if(e.Map == MapId.Nullspace) return;
var uid = _mapManager.GetMapEntityId(e.Map);
_entityPvsCollection.AddGlobalOverride(_metaQuery.GetComponent(uid).NetEntity, true, false);
}
#endregion
public (List<(int, IChunkIndexLocation)> , HashSet<int>[], EntityUid[][] viewers) GetChunks(IPlayerSession[] sessions)
{
var playerChunks = new HashSet<int>[sessions.Length];
var viewerEntities = new EntityUid[sessions.Length][];
_chunkList.Clear();
// Keep track of the index of each chunk we use for a faster index lookup.
// Pool it because this will allocate a lot across ticks as we scale in players.
foreach (var chunks in _mapIndices.Values)
{
_mapChunkPool.Return(chunks);
}
foreach (var chunks in _gridIndices.Values)
{
_gridChunkPool.Return(chunks);
}
_mapIndices.Clear();
_gridIndices.Clear();
for (int i = 0; i < sessions.Length; i++)
{
var session = sessions[i];
playerChunks[i] = _playerChunkPool.Get();
var viewers = GetSessionViewers(session);
viewerEntities[i] = viewers;
for (var j = 0; j < viewers.Length; j++)
{
var eyeEuid = viewers[j];
var (viewPos, range, mapId) = CalcViewBounds(in eyeEuid);
if (mapId == MapId.Nullspace) continue;
int visMask = EyeComponent.DefaultVisibilityMask;
if (_eyeQuery.TryGetComponent(eyeEuid, out var eyeComp))
visMask = eyeComp.VisibilityMask;
// Get the nyoom dictionary for index lookups.
if (!_mapIndices.TryGetValue(visMask, out var mapDict))
{
mapDict = _mapChunkPool.Get();
_mapIndices[visMask] = mapDict;
}
var mapChunkEnumerator = new ChunkIndicesEnumerator(viewPos, range, ChunkSize);
while (mapChunkEnumerator.MoveNext(out var chunkIndices))
{
var chunkLocation = new MapChunkLocation(mapId, chunkIndices.Value);
var entry = (visMask, chunkLocation);
if (mapDict.TryGetValue(chunkLocation, out var indexOf))
{
playerChunks[i].Add(indexOf);
}
else
{
playerChunks[i].Add(_chunkList.Count);
mapDict.Add(chunkLocation, _chunkList.Count);
_chunkList.Add(entry);
}
}
// Get the nyoom dictionary for index lookups.
if (!_gridIndices.TryGetValue(visMask, out var gridDict))
{
gridDict = _gridChunkPool.Get();
_gridIndices[visMask] = gridDict;
}
var state = (i, _xformQuery, viewPos, range, visMask, gridDict, playerChunks, _chunkList, _transform);
var rangeVec = new Vector2(range, range);
_mapManager.FindGridsIntersecting(mapId, new Box2(viewPos - rangeVec, viewPos + rangeVec),
ref state, static (
EntityUid gridUid,
MapGridComponent _,
ref (int i,
EntityQuery<TransformComponent> transformQuery,
Vector2 viewPos,
float range,
int visMask,
Dictionary<GridChunkLocation, int> gridDict,
HashSet<int>[] playerChunks,
List<(int, IChunkIndexLocation)> _chunkList,
SharedTransformSystem xformSystem) tuple) =>
{
{
var localPos = tuple.xformSystem.GetInvWorldMatrix(gridUid, tuple.transformQuery).Transform(tuple.viewPos);
var gridChunkEnumerator =
new ChunkIndicesEnumerator(localPos, tuple.range, ChunkSize);
while (gridChunkEnumerator.MoveNext(out var gridChunkIndices))
{
var chunkLocation = new GridChunkLocation(gridUid, gridChunkIndices.Value);
var entry = (tuple.visMask, chunkLocation);
if (tuple.gridDict.TryGetValue(chunkLocation, out var indexOf))
{
tuple.playerChunks[tuple.i].Add(indexOf);
}
else
{
tuple.playerChunks[tuple.i].Add(tuple._chunkList.Count);
tuple.gridDict.Add(chunkLocation, tuple._chunkList.Count);
tuple._chunkList.Add(entry);
}
}
return true;
}
});
}
}
return (_chunkList, playerChunks, viewerEntities);
}
public void RegisterNewPreviousChunkTrees(
List<(int, IChunkIndexLocation)> chunks,
(Dictionary<NetEntity, MetaDataComponent> metadata, RobustTree<NetEntity> tree)?[] trees,
bool[] reuse)
{
// For any chunks able to re-used we'll chuck them in a dictionary for faster lookup.
for (var i = 0; i < chunks.Count; i++)
{
var canReuse = reuse[i];
if (!canReuse) continue;
_reusedTrees.Add(chunks[i]);
}
var previousIndices = _previousTrees.Keys.ToArray();
for (var i = 0; i < previousIndices.Length; i++)
{
var index = previousIndices[i];
// ReSharper disable once InconsistentlySynchronizedField
if (_reusedTrees.Contains(index)) continue;
var chunk = _previousTrees[index];
if (chunk.HasValue)
{
_chunkCachePool.Return(chunk.Value.metadata);
_treePool.Return(chunk.Value.tree);
}
if (!chunks.Contains(index))
{
_previousTrees.Remove(index);
}
}
_previousTrees.EnsureCapacity(chunks.Count);
for (int i = 0; i < chunks.Count; i++)
{
//this is a redundant assign if the tree has been reused. the assumption is that this is cheaper than a .Contains call
_previousTrees[chunks[i]] = trees[i];
}
// ReSharper disable once InconsistentlySynchronizedField
_reusedTrees.Clear();
}
public bool TryCalculateChunk(
IChunkIndexLocation chunkLocation,
int visMask,
out (Dictionary<NetEntity, MetaDataComponent> mData, RobustTree<NetEntity> tree)? result)
{
if (!_entityPvsCollection.IsDirty(chunkLocation) && _previousTrees.TryGetValue((visMask, chunkLocation), out var previousTree))
{
result = previousTree;
return true;
}
var chunk = chunkLocation switch
{
GridChunkLocation gridChunkLocation => _entityPvsCollection.TryGetChunk(gridChunkLocation.GridId,
gridChunkLocation.ChunkIndices, out var gridChunk)
? gridChunk
: null,
MapChunkLocation mapChunkLocation => _entityPvsCollection.TryGetChunk(mapChunkLocation.MapId,
mapChunkLocation.ChunkIndices, out var mapChunk)
? mapChunk
: null,
_ => null
};
if (chunk == null)
{
result = null;
return false;
}
var chunkSet = _chunkCachePool.Get();
var tree = _treePool.Get();
foreach (var netEntity in chunk)
{
var (uid, meta) = GetEntityData(netEntity);
AddToChunkSetRecursively(in uid, in netEntity, meta, visMask, tree, chunkSet);
#if DEBUG
var xform = _xformQuery.GetComponent(uid);
if (chunkLocation is MapChunkLocation)
DebugTools.Assert(xform.GridUid == null || xform.GridUid == uid);
else if (chunkLocation is GridChunkLocation)
DebugTools.Assert(xform.ParentUid != xform.MapUid || xform.GridUid == xform.MapUid);
#endif
}
if (tree.RootNodes.Count == 0)
{
// This can happen if the only entity in a chunk is invisible
// (e.g., when a ghost moves from from a grid into empty space).
DebugTools.Assert(chunkSet.Count == 0);
_treePool.Return(tree);
_chunkCachePool.Return(chunkSet);
result = null;
return true;
}
DebugTools.Assert(chunkSet.Count > 0);
result = (chunkSet, tree);
return false;
}
public void ReturnToPool(HashSet<int>[] playerChunks)
{
for (var i = 0; i < playerChunks.Length; i++)
{
_playerChunkPool.Return(playerChunks[i]);
}
}
private bool AddToChunkSetRecursively(in EntityUid uid, in NetEntity netEntity, MetaDataComponent mComp,
int visMask, RobustTree<NetEntity> tree, Dictionary<NetEntity, MetaDataComponent> set)
{
if (set.ContainsKey(netEntity))
return true;
// TODO: Don't need to know about parents so no longer need to use bool for this method.
// If the eye is missing ANY layer this entity or any of its parents belongs to, it is considered invisible.
if ((visMask & mComp.VisibilityMask) != mComp.VisibilityMask)
return false;
var xform = _xformQuery.GetComponent(uid);
// is this a map or grid?
var isRoot = !xform.ParentUid.IsValid() || uid == xform.GridUid;
if (isRoot)
{
DebugTools.Assert(_mapManager.IsGrid(uid) || _mapManager.IsMap(uid));
tree.Set(netEntity);
set.Add(netEntity, mComp);
return true;
}
DebugTools.Assert(!_mapManager.IsGrid(uid) && !_mapManager.IsMap(uid));
var parent = xform.ParentUid;
var parentMeta = _metaQuery.GetComponent(parent);
var parentNetEntity = parentMeta.NetEntity;
if (!AddToChunkSetRecursively(in parent, in parentNetEntity, parentMeta, visMask, tree, set)) //did we just fail to add the parent?
{
return false; //we failed? suppose we dont get added either
}
//i want it to crash here if it gets added double bc that shouldnt happen and will add alot of unneeded cycles
tree.Set(netEntity, parentNetEntity);
set.Add(netEntity, mComp);
return true;
}
internal (List<EntityState>? updates, List<NetEntity>? deletions, List<NetEntity>? leftPvs, GameTick fromTick)
CalculateEntityStates(IPlayerSession session,
GameTick fromTick,
GameTick toTick,
(Dictionary<NetEntity, MetaDataComponent> metadata, RobustTree<NetEntity> tree)?[] chunks,
HashSet<int> visibleChunks,
EntityUid[] viewers)
{
DebugTools.Assert(session.Status == SessionStatus.InGame);
var newEntityBudget = _netConfigManager.GetClientCVar(session.ConnectedClient, CVars.NetPVSEntityBudget);
var enteredEntityBudget = _netConfigManager.GetClientCVar(session.ConnectedClient, CVars.NetPVSEntityEnterBudget);
var newEntityCount = 0;
var enteredEntityCount = 0;
var sessionData = PlayerData[session];
sessionData.SentEntities.TryGetValue(toTick - 1, out var lastSent);
var lastAcked = sessionData.LastAcked?.Data;
var lastSeen = sessionData.LastSeenAt;
var visibleEnts = _visSetPool.Get();
if (visibleEnts.Count != 0)
throw new Exception("Encountered non-empty object inside of _visSetPool. Was the same object returned to the pool more than once?");
var deletions = _entityPvsCollection.GetDeletedIndices(fromTick);
var entStateCount = 0;
var stack = _stackPool.Get();
// TODO reorder chunks to prioritize those that are closest to the viewer? Helps make pop-in less visible.
foreach (var i in visibleChunks)
{
var cache = chunks[i];
if(!cache.HasValue) continue;
#if DEBUG
// Each root nodes should simply be a map or a grid entity.
DebugTools.Assert(cache.Value.tree.RootNodes.Count == 1,
$"Root node count is {cache.Value.tree.RootNodes.Count} instead of 1. Session: {session}");
var nent = cache.Value.tree.RootNodes.FirstOrDefault();
var ent = GetEntity(nent);
DebugTools.Assert(Exists(ent), $"Root node does not exist. Node {ent}. Session: {session}");
DebugTools.Assert(HasComp<MapComponent>(ent) || HasComp<MapGridComponent>(ent));
#endif
foreach (var rootNode in cache.Value.tree.RootNodes)
{
RecursivelyAddTreeNode(in rootNode, cache.Value.tree, lastAcked, lastSent, visibleEnts, lastSeen, cache.Value.metadata, stack, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
}
_stackPool.Return(stack);
var globalEnumerator = _entityPvsCollection.GlobalOverridesEnumerator;
while (globalEnumerator.MoveNext())
{
var netEntity = globalEnumerator.Current;
var uid = GetEntity(netEntity);
RecursivelyAddOverride(in uid, lastAcked, lastSent, visibleEnts, lastSeen, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
globalEnumerator.Dispose();
var globalRecursiveEnumerator = _entityPvsCollection.GlobalRecursiveOverridesEnumerator;
while (globalRecursiveEnumerator.MoveNext())
{
var netEntity = globalRecursiveEnumerator.Current;
var uid = GetEntity(netEntity);
RecursivelyAddOverride(in uid, lastAcked, lastSent, visibleEnts, lastSeen, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget, true);
}
globalRecursiveEnumerator.Dispose();
var localEnumerator = _entityPvsCollection.GetElementsForSession(session);
while (localEnumerator.MoveNext())
{
var netEntity = localEnumerator.Current;
var uid = GetEntity(netEntity);
RecursivelyAddOverride(in uid, lastAcked, lastSent, visibleEnts, lastSeen,in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
localEnumerator.Dispose();
foreach (var viewerEntity in viewers)
{
RecursivelyAddOverride(in viewerEntity, lastAcked, lastSent, visibleEnts, lastSeen, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
var expandEvent = new ExpandPvsEvent(session);
RaiseLocalEvent(ref expandEvent);
foreach (var entityUid in expandEvent.Entities)
{
RecursivelyAddOverride(in entityUid, lastAcked, lastSent, visibleEnts, lastSeen, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
foreach (var entityUid in expandEvent.RecursiveEntities)
{
RecursivelyAddOverride(in entityUid, lastAcked, lastSent, visibleEnts, lastSeen,in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget, true);
}
var entityStates = new List<EntityState>(entStateCount);
foreach (var (netEntity, visiblity) in visibleEnts)
{
EntityUid uid;
MetaDataComponent meta;
#if DEBUG
uid = GetEntity(netEntity);
// if an entity is visible, its parents should always be visible.
DebugTools.Assert((_xformQuery.GetComponent(uid).ParentUid is not { Valid: true } parent) ||
visibleEnts.ContainsKey(_metaQuery.GetComponent(parent).NetEntity),
$"Attempted to send an entity without sending it's parents. Entity: {ToPrettyString(uid)}.");
#endif
if (sessionData.RequestedFull)
{
(uid, meta) = GetEntityData(netEntity);
entityStates.Add(GetFullEntityState(session, uid, meta));
continue;
}
if (visiblity == PvsEntityVisibility.StayedUnchanged)
continue;
(uid, meta) = GetEntityData(netEntity);
var entered = visiblity == PvsEntityVisibility.Entered;
var entFromTick = entered ? lastSeen.GetValueOrDefault(netEntity) : fromTick;
var state = GetEntityState(session, uid, entFromTick, meta);
if (entered || !state.Empty)
entityStates.Add(state);
}
// tell a client to detach entities that have left their view
var leftView = ProcessLeavePVS(visibleEnts, lastSent);
if (sessionData.SentEntities.Add(toTick, visibleEnts, out var oldEntry))
{
if (oldEntry.Value.Key > fromTick && sessionData.Overflow == null)
{
// The clients last ack is too late, the overflow dictionary size has been exceeded, and we will no
// longer have information about the sent entities. This means we would no longer be able to add
// entities to _ackedEnts.
//
// If the client has enough latency, this result in a situation where we must constantly assume that every entity
// that needs to get sent to the client is being received by them for the first time.
//
// In order to avoid this, while also keeping the overflow dictionary limited in size, we keep a single
// overflow state, so we can at least periodically update the acked entities.
// This is pretty shit and there is probably a better way of doing this.
sessionData.Overflow = oldEntry.Value;
#if DEBUG
// This happens relatively frequently for the current TickBuffer value, and doesn't really provide any
// useful info when not debugging/testing locally. Hence only enable on DEBUG.
Log.Debug($"Client {session} exceeded tick buffer.");
#endif
}
else if (oldEntry.Value.Value != lastAcked)
_visSetPool.Return(oldEntry.Value.Value);
}
if (entityStates.Count == 0) entityStates = default;
return (entityStates, deletions, leftView, sessionData.RequestedFull ? GameTick.Zero : fromTick);
}
/// <summary>
/// Figure out what entities are no longer visible to the client. These entities are sent reliably to the client
/// in a separate net message.
/// </summary>
private List<NetEntity>? ProcessLeavePVS(
Dictionary<NetEntity, PvsEntityVisibility> visibleEnts,
Dictionary<NetEntity, PvsEntityVisibility>? lastSent)
{
if (lastSent == null)
return null;
var leftView = new List<NetEntity>();
foreach (var netEntity in lastSent.Keys)
{
if (!visibleEnts.ContainsKey(netEntity))
leftView.Add(netEntity);
}
return leftView.Count > 0 ? leftView : null;
}
private void RecursivelyAddTreeNode(in NetEntity nodeIndex,
RobustTree<NetEntity> tree,
Dictionary<NetEntity, PvsEntityVisibility>? lastAcked,
Dictionary<NetEntity, PvsEntityVisibility>? lastSent,
Dictionary<NetEntity, PvsEntityVisibility> toSend,
Dictionary<NetEntity, GameTick> lastSeen,
Dictionary<NetEntity, MetaDataComponent> metaDataCache,
Stack<NetEntity> stack,
in GameTick fromTick,
ref int newEntityCount,
ref int enteredEntityCount,
ref int entStateCount,
in int newEntityBudget,
in int enteredEntityBudget)
{
stack.Push(nodeIndex);
while (stack.TryPop(out var currentNodeIndex))
{
DebugTools.Assert(currentNodeIndex.IsValid());
// As every map is parented to uid 0 in the tree we still need to get their children, plus because we go top-down
// we may find duplicate parents with children we haven't encountered before
// on different chunks (this is especially common with direct grid children)
ref var value = ref CollectionsMarshal.GetValueRefOrAddDefault(toSend, currentNodeIndex, out var exists);
if (!exists)
{
var (entered, shouldAdd) = ProcessEntry(in currentNodeIndex, lastAcked, lastSent, lastSeen,
ref newEntityCount, ref enteredEntityCount, newEntityBudget, enteredEntityBudget);
if (!shouldAdd)
{
// In the majority of instances entities do get added.
// So its better to add and maybe remove, rather than checking ContainsKey() and then maybe adding it.
toSend.Remove(currentNodeIndex);
continue;
}
AddToSendSet(in currentNodeIndex, metaDataCache[currentNodeIndex], ref value, toSend, fromTick, in entered, ref entStateCount);
}
var node = tree[currentNodeIndex];
if (node.Children == null)
continue;
foreach (var child in node.Children)
{
stack.Push(child);
}
}
}
public bool RecursivelyAddOverride(in EntityUid uid,
Dictionary<NetEntity, PvsEntityVisibility>? lastAcked,
Dictionary<NetEntity, PvsEntityVisibility>? lastSent,
Dictionary<NetEntity, PvsEntityVisibility> toSend,
Dictionary<NetEntity, GameTick> lastSeen,
in GameTick fromTick,
ref int newEntityCount,
ref int enteredEntityCount,
ref int entStateCount,
in int newEntityBudget,
in int enteredEntityBudget,
bool addChildren = false)
{
//are we valid?
//sometimes uids gets added without being valid YET (looking at you mapmanager) (mapcreate & gridcreated fire before the uids becomes valid)
if (!uid.IsValid())
return false;
var xform = _xformQuery.GetComponent(uid);
var parent = xform.ParentUid;
if (parent.IsValid() && !RecursivelyAddOverride(in parent, lastAcked, lastSent, toSend, lastSeen, in fromTick,
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget,
in enteredEntityBudget))
{
return false;
}
var metadata = _metaQuery.GetComponent(uid);
var netEntity = metadata.NetEntity;
//did we already get added?
// Note that we check this AFTER adding parents. This is because while this entity may already have been added
// to the toSend set, it doesn't guarantee that its parents have been. E.g., if a player ghost just teleported
// to follow a far away entity, the player's own entity is still being sent, but we need to ensure that we also
// send the new parents, which may otherwise be delayed because of the PVS budget..
ref var value = ref CollectionsMarshal.GetValueRefOrAddDefault(toSend, netEntity, out var exists);
if (!exists)
{
// TODO PERFORMANCE.
// ProcessEntry() unnecessarily checks lastSent.ContainsKey() and maybe lastSeen.Contains(). Given that at this
// point the budgets are just ignored, this should just bypass those checks. But then again 99% of the time this
// is just the player's own entity + maybe a singularity. So currently not all that performance intensive.
var (entered, _) = ProcessEntry(in netEntity, lastAcked, lastSent, lastSeen, ref newEntityCount, ref enteredEntityCount, newEntityBudget, enteredEntityBudget);
AddToSendSet(in netEntity, metadata, ref value, toSend, fromTick, in entered, ref entStateCount);
}
if (addChildren)
{
RecursivelyAddChildren(xform, lastAcked, lastSent, toSend, lastSeen, fromTick, ref newEntityCount,
ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
return true;
}
private void RecursivelyAddChildren(TransformComponent xform,
Dictionary<NetEntity, PvsEntityVisibility>? lastAcked,
Dictionary<NetEntity, PvsEntityVisibility>? lastSent,
Dictionary<NetEntity, PvsEntityVisibility> toSend,
Dictionary<NetEntity, GameTick> lastSeen,
in GameTick fromTick,
ref int newEntityCount,
ref int enteredEntityCount,
ref int entStateCount,
in int newEntityBudget,
in int enteredEntityBudget)
{
foreach (var child in xform.ChildEntities)
{
if (!_xformQuery.TryGetComponent(child, out var childXform))
continue;
var metadata = _metaQuery.GetComponent(child);
var childNetEntity = metadata.NetEntity;
ref var value = ref CollectionsMarshal.GetValueRefOrAddDefault(toSend, childNetEntity, out var exists);
if (!exists)
{
var (entered, _) = ProcessEntry(in childNetEntity, lastAcked, lastSent, lastSeen, ref newEntityCount,
ref enteredEntityCount, newEntityBudget, enteredEntityBudget);
AddToSendSet(in childNetEntity, metadata, ref value, toSend, fromTick, in entered, ref entStateCount);
}
RecursivelyAddChildren(childXform, lastAcked, lastSent, toSend, lastSeen, fromTick, ref newEntityCount,
ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
}
}
private (bool Entered, bool ShouldAdd) ProcessEntry(
in NetEntity netEntity,
Dictionary<NetEntity, PvsEntityVisibility>? lastAcked,
Dictionary<NetEntity, PvsEntityVisibility>? lastSent,
Dictionary<NetEntity, GameTick> lastSeen,
ref int newEntityCount,
ref int enteredEntityCount,
in int newEntityBudget,
in int enteredEntityBudget)
{
var enteredSinceLastSent = lastSent == null || !lastSent.ContainsKey(netEntity);
var entered = enteredSinceLastSent || // OR, entered since last ack:
lastAcked == null || !lastAcked.ContainsKey(netEntity);
// If the entity is entering, but we already sent this entering entity in the last message, we won't add it to
// the budget. Chances are the packet will arrive in a nice and orderly fashion, and the client will stick to
// their requested budget. However this can cause issues if a packet gets dropped, because a player may create
// 2x or more times the normal entity creation budget.
//
// The fix for that would be to just also give the PVS budget a client-side aspect that controls entity creation
// rate.
if (enteredSinceLastSent)
{
if (newEntityCount >= newEntityBudget || enteredEntityCount >= enteredEntityBudget)
return (entered, false);
enteredEntityCount++;
if (!lastSeen.ContainsKey(netEntity))
newEntityCount++;
}
return (entered, true);
}
private void AddToSendSet(in NetEntity netEntity, MetaDataComponent metaDataComponent,
ref PvsEntityVisibility vis, Dictionary<NetEntity, PvsEntityVisibility> toSend,
GameTick fromTick, in bool entered, ref int entStateCount)
{
if (metaDataComponent.EntityLifeStage >= EntityLifeStage.Terminating)
{
toSend.Remove(netEntity);
var rep = new EntityStringRepresentation(GetEntity(netEntity), metaDataComponent.EntityDeleted, metaDataComponent.EntityName, metaDataComponent.EntityPrototype?.ID);
Log.Error($"Attempted to add a deleted entity to PVS send set: '{rep}'. Trace:\n{Environment.StackTrace}");
return;
}
if (entered)
{
vis = PvsEntityVisibility.Entered;
entStateCount++;
return;
}
if (metaDataComponent.EntityLastModifiedTick <= fromTick)
{
//entity has been sent before and hasnt been updated since
vis = PvsEntityVisibility.StayedUnchanged;
return;
}
//add us
vis = PvsEntityVisibility.StayedChanged;
entStateCount++;
}
/// <summary>
/// Gets all entity states that have been modified after and including the provided tick.
/// </summary>
public (List<EntityState>?, List<NetEntity>?, GameTick fromTick) GetAllEntityStates(ICommonSession? player, GameTick fromTick, GameTick toTick)
{
List<EntityState>? stateEntities;
var toSend = _uidSetPool.Get();
DebugTools.Assert(toSend.Count == 0);
bool enumerateAll = false;
if (player == null)
{
enumerateAll = fromTick == GameTick.Zero;
}
else if (!_seenAllEnts.Contains(player))
{
enumerateAll = true;
fromTick = GameTick.Zero;
}
if (_gameTiming.CurTick.Value - fromTick.Value > DirtyBufferSize)
{
// Fall back to enumerating over all entities.
enumerateAll = true;
}
if (enumerateAll)
{
stateEntities = new List<EntityState>(EntityManager.EntityCount);
var query = EntityManager.AllEntityQueryEnumerator<MetaDataComponent>();
while (query.MoveNext(out var uid, out var md))
{
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
DebugTools.Assert(md.EntityLifeStage < EntityLifeStage.Terminating);
if (md.EntityLastModifiedTick <= fromTick)
continue;
var state = GetEntityState(player, uid, fromTick, md);
if (state.Empty)
{
Log.Error($@"{nameof(GetEntityState)} returned an empty state while enumerating entities.
Tick: {fromTick}--{_gameTiming.CurTick}
Entity: {ToPrettyString(uid)}
Last modified: {md.EntityLastModifiedTick}
Metadata last modified: {md.LastModifiedTick}
Transform last modified: {Transform(uid).LastModifiedTick}");
}
stateEntities.Add(state);
}
}
else
{
stateEntities = new();
for (var i = fromTick.Value + 1; i <= toTick.Value; i++)
{
if (!TryGetDirtyEntities(new GameTick(i), out var add, out var dirty))
{
// This should be unreachable if `enumerateAll` is false.
throw new Exception($"Failed to get tick dirty data. tick: {i}, from: {fromTick}, to {toTick}, buffer: {DirtyBufferSize}");
}
foreach (var uid in add)
{
if (!toSend.Add(uid) || !_metaQuery.TryGetComponent(uid, out var md))
continue;
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
DebugTools.Assert(md.EntityLifeStage < EntityLifeStage.Terminating);
DebugTools.Assert(md.EntityLastModifiedTick >= md.CreationTick);
DebugTools.Assert(md.EntityLastModifiedTick > fromTick);
var state = GetEntityState(player, uid, fromTick, md);
if (state.Empty)
{
Log.Error($@"{nameof(GetEntityState)} returned an empty state for a new entity.
Tick: {fromTick}--{_gameTiming.CurTick}
Entity: {ToPrettyString(uid)}
Last modified: {md.EntityLastModifiedTick}
Metadata last modified: {md.LastModifiedTick}
Transform last modified: {Transform(uid).LastModifiedTick}");
continue;
}
stateEntities.Add(state);
}
foreach (var uid in dirty)
{
DebugTools.Assert(!add.Contains(uid));
if (!toSend.Add(uid) || !_metaQuery.TryGetComponent(uid, out var md))
continue;
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
DebugTools.Assert(md.EntityLifeStage < EntityLifeStage.Terminating);
DebugTools.Assert(md.EntityLastModifiedTick >= md.CreationTick);
DebugTools.Assert(md.EntityLastModifiedTick > fromTick);
var state = GetEntityState(player, uid, fromTick, md);
if (!state.Empty)
stateEntities.Add(state);
}
}
}
_uidSetPool.Return(toSend);
var deletions = _entityPvsCollection.GetDeletedIndices(fromTick);
if (stateEntities.Count == 0)
stateEntities = null;
return (stateEntities, deletions, fromTick);
}
/// <summary>
/// Generates a network entity state for the given entity.
/// </summary>
/// <param name="player">The player to generate this state for. This may be null if the state is for replay recordings.</param>
/// <param name="entityUid">Uid of the entity to generate the state from.</param>
/// <param name="fromTick">Only provide delta changes from this tick.</param>
/// <param name="meta">The entity's metadata component</param>
/// <returns>New entity State for the given entity.</returns>
private EntityState GetEntityState(ICommonSession? player, EntityUid entityUid, GameTick fromTick, MetaDataComponent meta)
{
var bus = EntityManager.EventBus;
var changed = new List<ComponentChange>();
bool sendCompList = meta.LastComponentRemoved > fromTick;
HashSet<ushort>? netComps = sendCompList ? new() : null;
foreach (var (netId, component) in meta.NetComponents)
{
if (!component.NetSyncEnabled)
continue;
if (component.Deleted || !component.Initialized)
{
Log.Error("Entity manager returned deleted or uninitialized components while sending entity data");
continue;
}
if (component.SendOnlyToOwner && player != null && player.AttachedEntity != entityUid)
continue;
if (component.LastModifiedTick <= fromTick)
{
if (sendCompList && (!component.SessionSpecific || player == null || EntityManager.CanGetComponentState(bus, component, player)))
netComps!.Add(netId);
continue;
}
if (component.SessionSpecific && player != null && !EntityManager.CanGetComponentState(bus, component, player))
continue;
var state = EntityManager.GetComponentState(bus, component, player, fromTick);
DebugTools.Assert(fromTick > component.CreationTick || state is not IComponentDeltaState delta || delta.FullState);
changed.Add(new ComponentChange(netId, state, component.LastModifiedTick));
if (sendCompList)
netComps!.Add(netId);
}
DebugTools.Assert(meta.EntityLastModifiedTick >= meta.LastComponentRemoved);
DebugTools.Assert(GetEntity(meta.NetEntity) == entityUid);
var entState = new EntityState(meta.NetEntity, changed, meta.EntityLastModifiedTick, netComps);
return entState;
}
/// <summary>
/// Variant of <see cref="GetEntityState"/> that includes all entity data, including data that can be inferred implicitly from the entity prototype.
/// </summary>
private EntityState GetFullEntityState(ICommonSession player, EntityUid entityUid, MetaDataComponent meta)
{
var bus = EntityManager.EventBus;
var changed = new List<ComponentChange>();
HashSet<ushort> netComps = new();
foreach (var (netId, component) in meta.NetComponents)
{
if (!component.NetSyncEnabled)
continue;
if (component.SendOnlyToOwner && player.AttachedEntity != entityUid)
continue;
if (component.SessionSpecific && !EntityManager.CanGetComponentState(bus, component, player))
continue;
var state = EntityManager.GetComponentState(bus, component, player, GameTick.Zero);
DebugTools.Assert(state is not IComponentDeltaState delta || delta.FullState);
changed.Add(new ComponentChange(netId, state, component.LastModifiedTick));
netComps.Add(netId);
}
var entState = new EntityState(meta.NetEntity, changed, meta.EntityLastModifiedTick, netComps);
return entState;
}
private EntityUid[] GetSessionViewers(ICommonSession session)
{
if (session.Status != SessionStatus.InGame || session is not IPlayerSession sess)
return Array.Empty<EntityUid>();
// Fast path
if (sess.ViewSubscriptionCount == 0)
{
if (session.AttachedEntity == null)
return Array.Empty<EntityUid>();
return new[] { session.AttachedEntity.Value };
}
var viewers = new HashSet<EntityUid>();
if (session.AttachedEntity != null)
viewers.Add(session.AttachedEntity.Value);
foreach (var uid in sess.ViewSubscriptions)
{
viewers.Add(uid);
}
return viewers.ToArray();
}
// Read Safe
private (Vector2 worldPos, float range, MapId mapId) CalcViewBounds(in EntityUid euid)
{
var xform = _xformQuery.GetComponent(euid);
return (_transform.GetWorldPosition(xform, _xformQuery), _viewSize / 2f, xform.MapID);
}
public sealed class TreePolicy<T> : PooledObjectPolicy<RobustTree<T>> where T : notnull
{
public override RobustTree<T> Create()
{
var pool = new DefaultObjectPool<HashSet<T>>(new SetPolicy<T>(), MaxVisPoolSize);
return new RobustTree<T>(pool);
}
public override bool Return(RobustTree<T> obj)
{
obj.Clear();
return true;
}
}
private sealed class ChunkPoolPolicy<T> : PooledObjectPolicy<Dictionary<T, int>> where T : notnull
{
public override Dictionary<T, int> Create()
{
return new Dictionary<T, int>(32);
}
public override bool Return(Dictionary<T, int> obj)
{
obj.Clear();
return true;
}
}
/// <summary>
/// Class used to store per-session data in order to avoid having to lock dictionaries.
/// </summary>
internal sealed class SessionPVSData
{
/// <summary>
/// All <see cref="EntityUid"/>s that this session saw during the last <see cref="DirtyBufferSize"/> ticks.
/// </summary>
public readonly OverflowDictionary<GameTick, Dictionary<NetEntity, PvsEntityVisibility>> SentEntities = new(DirtyBufferSize);
/// <summary>
/// The most recently acked entities
/// </summary>
public (GameTick Tick, Dictionary<NetEntity, PvsEntityVisibility> Data)? LastAcked;
/// <summary>
/// Stores the last tick at which a given entity was acked by a player. Used to avoid re-sending the whole entity
/// state when an item re-enters PVS.
/// </summary>
public readonly Dictionary<NetEntity, GameTick> LastSeenAt = new();
/// <summary>
/// <see cref="SentEntities"/> overflow in case a player's last ack is more than <see cref="DirtyBufferSize"/> ticks behind the current tick.
/// </summary>
public (GameTick Tick, Dictionary<NetEntity, PvsEntityVisibility> SentEnts)? Overflow;
/// <summary>
/// If true, the client has explicitly requested a full state. Unlike the first state, we will send them
/// all data, not just data that cannot be implicitly inferred from entity prototypes.
/// </summary>
public bool RequestedFull = false;
/// <summary>
/// The tick of the most recently received client Ack. Will be used to update <see cref="LastAcked"/>
/// </summary>
/// <remarks>
/// As the server delays processing acks, this might not currently be the same as <see cref="LastAcked"/>
/// </remarks>
public GameTick LastReceivedAck;
}
}
[ByRefEvent]
public readonly struct ExpandPvsEvent
{
public readonly IPlayerSession Session;
/// <summary>
/// List of entities that will get added to this session's PVS set.
/// </summary>
public readonly List<EntityUid> Entities = new();
/// <summary>
/// List of entities that will get added to this session's PVS set. Unlike <see cref="Entities"/> this will also
/// recursively add all children of the given entity.
/// </summary>
public readonly List<EntityUid> RecursiveEntities = new();
public ExpandPvsEvent(IPlayerSession session)
{
Session = session;
}
}