Files
RobustToolbox/Robust.Client/GameStates/ClientGameStateManager.cs
PJB3005 9b02a4e718 Add game.time_scale cvar
Primary use case (other than silly) is to be a better way to speed up/slow down replays.
2025-12-20 16:32:06 +01:00

1679 lines
70 KiB
C#

// ReSharper disable once RedundantUsingDirective
// Used in EXCEPTION_TOLERANCE preprocessor
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.InteropServices;
using JetBrains.Annotations;
using Microsoft.Extensions.ObjectPool;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Client.Timing;
using Robust.Shared;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Containers;
using Robust.Shared.Exceptions;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Profiling;
using Robust.Shared.Replays;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameStates
{
/// <inheritdoc />
[UsedImplicitly]
public sealed class ClientGameStateManager : IClientGameStateManager
{
private GameStateProcessor _processor = default!;
private uint _nextInputCmdSeq = 1;
private readonly Queue<FullInputCmdMessage> _pendingInputs = new();
private readonly Queue<(uint sequence, GameTick sourceTick, object msg, object sessionMsg)>
_pendingSystemMessages
= new();
// Game state dictionaries that get used every tick.
private readonly Dictionary<EntityUid, StateData> _toApply = new();
private StateData[] _toApplySorted = default!;
private readonly Dictionary<ushort, (IComponent Component, IComponentState? curState, IComponentState? nextState)> _compStateWork = new();
private readonly Dictionary<EntityUid, HashSet<Type>> _pendingReapplyNetStates = new();
private readonly HashSet<NetEntity> _stateEnts = new();
private readonly List<EntityUid> _toDelete = new();
private readonly List<IComponent> _toRemove = new();
private readonly Dictionary<NetEntity, Dictionary<ushort, IComponentState?>> _outputData = new();
private readonly List<(EntityUid, TransformComponent)> _queuedBroadphaseUpdates = new();
private readonly HashSet<EntityUid> _sorted = new();
private readonly List<NetEntity> _created = new();
private readonly List<NetEntity> _detached = new();
private readonly record struct StateData(
EntityUid Uid,
NetEntity NetEntity,
MetaDataComponent Meta,
bool Created,
bool EnteringPvs,
GameTick LastApplied,
EntityState? CurState,
EntityState? NextState,
HashSet<Type>? PendingReapply);
private readonly ObjectPool<Dictionary<ushort, IComponentState?>> _compDataPool =
new DefaultObjectPool<Dictionary<ushort, IComponentState?>>(new DictPolicy<ushort, IComponentState?>(), 256);
private uint _metaCompNetId;
private uint _xformCompNetId;
[Dependency] private readonly IReplayRecordingManager _replayRecording = default!;
[Dependency] private readonly IComponentFactory _compFactory = default!;
[Dependency] private readonly IPlayerManager _players = default!;
[Dependency] private readonly IClientNetManager _network = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IClientGameTiming _timing = default!;
[Dependency] private readonly INetConfigurationManager _config = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IConsoleHost _conHost = default!;
[Dependency] private readonly ClientEntityManager _entities = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly ProfManager _prof = default!;
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
[Dependency] private readonly ILogManager _logMan = default!;
private ISawmill _sawmill = default!;
/// <summary>
/// If we are waiting for a full game state from the server, we will automatically re-send full state requests
/// if they do not arrive in time. Ideally this should never happen, this here just in case a client gets
/// stuck waiting for a full state that the server doesn't know the client even wants.
/// </summary>
public static readonly TimeSpan FullStateTimeout = TimeSpan.FromSeconds(10);
/// <inheritdoc />
public int MinBufferSize => _processor.MinBufferSize;
/// <inheritdoc />
public int TargetBufferSize => _processor.TargetBufferSize;
/// <inheritdoc />
public int GetApplicableStateCount() => _processor.GetApplicableStateCount();
public int StateCount => _processor.StateCount;
public bool IsPredictionEnabled { get; private set; }
public bool PredictionNeedsResetting { get; private set; }
public int PredictTickBias { get; private set; }
public float PredictLagBias { get; private set; }
public int StateBufferMergeThreshold { get; private set; }
private uint _lastProcessedInput;
/// <summary>
/// Maximum number of entities that are sent to null-space each tick due to leaving PVS.
/// </summary>
private int _pvsDetachBudget;
/// <inheritdoc />
public event Action<GameStateAppliedArgs>? GameStateApplied;
public event Action<MsgStateLeavePvs>? PvsLeave;
#if DEBUG
/// <summary>
/// If true, this will cause received game states to be ignored. Used by integration tests.
/// </summary>
public bool DropStates;
#endif
private bool _resettingPredictedEntities;
private readonly List<EntityUid> _brokenEnts = new();
/// <inheritdoc />
public void Initialize()
{
_sawmill = _logMan.GetSawmill("state");
_sawmill.Level = LogLevel.Info;
_processor = new GameStateProcessor(this, _timing, _sawmill);
_network.RegisterNetMessage<MsgState>(HandleStateMessage);
_network.RegisterNetMessage<MsgStateLeavePvs>(HandlePvsLeaveMessage);
_network.RegisterNetMessage<MsgStateAck>();
_network.RegisterNetMessage<MsgStateRequestFull>();
_client.RunLevelChanged += RunLevelChanged;
_config.OnValueChanged(CVars.NetInterp, b => _processor.Interpolation = b, true);
_config.OnValueChanged(CVars.NetBufferSize, i => _processor.BufferSize = i, true);
_config.OnValueChanged(CVars.NetLogging, b => _processor.Logging = b, true);
_config.OnValueChanged(CVars.NetPredict, b => IsPredictionEnabled = b, true);
_config.OnValueChanged(CVars.NetPredictTickBias, i => PredictTickBias = i, true);
_config.OnValueChanged(CVars.NetPredictLagBias, i => PredictLagBias = i, true);
_config.OnValueChanged(CVars.NetStateBufMergeThreshold, i => StateBufferMergeThreshold = i, true);
_config.OnValueChanged(CVars.NetPVSEntityExitBudget, i => _pvsDetachBudget = i, true);
_config.OnValueChanged(CVars.NetMaxBufferSize, i => _processor.MaxBufferSize = i, true);
_processor.Interpolation = _config.GetCVar(CVars.NetInterp);
_processor.BufferSize = _config.GetCVar(CVars.NetBufferSize);
_processor.Logging = _config.GetCVar(CVars.NetLogging);
IsPredictionEnabled = _config.GetCVar(CVars.NetPredict);
PredictTickBias = _config.GetCVar(CVars.NetPredictTickBias);
PredictLagBias = _config.GetCVar(CVars.NetPredictLagBias);
_conHost.RegisterCommand("resetent", Loc.GetString("cmd-reset-ent-desc"), Loc.GetString("cmd-reset-ent-help"), ResetEntCommand);
_conHost.RegisterCommand("resetallents", Loc.GetString("cmd-reset-all-ents-desc"), Loc.GetString("cmd-reset-all-ents-help"), ResetAllEnts);
_conHost.RegisterCommand("detachent", Loc.GetString("cmd-detach-ent-desc"), Loc.GetString("cmd-detach-ent-help"), DetachEntCommand);
_conHost.RegisterCommand("localdelete", Loc.GetString("cmd-local-delete-desc"), Loc.GetString("cmd-local-delete-help"), LocalDeleteEntCommand);
_conHost.RegisterCommand("fullstatereset", Loc.GetString("cmd-full-state-reset-desc"), Loc.GetString("cmd-full-state-reset-help"), (_,_,_) => RequestFullState());
_entities.ComponentAdded += OnComponentAdded;
var metaId = _compFactory.GetRegistration(typeof(MetaDataComponent)).NetID;
if (!metaId.HasValue)
throw new InvalidOperationException("MetaDataComponent does not have a NetId.");
_metaCompNetId = metaId.Value;
var xformId = _compFactory.GetRegistration(typeof(TransformComponent)).NetID;
if (!xformId.HasValue)
throw new InvalidOperationException("TransformComponent does not have a NetId.");
_xformCompNetId = xformId.Value;
}
private void OnComponentAdded(AddedComponentEventArgs args)
{
if (!_resettingPredictedEntities)
return;
var comp = args.ComponentType;
if (comp.NetID == null)
return;
if (_entities.IsClientSide(args.BaseArgs.Owner))
return;
_sawmill.Error($"""
Added component {comp.Name} to entity {_entities.ToPrettyString(args.BaseArgs.Owner)} while resetting predicted entities.
Stack trace:
{Environment.StackTrace}
""");
}
/// <inheritdoc />
public void Reset()
{
_processor.Reset();
_timing.CurTick = GameTick.Zero;
_timing.LastRealTick = GameTick.Zero;
_lastProcessedInput = 0;
}
private void RunLevelChanged(object? sender, RunLevelChangedEventArgs args)
{
if (args.NewLevel == ClientRunLevel.Initialize)
{
// We JUST left a server or the client started up, Reset everything.
Reset();
}
}
public void InputCommandDispatched(ClientFullInputCmdMessage clientMessage, FullInputCmdMessage message)
{
if (!IsPredictionEnabled)
{
return;
}
message.InputSequence = _nextInputCmdSeq;
_pendingInputs.Enqueue(message);
_inputManager.NetworkBindMap.TryGetKeyFunction(message.InputFunctionId, out var boundFunc);
_sawmill.Debug(
$"CL> SENT tick={_timing.CurTick}, sub={_timing.TickFraction}, seq={_nextInputCmdSeq}, func={boundFunc.FunctionName}, state={message.State}");
_nextInputCmdSeq++;
}
public uint SystemMessageDispatched<T>(T message) where T : EntityEventArgs
{
if (!IsPredictionEnabled)
{
return default;
}
DebugTools.Assert(_players.LocalSession != null);
var evArgs = new EntitySessionEventArgs(_players.LocalSession);
_pendingSystemMessages.Enqueue((_nextInputCmdSeq, _timing.CurTick, message,
new EntitySessionMessage<T>(evArgs, message)));
return _nextInputCmdSeq++;
}
private void HandleStateMessage(MsgState message)
{
#if DEBUG
if (DropStates)
return;
#endif
// We ONLY ack states that are definitely going to get applied. Otherwise the sever might assume that we
// applied a state containing entity-creation information, which it would then no longer send to us when
// we re-encounter this entity
if (_processor.AddNewState(message.State))
AckGameState(message.State.ToSequence);
}
public void UpdateFullRep(GameState state, bool cloneDelta = false)
=> _processor.UpdateFullRep(state, cloneDelta);
public Dictionary<NetEntity, Dictionary<ushort, IComponentState?>> GetFullRep()
=> _processor.GetFullRep();
private void HandlePvsLeaveMessage(MsgStateLeavePvs message)
{
QueuePvsDetach(message.Entities, message.Tick);
PvsLeave?.Invoke(message);
}
public void QueuePvsDetach(List<NetEntity> entities, GameTick tick)
{
_processor.AddLeavePvsMessage(entities, tick);
if (_replayRecording.IsRecording)
_replayRecording.RecordClientMessage(new ReplayMessage.LeavePvs(entities, tick));
}
public void ClearDetachQueue() => _processor.ClearDetachQueue();
/// <inheritdoc />
public void ApplyGameState()
{
// If we have been waiting for a full state for a long time, re-request a full state.
if (_processor.WaitingForFull
&& _processor.LastFullStateRequested is {} last
&& DateTime.UtcNow - last.Time > FullStateTimeout)
{
// Re-request a full state.
// We use the previous from-tick, just in case the full state is already on the way,
RequestFullState(null, last.Tick);
}
// Calculate how many states we need to apply this tick.
// Always at least one, but can be more based on StateBufferMergeThreshold.
var curBufSize = GetApplicableStateCount();
var targetBufSize = TargetBufferSize;
var bufferOverflow = curBufSize - targetBufSize - StateBufferMergeThreshold;
var targetProcessedTick = (bufferOverflow > 1)
? _timing.LastProcessedTick + (uint)bufferOverflow
: _timing.LastProcessedTick + 1;
_prof.WriteValue($"State buffer size", curBufSize);
_prof.WriteValue($"State apply count", targetProcessedTick.Value - _timing.LastProcessedTick.Value);
bool processedAny = false;
_timing.LastProcessedTick = _timing.LastRealTick;
while (_timing.LastProcessedTick < targetProcessedTick)
{
// TODO: We could theoretically communicate with the GameStateProcessor better here.
// Since game states are sliding windows, it is possible that we need less than applyCount applies here.
// Consider, if you have 3 states, (tFrom=1, tTo=2), (tFrom=1, tTo=3), (tFrom=2, tTo=3),
// you only need to apply the last 2 states to go from 1 -> 3.
// instead of all 3.
// This would be a nice optimization though also minor since the primary cost here
// is avoiding entity system and re-prediction runs.
//
// Note however that it is possible that some state (e.g. 1->2) contains information for entity creation
// for some entity that has left pvs by tick 3. Given that state 1->2 was acked, the server will not
// re-send that creation data later. So if we skip it and only apply tick 1->3, that will lead to a missing
// meta-data error. So while this can still be optimized, its probably not worth the headache.
if (!_processor.TryGetServerState(out var curState, out var nextState))
break;
processedAny = true;
if (curState == null)
{
// Might just be missing a state, but we may be able to make use of a future state if it has a low enough from sequence.
_timing.LastProcessedTick += 1;
continue;
}
try
{
ResetPredictedEntities();
}
catch (Exception e)
{
// avoid exception spam from repeatedly trying to reset the same entity.
_entitySystemManager.GetEntitySystem<ClientDirtySystem>().Reset();
_runtimeLog.LogException(e, "ResetPredictedEntities");
#if !EXCEPTION_TOLERANCE
throw;
#endif
}
// If we were waiting for a new state, we are now applying it.
if (curState.FromSequence == GameTick.Zero)
{
_processor.OnFullStateReceived();
_timing.LastProcessedTick = curState.ToSequence;
DebugTools.Assert(curState.FromSequence == GameTick.Zero);
PartialStateReset(curState, true);
}
else
{
DebugTools.Assert(!_processor.WaitingForFull);
_timing.LastProcessedTick += 1;
}
_timing.CurTick = _timing.LastRealTick = _timing.LastProcessedTick;
// Update the cached server state.
using (_prof.Group("FullRep"))
{
_processor.UpdateFullRep(curState);
}
using (_prof.Group("ApplyGameState"))
{
if (_timing.LastProcessedTick < targetProcessedTick && nextState != null)
{
// We are about to apply another state after this one anyways. So there is no need to pass in
// the next state for frame interpolation. Really, if we are applying 3 or more states, we
// should be checking the next-next state and so on.
//
// Basically: we only need to apply next-state for the last cur-state we are applying. but 99%
// of the time, we are only applying a single tick. But if we are applying more than one the
// client tends to stutter, so this sort of matters.
nextState = null;
}
#if EXCEPTION_TOLERANCE
try
{
#endif
ApplyGameState(curState, nextState);
#if EXCEPTION_TOLERANCE
}
catch (MissingMetadataException e)
{
// Something has gone wrong. Probably a missing meta-data component. Perhaps a full server state will fix it.
RequestFullState(e.NetEntity);
throw;
}
#endif
}
using (_prof.Group("MergeImplicitData"))
{
MergeImplicitData();
}
if (_lastProcessedInput < curState.LastProcessedInput)
{
_sawmill.Debug($"SV> RCV tick={_timing.CurTick}, last processed ={_lastProcessedInput}");
_lastProcessedInput = curState.LastProcessedInput;
}
}
// Slightly speed up or slow down the client tickrate based on the contents of the buffer.
// TryGetTickStates should have cleaned out any old states, so the buffer contains [t+0(cur), t+1(next), t+2, t+3, ..., t+n]
// we can use this info to properly time our tickrate so it does not run fast or slow compared to the server.
if (_processor.WaitingForFull)
_timing.TickTimingAdjustment = 0f;
else
_timing.TickTimingAdjustment = (GetApplicableStateCount() - (float)TargetBufferSize) * 0.10f;
// If we are about to process an another tick in the same frame, lets not bother unnecessarily running prediction ticks
// Really the main-loop ticking just needs to be more specialized for clients.
if (_timing.TickRemainderRealtime >= _timing.CalcAdjustedTickPeriod())
return;
if (!processedAny)
{
// Failed to process even a single tick. Chances are the tick buffer is empty, either because of
// networking issues or because the server is dead. This will functionally freeze the client-side simulation.
return;
}
// remove old pending inputs
while (_pendingInputs.Count > 0 && _pendingInputs.Peek().InputSequence <= _lastProcessedInput)
{
var inCmd = _pendingInputs.Dequeue();
_inputManager.NetworkBindMap.TryGetKeyFunction(inCmd.InputFunctionId, out var boundFunc);
_sawmill.Debug($"SV> seq={inCmd.InputSequence}, func={boundFunc.FunctionName}, state={inCmd.State}");
}
while (_pendingSystemMessages.Count > 0 && _pendingSystemMessages.Peek().sequence <= _lastProcessedInput)
{
_pendingSystemMessages.Dequeue();
}
DebugTools.Assert(_timing.InSimulation);
var ping = (_network.ServerChannel?.Ping ?? 0) / 1000f + PredictLagBias; // seconds.
var lagTickCount = Math.Ceiling(_timing.TickRate * ping / _timing.TimeScale);
var predictionTarget = _timing.LastProcessedTick + (uint) (_processor.TargetBufferSize + lagTickCount + PredictTickBias);
if (IsPredictionEnabled)
{
PredictionNeedsResetting = true;
PredictTicks(predictionTarget);
}
using (_prof.Group("Tick"))
{
_entities.TickUpdate((float) _timing.TickPeriod.TotalSeconds, noPredictions: !IsPredictionEnabled, histogram: null);
}
}
public void RequestFullState(NetEntity? missingEntity = null, GameTick? tick = null)
{
_sawmill.Info("Requesting full server state");
_network.ClientSendMessage(new MsgStateRequestFull { Tick = _timing.LastRealTick , MissingEntity = missingEntity ?? NetEntity.Invalid });
_processor.OnFullStateRequested(tick ?? _timing.LastRealTick);
}
public void PredictTicks(GameTick predictionTarget)
{
using var _p = _prof.Group("Prediction");
using var _ = _timing.StartPastPredictionArea();
if (_pendingInputs.Count > 0)
{
_sawmill.Debug("CL> Predicted:");
}
var input = _entitySystemManager.GetEntitySystem<InputSystem>();
using var pendingInputEnumerator = _pendingInputs.GetEnumerator();
using var pendingMessagesEnumerator = _pendingSystemMessages.GetEnumerator();
var hasPendingInput = pendingInputEnumerator.MoveNext();
var hasPendingMessage = pendingMessagesEnumerator.MoveNext();
while (_timing.CurTick < predictionTarget)
{
_timing.CurTick += 1;
var groupStart = _prof.WriteGroupStart();
while (hasPendingInput && pendingInputEnumerator.Current.Tick <= _timing.CurTick)
{
var inputCmd = pendingInputEnumerator.Current;
_inputManager.NetworkBindMap.TryGetKeyFunction(inputCmd.InputFunctionId, out var boundFunc);
_sawmill.Debug(
$" seq={inputCmd.InputSequence}, sub={inputCmd.SubTick}, dTick={_timing.CurTick}, func={boundFunc.FunctionName}, " +
$"state={inputCmd.State}");
input.PredictInputCommand(inputCmd);
hasPendingInput = pendingInputEnumerator.MoveNext();
}
while (hasPendingMessage && pendingMessagesEnumerator.Current.sourceTick <= _timing.CurTick)
{
_entities.EventBus.RaiseEvent(EventSource.Local, pendingMessagesEnumerator.Current.msg);
_entities.EventBus.RaiseEvent(EventSource.Local, pendingMessagesEnumerator.Current.sessionMsg);
hasPendingMessage = pendingMessagesEnumerator.MoveNext();
}
if (_timing.CurTick != predictionTarget)
{
using (_prof.Group("Systems"))
{
// Don't run EntitySystemManager.TickUpdate if this is the target tick,
// because the rest of the main loop will call into it with the target tick later,
// and it won't be a past prediction.
_entitySystemManager.TickUpdate((float)_timing.TickPeriod.TotalSeconds, noPredictions: false);
}
using (_prof.Group("Event queue"))
{
((IBroadcastEventBusInternal)_entities.EventBus).ProcessEventQueue();
}
using (_prof.Group("QueueDel"))
{
_entities.ProcessQueueudDeletions();
}
}
_prof.WriteGroupEnd(groupStart, "Prediction tick", ProfData.Int64(_timing.CurTick.Value));
}
}
public void ResetPredictedEntities()
{
using var _ = _prof.Group("ResetPredictedEntities");
using var __ = _timing.StartStateApplicationArea();
// This is terrible, and I hate it. This also needs to run even when prediction is disabled.
_entitySystemManager.GetEntitySystem<TransformSystem>().Reset();
if (!PredictionNeedsResetting)
return;
PredictionNeedsResetting = false;
var countReset = 0;
var system = _entitySystemManager.GetEntitySystem<ClientDirtySystem>();
var metaQuery = _entities.GetEntityQuery<MetaDataComponent>();
RemQueue<IComponent> toRemove = new();
// Handle predicted entity spawns.
var predicted = new ValueList<EntityUid>();
var predictedQuery = _entities.AllEntityQueryEnumerator<PredictedSpawnComponent>();
while (predictedQuery.MoveNext(out var uid, out var _))
{
predicted.Add(uid);
}
// Entity will get re-created as part of the tick.
foreach (var ent in predicted)
{
_entities.DeleteEntity(ent);
}
foreach (var entity in system.DirtyEntities)
{
DebugTools.Assert(toRemove.Count == 0);
// Check log level first to avoid the string alloc.
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($"Entity {entity} was made dirty.");
if (!metaQuery.TryGetComponent(entity, out var meta) ||
!_processor.TryGetLastServerStates(meta.NetEntity, out var last))
{
// Entity was probably deleted on the server so do nothing.
continue;
}
countReset += 1;
try
{
_resettingPredictedEntities = true;
foreach (var (netId, comp) in meta.NetComponents)
{
if (!comp.NetSyncEnabled)
continue;
// Was this component added during prediction?
if (comp.CreationTick > _timing.LastRealTick)
{
if (last.ContainsKey(netId))
{
// Component was probably removed and then re-addedd during a single prediction run
// Just reset state as normal.
comp.ClearCreationTick();
}
else
{
toRemove.Add(comp);
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($" A new component was added: {comp.GetType()}");
continue;
}
}
if (comp.LastModifiedTick <= _timing.LastRealTick ||
!last.TryGetValue(netId, out var compState))
{
continue;
}
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($" A component was dirtied: {comp.GetType()}");
if ((meta.Flags & MetaDataFlags.Detached) == 0 && compState != null)
{
var handleState = new ComponentHandleState(compState, null);
_entities.EventBus.RaiseComponentEvent(entity, comp, ref handleState);
}
comp.LastModifiedTick = _timing.LastRealTick;
}
}
finally
{
_resettingPredictedEntities = false;
}
// Remove predicted component additions
foreach (var comp in toRemove)
{
_entities.RemoveComponent(entity, comp);
}
toRemove.Clear();
// Re-add predicted removals
if (system.RemovedComponents.TryGetValue(entity, out var netIds))
{
foreach (var netId in netIds)
{
if (meta.NetComponents.ContainsKey(netId))
continue;
if (!last.TryGetValue(netId, out var state))
continue;
var comp = _entities.AddComponent(entity, netId, meta);
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($" A component was removed: {comp.GetType()}");
if (state != null)
{
var stateEv = new ComponentHandleState(state, null);
_entities.EventBus.RaiseComponentEvent(entity, comp, ref stateEv);
}
comp.ClearCreationTick(); // don't undo the re-adding.
comp.LastModifiedTick = _timing.LastRealTick;
}
}
DebugTools.Assert(meta.EntityLastModifiedTick > _timing.LastRealTick);
meta.EntityLastModifiedTick = _timing.LastRealTick;
}
_entities.System<PhysicsSystem>().ResetContacts();
// TODO maybe reset more of physics?
// E.g., warm impulses for warm starting?
system.Reset();
_prof.WriteValue("Reset count", ProfData.Int32(countReset));
}
/// <summary>
/// Infer implicit state data for newly created entities.
/// </summary>
/// <remarks>
/// Whenever a new entity is created, the server doesn't send full state data, given that much of the data
/// can simply be obtained from the entity prototype information. This function basically creates a fake
/// initial server state for any newly created entity. It does this by simply using the standard <see
/// cref="IEntityManager.GetComponentState"/>.
/// </remarks>
public void MergeImplicitData()
{
var bus = _entities.EventBus;
foreach (var netEntity in _created)
{
if (!_entities.TryGetEntityData(netEntity, out _, out var meta))
{
_sawmill.Error($"Encountered deleted entity while merging implicit data! NetEntity: {netEntity}");
#if !EXCEPTION_TOLERANCE
throw new KeyNotFoundException();
#else
continue;
#endif
}
var compData = _compDataPool.Get();
_outputData.Add(netEntity, compData);
foreach (var (netId, component) in meta.NetComponents)
{
DebugTools.Assert(component.NetSyncEnabled);
var state = _entities.GetComponentState(bus, component, null, GameTick.Zero);
DebugTools.Assert(state is not IComponentDeltaState);
compData.Add(netId, state);
}
}
_created.Clear();
_processor.MergeImplicitData(_outputData);
foreach (var data in _outputData.Values)
{
_compDataPool.Return(data);
}
_outputData.Clear();
}
private void AckGameState(GameTick sequence)
{
_network.ClientSendMessage(new MsgStateAck() { Sequence = sequence });
}
public IEnumerable<NetEntity> ApplyGameState(GameState curState, GameState? nextState)
{
using var _ = _timing.StartStateApplicationArea();
// TODO replays optimize this.
// This currently just saves game states as they are applied.
// However this is inefficient and may have redundant data.
// E.g., we may record states: [10 to 15] [11 to 16] *error* [0 to 18] [18 to 19] [18 to 20] ...
// The best way to deal with this is probably to just re-process & re-write the replay when first loading it.
//
// Also, currently this will cause a state to be serialized, which in principle shouldn't differ from the
// data that we received from the server. So if a recording is active we could actually just copy those
// raw bytes.
_replayRecording.Update(curState);
using (_prof.Group("Config"))
{
_config.TickProcessMessages();
}
using (_prof.Group("Entity"))
{
ApplyEntityStates(curState, nextState);
}
using (_prof.Group("Player"))
{
_players.ApplyPlayerStates(curState.PlayerStates.Value ?? Array.Empty<SessionState>());
}
using (_prof.Group("Callback"))
{
GameStateApplied?.Invoke(new GameStateAppliedArgs(curState, _detached));
}
return _created;
}
private void ApplyEntityStates(GameState curState, GameState? nextState)
{
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xforms = _entities.GetEntityQuery<TransformComponent>();
var xformSys = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
var enteringPvs = 0;
_toApply.Clear();
_created.Clear();
_pendingReapplyNetStates.Clear();
var curSpan = curState.EntityStates.Span;
// Create new entities
// This is done BEFORE state application to ensure any new parents exist before existing children have their states applied, otherwise, we may have issues with entity transforms!
using (_prof.Group("Create uninitialized entities"))
{
var created = 0;
foreach (var es in curSpan)
{
if (_entities.TryGetEntity(es.NetEntity, out var nUid))
{
DebugTools.Assert(_entities.EntityExists(nUid));
continue;
}
created++;
CreateNewEntity(es, curState.ToSequence);
}
_prof.WriteValue("Count", ProfData.Int32(created));
}
// Add entity entities that aren't new to _toCreate.
// In the process, we also check if these entities are re-entering PVS range.
foreach (var es in curSpan)
{
if (!_entities.TryGetEntityData(es.NetEntity, out var uid, out var meta))
continue;
var isEnteringPvs = (meta.Flags & MetaDataFlags.Detached) != 0;
if (isEnteringPvs)
{
// _toApply already contains newly created entities, but these should never be "entering PVS"
DebugTools.Assert(!_toApply.ContainsKey(uid.Value));
meta.Flags &= ~MetaDataFlags.Detached;
enteringPvs++;
}
else if (meta.LastStateApplied >= es.EntityLastModified && meta.LastStateApplied != GameTick.Zero)
{
// _toApply already contains newly created entities, but for those this set should have no effect
DebugTools.Assert(!_toApply.ContainsKey(uid.Value) || meta.LastStateApplied == curState.ToSequence);
meta.LastStateApplied = curState.ToSequence;
continue;
}
// Any newly created entities already added to _toApply should've already been caught by the previous continue
DebugTools.Assert(!_toApply.ContainsKey(uid.Value));
_toApply.Add(uid.Value, new(uid.Value, es.NetEntity, meta, false, isEnteringPvs, meta.LastStateApplied, es, null, null));
meta.LastStateApplied = curState.ToSequence;
}
// Detach entities to null space
var containerSys = _entitySystemManager.GetEntitySystem<ContainerSystem>();
var lookupSys = _entitySystemManager.GetEntitySystem<EntityLookupSystem>();
ProcessPvsDeparture(curState.ToSequence, metas, xforms, xformSys, containerSys, lookupSys);
// Check next state (AFTER having created new entities introduced in curstate)
if (nextState != null)
{
foreach (var es in nextState.EntityStates.Span)
{
if (!_entities.TryGetEntityData(es.NetEntity, out var uid, out var meta))
continue;
// Does the next state actually have any future information about this entity that could be used for interpolation?
if (es.EntityLastModified != nextState.ToSequence)
continue;
ref var state = ref CollectionsMarshal.GetValueRefOrAddDefault(_toApply, uid.Value, out var exists);
state = exists
? state with {NextState = es}
: new(uid.Value, es.NetEntity, meta, false, false, GameTick.Zero, null, es, null);
}
}
// Check pending states and see if we need to force any entities to re-run component states.
foreach (var (uid, pending) in _pendingReapplyNetStates)
{
// Original entity referencing the NetEntity may have been deleted.
if (!metas.TryGetComponent(uid, out var meta))
continue;
// It may also have been queued for deletion, in which case its last server state entry has already been removed.
// I love me some spaghetti order-of-operation dependent code
if (!_processor._lastStateFullRep.ContainsKey(meta.NetEntity))
{
DebugTools.Assert(curState.EntityDeletions.Value.Contains(meta.NetEntity));
continue;
}
DebugTools.Assert(!curState.EntityDeletions.Value.Contains(meta.NetEntity));
ref var state = ref CollectionsMarshal.GetValueRefOrAddDefault(_toApply, uid, out var exists);
state = exists
? state with {PendingReapply = pending}
: new(uid, meta.NetEntity, meta, false, false, GameTick.Zero, null, null, pending);
}
_queuedBroadphaseUpdates.Clear();
using (_prof.Group("Sort States"))
{
SortStates(_toApply);
}
// Apply entity states.
using (_prof.Group("Apply States"))
{
var span = _toApplySorted.AsSpan(0, _toApply.Count);
foreach (ref var data in span)
{
ApplyEntState(data, curState.ToSequence);
}
Array.Clear(_toApplySorted, 0, _toApply.Count);
_prof.WriteValue("Count", ProfData.Int32(_toApply.Count));
}
// Add entering entities back to broadphase.
using (_prof.Group("Update Broadphase"))
{
try
{
foreach (var (uid, xform) in _queuedBroadphaseUpdates)
{
lookupSys.FindAndAddToEntityTree(uid, true, xform);
}
}
catch (Exception e)
{
_sawmill.Error($"Caught exception while updating entity broadphases");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(ApplyEntityStates)}");
}
}
var delSpan = curState.EntityDeletions.Span;
if (delSpan.Length > 0)
{
try
{
ProcessDeletions(delSpan, xforms, metas, xformSys);
}
catch (Exception e)
{
_sawmill.Error($"Caught exception while deleting entities");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(ApplyEntityStates)}");
#if !EXCEPTION_TOLERANCE
throw;
#endif
}
}
// Delete any entities that failed to properly initialize/start
foreach (var entity in _brokenEnts)
{
_entities.DeleteEntity(entity);
}
_brokenEnts.Clear();
_prof.WriteValue("State Size", ProfData.Int32(curSpan.Length));
_prof.WriteValue("Entered PVS", ProfData.Int32(enteringPvs));
}
private void ApplyEntState(in StateData data, GameTick toTick)
{
try
{
HandleEntityState(data, _entities.EventBus, toTick);
}
catch (Exception e)
{
_sawmill.Error($"Caught exception while applying entity state. Entity: {_entities.ToPrettyString(data.Uid)}. Exception: {e}");
_brokenEnts.Add(data.Uid);
RequestFullState();
#if !EXCEPTION_TOLERANCE
throw;
#else
return;
#endif
}
if (data.Created)
{
try
{
_entities.InitializeEntity(data.Uid, data.Meta);
_entities.StartEntity(data.Uid);
}
catch (Exception e)
{
_sawmill.Error(
$"Caught exception while initializing or starting entity: {_entities.ToPrettyString(data.Uid)}. Exception: {e}");
_brokenEnts.Add(data.Uid);
RequestFullState();
#if !EXCEPTION_TOLERANCE
throw;
#else
return;
#endif
}
}
if (!data.EnteringPvs)
return;
// Now that things like collision data, fixtures, and positions have been updated, we queue a
// broadphase update. However, if this entity is parented to some other entity also re-entering PVS,
// we only need to update it's parent (as it recursively updates children anyways).
var xform = _entities.TransformQuery.Comp(data.Uid);
DebugTools.Assert(xform.Broadphase == BroadphaseData.Invalid);
xform.Broadphase = null;
if (!_toApply.TryGetValue(xform.ParentUid, out var parent) || !parent.EnteringPvs)
_queuedBroadphaseUpdates.Add((data.Uid, xform));
}
private void CreateNewEntity(EntityState state, GameTick toTick)
{
// TODO GAME STATE
// store MetaData & Transform information separately.
var metaState =
(MetaDataComponentState?) state.ComponentChanges.Value?.FirstOrDefault(c => c.NetID == _metaCompNetId)
.State;
if (metaState == null)
throw new MissingMetadataException(state.NetEntity);
var uid = _entities.CreateEntity(metaState.PrototypeId, out var newMeta);
_toApply.Add(uid, new(uid, state.NetEntity, newMeta, true, false, GameTick.Zero, state, null, null));
_created.Add(state.NetEntity);
// Client creates a client-side net entity for the newly created entity.
// We need to clear this mapping before assigning the real net id.
// TODO NetEntity Jank: prevent the client from creating this in the first place.
_entities.ClearNetEntity(newMeta.NetEntity);
_entities.SetNetEntity(uid, state.NetEntity, newMeta);
newMeta.LastStateApplied = toTick;
// Check if there's any component states awaiting this entity.
if (!_entities.PendingNetEntityStates.Remove(state.NetEntity, out var value))
return;
foreach (var (type, owner) in value)
{
var pending = _pendingReapplyNetStates.GetOrNew(owner);
pending.Add(type);
}
}
/// <summary>
/// Sort states to ensure that we always apply states, initialize, and start parent entities before any of their
/// children.
/// </summary>
private void SortStates(Dictionary<EntityUid, StateData> toApply)
{
// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
if (_toApplySorted == null || _toApplySorted.Length < toApply.Count)
Array.Resize(ref _toApplySorted, toApply.Count);
_sorted.Clear();
var i = 0;
foreach (var (ent, data) in toApply)
{
AddToSorted(ent, data, ref i);
}
DebugTools.AssertEqual(i, toApply.Count);
}
private void AddToSorted(EntityUid ent, in StateData data, ref int i)
{
if (!_sorted.Add(ent))
return;
EnsureParentsSorted(ent, data, ref i);
_toApplySorted[i++] = data;
}
private void EnsureParentsSorted(EntityUid ent, in StateData data, ref int i)
{
var parent = GetStateParent(ent, data);
while (parent != EntityUid.Invalid)
{
if (_toApply.TryGetValue(parent, out var parentData))
{
AddToSorted(parent, parentData, ref i);
// The above method will handle the rest of the transform hierarchy, so we can just return early.
return;
}
parent = _entities.TransformQuery.GetComponent(parent).ParentUid;
}
}
/// <summary>
/// Get the entity's parent in the game state that is being applies. I.e., if the state contains a new
/// transform state, get the parent from that. Otherwise, return the entity's current parent.
/// </summary>
private EntityUid GetStateParent(EntityUid uid, in StateData data)
{
// TODO GAME STATE
// store MetaData & Transform information separately.
if (data.CurState != null
&& data.CurState.ComponentChanges.Value
.TryFirstOrNull(c => c.NetID == _xformCompNetId, out var found))
{
var state = (TransformComponentState) found.Value.State!;
return _entities.GetEntity(state.ParentID);
}
return _entities.TransformQuery.GetComponent(uid).ParentUid;
}
/// <inheritdoc />
public void PartialStateReset(
GameState state,
bool resetAllEntities,
bool deleteClientEntities = false,
bool deleteClientChildren = true)
{
using var _ = _timing.StartStateApplicationArea();
if (state.FromSequence != GameTick.Zero)
{
_sawmill.Error("Attempted to reset to a state with incomplete data");
return;
}
_sawmill.Info($"Resetting all entity states to tick {state.ToSequence}.");
// Construct hashset for set.Contains() checks.
_stateEnts.Clear();
var entityStates = state.EntityStates.Span;
foreach (var entState in entityStates)
{
_stateEnts.Add(entState.NetEntity);
}
var xforms = _entities.GetEntityQuery<TransformComponent>();
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xformSys = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
_toDelete.Clear();
// Client side entities won't need the transform, but that should always be a tiny minority of entities
var metaQuery = _entities.AllEntityQueryEnumerator<MetaDataComponent, TransformComponent>();
while (metaQuery.MoveNext(out var ent, out var metadata, out var xform))
{
var netEnt = metadata.NetEntity;
if (metadata.NetEntity.IsClientSide())
{
if (deleteClientEntities)
_toDelete.Add(ent);
continue;
}
if (_stateEnts.Contains(netEnt))
{
if (resetAllEntities || metadata.LastStateApplied > state.ToSequence)
metadata.LastStateApplied = GameTick.Zero; // TODO track last-state-applied for individual components? Is it even worth it?
continue;
}
// This entity is going to get deleted, but maybe some if its children won't be, so lets detach them to
// null. First we will detach the parent in order to reduce the number of broadphase/lookup updates.
xformSys.DetachEntity(ent, xform);
// Then detach all children.
foreach (var child in xform._children)
{
xformSys.DetachEntity(child, xforms.Get(child), metas.Get(child), xform);
if (deleteClientChildren
&& !deleteClientEntities // don't add duplicates
&& _entities.IsClientSide(child))
{
_toDelete.Add(child);
}
}
_toDelete.Add(ent);
}
foreach (var ent in _toDelete)
{
_entities.DeleteEntity(ent);
}
}
private void ProcessDeletions(ReadOnlySpan<NetEntity> delSpan,
EntityQuery<TransformComponent> xforms,
EntityQuery<MetaDataComponent> metas,
SharedTransformSystem xformSys)
{
// Processing deletions is non-trivial, because by default deletions will also delete all child entities.
//
// Naively: easy, just apply server states to process any transform states before deleting, right? But now
// that PVS detach messages are sent separately & processed over time, the entity may have left our view,
// but not yet been moved to null-space. In that case, the server would not send us transform states, and
// deleting an entity could falsely delete the children as well. Therefore, before deleting we must detach
// all children to null. This also gets called WHILE deleting, but we need to do it beforehand. Given that
// they are either also about to get deleted, or about to be send to out-of-pvs null-space, this shouldn't
// be a significant performance impact.
using var _ = _prof.Group("Deletion");
foreach (var netEntity in delSpan)
{
// Don't worry about this for later.
_entities.PendingNetEntityStates.Remove(netEntity);
if (!_entities.TryGetEntity(netEntity, out var id))
continue;
if (!xforms.TryGetComponent(id, out var xform))
continue; // Already deleted? or never sent to us?
// First, a single recursive map change
xformSys.DetachEntity(id.Value, xform);
// Then detach all children.
var childEnumerator = xform.ChildEnumerator;
while (childEnumerator.MoveNext(out var child))
{
xformSys.DetachEntity(child, xforms.Get(child), metas.Get(child), xform);
}
// Finally, delete the entity.
_entities.DeleteEntity(id.Value);
}
_prof.WriteValue("Count", ProfData.Int32(delSpan.Length));
}
public void DetachImmediate(List<NetEntity> entities)
{
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xforms = _entities.GetEntityQuery<TransformComponent>();
var xformSys = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
var containerSys = _entitySystemManager.GetEntitySystem<ContainerSystem>();
var lookupSys = _entitySystemManager.GetEntitySystem<EntityLookupSystem>();
Detach(GameTick.MaxValue, null, entities, metas, xforms, xformSys, containerSys, lookupSys);
_detached.Clear();
}
private void ProcessPvsDeparture(
GameTick toTick,
EntityQuery<MetaDataComponent> metas,
EntityQuery<TransformComponent> xforms,
SharedTransformSystem xformSys,
ContainerSystem containerSys,
EntityLookupSystem lookupSys)
{
var toDetach = _processor.GetEntitiesToDetach(toTick, _pvsDetachBudget);
if (toDetach.Count == 0)
return;
// TODO optimize
// If an entity is leaving PVS, so are all of its children. If we can preserve the hierarchy we can avoid
// things like container insertion and ejection.
using var _ = _prof.Group("Leave PVS");
_detached.Clear();
foreach (var (tick, ents) in toDetach)
{
Detach(tick, toTick, ents, metas, xforms, xformSys, containerSys, lookupSys);
}
_prof.WriteValue("Count", ProfData.Int32(_detached.Count));
}
private void Detach(GameTick maxTick,
GameTick? lastStateApplied,
List<NetEntity> entities,
EntityQuery<MetaDataComponent> metas,
EntityQuery<TransformComponent> xforms,
SharedTransformSystem xformSys,
ContainerSystem containerSys,
EntityLookupSystem lookupSys)
{
foreach (var netEntity in entities)
{
if (!_entities.TryGetEntityData(netEntity, out var ent, out var meta))
continue;
if (meta.LastStateApplied > maxTick)
{
// Server sent a new state for this entity sometime after the detach message was sent. The
// detach message probably just arrived late or was initially dropped.
continue;
}
if ((meta.Flags & (MetaDataFlags.Detached | MetaDataFlags.Undetachable)) != 0)
continue;
if (lastStateApplied.HasValue)
meta.LastStateApplied = lastStateApplied.Value;
var xform = xforms.GetComponent(ent.Value);
// TODO PVS DETACH
// Why is this if block here again? If a null-space entity gets sent to a player via some PVS override,
// and then later on it gets removed, you would assume that the client marks it as detached?
// I.e., modifying the metadata flag & pausing the entity should probably happen outside of this block.
if (xform.ParentUid.IsValid())
{
lookupSys.RemoveFromEntityTree(ent.Value, xform);
xform.Broadphase = BroadphaseData.Invalid;
// In some cursed scenarios an entity inside of a container can leave PVS without the container itself leaving PVS.
// In those situations, we need to add the entity back to the list of expected entities after detaching.
BaseContainer? container = null;
if ((meta.Flags & MetaDataFlags.InContainer) != 0 &&
metas.TryGetComponent(xform.ParentUid, out var containerMeta) &&
(containerMeta.Flags & MetaDataFlags.Detached) == 0 &&
containerSys.TryGetContainingContainer(xform.ParentUid, ent.Value, out container))
{
containerSys.Remove((ent.Value, xform, meta), container, false, true);
}
meta._flags |= MetaDataFlags.Detached;
xformSys.DetachEntity(ent.Value, xform);
DebugTools.Assert((meta.Flags & MetaDataFlags.InContainer) == 0);
// We mark the entity as paused, without raising a pause-event.
// The entity gets un-paused when the metadata's comp-state is reapplied (which also does not raise
// an un-pause event). The assumption is that game logic that has to handle the pausing should be
// getting networked anyway. And if its some client-side timer on a networked entity, the timer
// shouldn't actually be getting paused just because the entity has left the players view.
meta.PauseTime = TimeSpan.Zero;
if (container != null)
containerSys.AddExpectedEntity(netEntity, container);
}
_detached.Add(netEntity);
}
}
private void HandleEntityState(in StateData data, IEventBus bus, GameTick toTick)
{
_compStateWork.Clear();
// First remove any deleted components
if (data.CurState?.NetComponents is {} netComps)
{
_toRemove.Clear();
foreach (var (id, comp) in data.Meta.NetComponents)
{
DebugTools.Assert(comp.NetSyncEnabled);
if (!netComps.Contains(id))
_toRemove.Add(comp);
}
foreach (var comp in _toRemove)
{
_entities.RemoveComponent(data.Uid, comp, data.Meta);
}
}
if (data.EnteringPvs)
{
// last-server state has already been updated with new information from curState
// --> simply reset to the most recent server state.
//
// as to why we need to reset: because in the process of detaching to null-space, we will have dirtied
// the entity. most notably, all entities will have been ejected from their containers.
foreach (var (id, state) in _processor.GetLastServerStates(data.NetEntity))
{
if (!data.Meta.NetComponents.TryGetValue(id, out var comp))
{
comp = _compFactory.GetComponent(id);
_entities.AddComponent(data.Uid, comp, true, metadata: data.Meta);
}
_compStateWork[id] = (comp, state, null);
}
}
else if (data.CurState != null)
{
foreach (var compChange in data.CurState.ComponentChanges.Span)
{
if (!data.Meta.NetComponents.TryGetValue(compChange.NetID, out var comp))
{
comp = _compFactory.GetComponent(compChange.NetID);
_entities.AddComponent(data.Uid, comp, true, metadata: data.Meta);
}
else if (compChange.LastModifiedTick <= data.LastApplied && data.LastApplied != GameTick.Zero)
continue;
_compStateWork[compChange.NetID] = (comp, compChange.State, null);
}
}
if (data.NextState != null)
{
foreach (var compState in data.NextState.ComponentChanges.Span)
{
if (compState.LastModifiedTick != toTick + 1)
continue;
if (!data.Meta.NetComponents.TryGetValue(compState.NetID, out var comp))
{
// The component can be null here due to interp, because the NEXT state will have a new
// component, but the component does not yet exist.
continue;
}
ref var state =
ref CollectionsMarshal.GetValueRefOrAddDefault(_compStateWork, compState.NetID, out var exists);
if (exists)
state = (comp, state.curState, compState.State);
else
state = (comp, null, compState.State);
}
}
// If we have a NetEntity we reference come in then apply their state.
DebugTools.Assert(_pendingReapplyNetStates.ContainsKey(data.Uid) == (data.PendingReapply != null));
if (data.PendingReapply is {} reapplyTypes)
{
var lastState = _processor.GetLastServerStates(data.NetEntity);
foreach (var type in reapplyTypes)
{
var compRef = _compFactory.GetRegistration(type);
var netId = compRef.NetID;
if (netId == null)
continue;
if (!data.Meta.NetComponents.TryGetValue(netId.Value, out var comp) ||
!lastState.TryGetValue(netId.Value, out var lastCompState))
{
continue;
}
ref var compState =
ref CollectionsMarshal.GetValueRefOrAddDefault(_compStateWork, netId.Value, out var exists);
if (exists)
continue;
compState = (comp, lastCompState, null);
}
}
foreach (var (comp, cur, next) in _compStateWork.Values)
{
if (cur == null && next == null)
continue;
var handleState = new ComponentHandleState(cur, next);
bus.RaiseComponentEvent(data.Uid, comp, ref handleState);
}
}
#region Debug Commands
private bool TryParseUid(IConsoleShell shell, string[] args, out EntityUid uid, [NotNullWhen(true)] out MetaDataComponent? meta)
{
if (args.Length != 1)
{
shell.WriteError(Loc.GetString("cmd-invalid-arg-number-error"));
uid = EntityUid.Invalid;
meta = null;
return false;
}
if (!EntityUid.TryParse(args[0], out uid))
{
shell.WriteError(Loc.GetString("cmd-parse-failure-uid", ("arg", args[0])));
meta = null;
return false;
}
if (!_entities.TryGetComponent(uid, out meta))
{
shell.WriteError(Loc.GetString("cmd-parse-failure-entity-exist", ("arg", args[0])));
return false;
}
return true;
}
/// <summary>
/// Reset an entity to the most recently received server state. This will also reset entities that have been detached to null-space.
/// </summary>
private void ResetEntCommand(IConsoleShell shell, string argStr, string[] args)
{
if (!TryParseUid(shell, args, out var uid, out var meta))
return;
using var _ = _timing.StartStateApplicationArea();
ResetEnt(uid, meta, false);
}
/// <summary>
/// Detach an entity to null-space, as if it had left PVS range.
/// </summary>
private void DetachEntCommand(IConsoleShell shell, string argStr, string[] args)
{
if (!TryParseUid(shell, args, out var uid, out var meta))
return;
if ((meta.Flags & MetaDataFlags.Detached) != 0)
return;
using var _ = _timing.StartStateApplicationArea();
meta.Flags |= MetaDataFlags.Detached;
var containerSys = _entities.EntitySysManager.GetEntitySystem<ContainerSystem>();
var xform = _entities.GetComponent<TransformComponent>(uid);
if (xform.ParentUid.IsValid())
{
BaseContainer? container = null;
if ((meta.Flags & MetaDataFlags.InContainer) != 0 &&
_entities.TryGetComponent(xform.ParentUid, out MetaDataComponent? containerMeta) &&
(containerMeta.Flags & MetaDataFlags.Detached) == 0)
{
containerSys.TryGetContainingContainer(xform.ParentUid, uid, out container);
}
_entities.EntitySysManager.GetEntitySystem<TransformSystem>().DetachEntity(uid, xform);
if (container != null)
containerSys.AddExpectedEntity(_entities.GetNetEntity(uid), container);
}
}
/// <summary>
/// Deletes an entity. Unlike the normal delete command, this is CLIENT-SIDE.
/// </summary>
/// <remarks>
/// Unless the entity is a client-side entity, this will likely cause errors.
/// </remarks>
private void LocalDeleteEntCommand(IConsoleShell shell, string argStr, string[] args)
{
if (!TryParseUid(shell, args, out var uid, out var meta))
return;
// If this is not a client-side entity, it also needs to be removed from the full-server state dictionary to
// avoid errors. This has to be done recursively for all children.
void _recursiveRemoveState(NetEntity netEntity, TransformComponent xform, EntityQuery<MetaDataComponent> metaQuery, EntityQuery<TransformComponent> xformQuery)
{
_processor._lastStateFullRep.Remove(netEntity);
foreach (var child in xform._children)
{
if (xformQuery.TryGetComponent(child, out var childXform) &&
metaQuery.TryGetComponent(child, out var childMeta))
{
_recursiveRemoveState(childMeta.NetEntity, childXform, metaQuery, xformQuery);
}
}
}
if (!_entities.IsClientSide(uid) && _entities.TryGetComponent(uid, out TransformComponent? xform))
_recursiveRemoveState(meta.NetEntity, xform, _entities.GetEntityQuery<MetaDataComponent>(), _entities.GetEntityQuery<TransformComponent>());
// Set ApplyingState to true to avoid logging errors about predicting the deletion of networked entities.
using (_timing.StartStateApplicationArea())
{
_entities.DeleteEntity(uid);
}
}
/// <summary>
/// Resets all entities to the most recently received server state. This only impacts entities that have not been detached to null-space.
/// </summary>
private void ResetAllEnts(IConsoleShell shell, string argStr, string[] args)
{
using var _ = _timing.StartStateApplicationArea();
var query = _entities.AllEntityQueryEnumerator<MetaDataComponent>();
while (query.MoveNext(out var uid, out var meta))
{
ResetEnt(uid, meta);
}
}
/// <summary>
/// Reset a given entity to the most recent server state.
/// </summary>
private void ResetEnt(EntityUid uid, MetaDataComponent meta, bool skipDetached = true)
{
if (skipDetached && (meta.Flags & MetaDataFlags.Detached) != 0)
return;
meta.Flags &= ~MetaDataFlags.Detached;
if (!_processor.TryGetLastServerStates(meta.NetEntity, out var lastState))
return;
foreach (var (id, state) in lastState)
{
if (!meta.NetComponents.TryGetValue(id, out var comp))
{
comp = _compFactory.GetComponent(id);
_entities.AddComponent(uid, comp, true, meta);
}
if (state == null)
continue;
var handleState = new ComponentHandleState(state, null);
_entities.EventBus.RaiseComponentEvent(uid, comp, ref handleState);
}
// ensure we don't have any extra components
_toRemove.Clear();
foreach (var (id, comp) in meta.NetComponents)
{
if (comp.NetSyncEnabled && !lastState.ContainsKey(id))
_toRemove.Add(comp);
}
foreach (var comp in _toRemove)
{
_entities.RemoveComponent(uid, comp);
}
}
#endregion
public bool IsQueuedForDetach(NetEntity entity)
=> _processor.IsQueuedForDetach(entity);
}
public sealed class GameStateAppliedArgs : EventArgs
{
public GameState AppliedState { get; }
public readonly List<NetEntity> Detached;
public GameStateAppliedArgs(GameState appliedState, List<NetEntity> detached)
{
AppliedState = appliedState;
Detached = detached;
}
}
public sealed class MissingMetadataException : Exception
{
public readonly NetEntity NetEntity;
public MissingMetadataException(NetEntity netEntity)
: base($"Server state is missing the metadata component for a new entity: {netEntity}.")
{
NetEntity = netEntity;
}
}
}