mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
1320 lines
52 KiB
C#
1320 lines
52 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Microsoft.Extensions.ObjectPool;
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using Robust.Server.Configuration;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Server.GameStates;
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internal sealed partial class PVSSystem : EntitySystem
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{
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[Shared.IoC.Dependency] private readonly IMapManagerInternal _mapManager = default!;
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[Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
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[Shared.IoC.Dependency] private readonly IConfigurationManager _configManager = default!;
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[Shared.IoC.Dependency] private readonly SharedTransformSystem _transform = default!;
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[Shared.IoC.Dependency] private readonly IServerNetConfigurationManager _netConfigManager = default!;
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[Shared.IoC.Dependency] private readonly IServerGameStateManager _serverGameStateManager = default!;
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public const float ChunkSize = 8;
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// TODO make this a cvar. Make it in terms of seconds and tie it to tick rate?
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public const int DirtyBufferSize = 20;
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// Note: If a client has ping higher than TickBuffer / TickRate, then the server will treat every entity as if it
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// had entered PVS for the first time. Note that due to the PVS budget, this buffer is easily overwhelmed.
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/// <summary>
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/// Maximum number of pooled objects
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/// </summary>
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private const int MaxVisPoolSize = 1024;
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/// <summary>
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/// Is view culling enabled, or will we send the whole map?
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/// </summary>
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public bool CullingEnabled { get; private set; }
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/// <summary>
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/// Size of the side of the view bounds square.
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/// </summary>
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private float _viewSize;
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/// <summary>
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/// If PVS disabled then we'll track if we've dumped all entities on the player.
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/// This way any future ticks can be orders of magnitude faster as we only send what changes.
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/// </summary>
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public HashSet<ICommonSession> SeenAllEnts = new();
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private readonly Dictionary<ICommonSession, SessionPVSData> _playerVisibleSets = new();
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private PVSCollection<EntityUid> _entityPvsCollection = default!;
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public PVSCollection<EntityUid> EntityPVSCollection => _entityPvsCollection;
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private readonly List<IPVSCollection> _pvsCollections = new();
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private readonly ObjectPool<Dictionary<EntityUid, PVSEntityVisiblity>> _visSetPool
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= new DefaultObjectPool<Dictionary<EntityUid, PVSEntityVisiblity>>(
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new DictPolicy<EntityUid, PVSEntityVisiblity>(), MaxVisPoolSize);
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private readonly ObjectPool<Stack<EntityUid>> _stackPool
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= new DefaultObjectPool<Stack<EntityUid>>(
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new StackPolicy<EntityUid>(), MaxVisPoolSize);
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private readonly ObjectPool<HashSet<EntityUid>> _uidSetPool
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= new DefaultObjectPool<HashSet<EntityUid>>(new SetPolicy<EntityUid>(), MaxVisPoolSize);
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private readonly ObjectPool<Dictionary<EntityUid, MetaDataComponent>> _chunkCachePool =
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new DefaultObjectPool<Dictionary<EntityUid, MetaDataComponent>>(
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new DictPolicy<EntityUid, MetaDataComponent>(), MaxVisPoolSize);
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private readonly ObjectPool<HashSet<int>> _playerChunkPool =
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new DefaultObjectPool<HashSet<int>>(new SetPolicy<int>(), MaxVisPoolSize);
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private readonly ObjectPool<RobustTree<EntityUid>> _treePool =
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new DefaultObjectPool<RobustTree<EntityUid>>(new TreePolicy<EntityUid>(), MaxVisPoolSize);
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private readonly ObjectPool<Dictionary<MapChunkLocation, int>> _mapChunkPool =
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new DefaultObjectPool<Dictionary<MapChunkLocation, int>>(
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new ChunkPoolPolicy<MapChunkLocation>(), MaxVisPoolSize);
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private readonly ObjectPool<Dictionary<GridChunkLocation, int>> _gridChunkPool =
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new DefaultObjectPool<Dictionary<GridChunkLocation, int>>(
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new ChunkPoolPolicy<GridChunkLocation>(), MaxVisPoolSize);
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private readonly Dictionary<uint, Dictionary<MapChunkLocation, int>> _mapIndices = new(4);
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private readonly Dictionary<uint, Dictionary<GridChunkLocation, int>> _gridIndices = new(4);
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private readonly List<(uint, IChunkIndexLocation)> _chunkList = new(64);
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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_sawmill = Logger.GetSawmill("PVS");
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_entityPvsCollection = RegisterPVSCollection<EntityUid>();
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SubscribeLocalEvent<MapChangedEvent>(ev =>
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{
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if (ev.Created)
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OnMapCreated(ev);
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else
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OnMapDestroyed(ev);
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});
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SubscribeLocalEvent<GridInitializeEvent>(OnGridCreated);
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SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoved);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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SubscribeLocalEvent<MoveEvent>(OnEntityMove);
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SubscribeLocalEvent<TransformComponent, TransformStartupEvent>(OnTransformStartup);
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EntityManager.EntityDeleted += OnEntityDeleted;
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_configManager.OnValueChanged(CVars.NetPVS, SetPvs, true);
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_configManager.OnValueChanged(CVars.NetMaxUpdateRange, OnViewsizeChanged, true);
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_serverGameStateManager.ClientAck += OnClientAck;
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_serverGameStateManager.ClientRequestFull += OnClientRequestFull;
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InitializeDirty();
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}
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/// <summary>
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/// Marks an entity's current chunk as dirty.
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/// </summary>
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internal void MarkDirty(EntityUid uid)
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{
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var query = GetEntityQuery<TransformComponent>();
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var xform = query.GetComponent(uid);
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var coordinates = _transform.GetMoverCoordinates(xform, query);
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_entityPvsCollection.MarkDirty(_entityPvsCollection.GetChunkIndex(coordinates));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnregisterPVSCollection(_entityPvsCollection);
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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EntityManager.EntityDeleted -= OnEntityDeleted;
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_configManager.UnsubValueChanged(CVars.NetPVS, SetPvs);
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_configManager.UnsubValueChanged(CVars.NetMaxUpdateRange, OnViewsizeChanged);
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_serverGameStateManager.ClientAck -= OnClientAck;
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_serverGameStateManager.ClientRequestFull -= OnClientRequestFull;
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ShutdownDirty();
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}
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// TODO rate limit this?
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private void OnClientRequestFull(ICommonSession session, GameTick tick, GameTick lastAcked, EntityUid? missingEntity)
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{
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if (!_playerVisibleSets.TryGetValue(session, out var sessionData))
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return;
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var sb = new StringBuilder();
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sb.Append($"Client {session} requested full state on tick {tick}. Last Acked: {lastAcked}.");
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if (missingEntity != null)
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{
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sb.Append($" Apparently they received an entity without metadata: {ToPrettyString(missingEntity.Value)}.");
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if (sessionData.LastSeenAt.TryGetValue(missingEntity.Value, out var lastSeenTick))
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sb.Append($" Entity last sent: {lastSeenTick.Value}");
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}
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_sawmill.Warning(sb.ToString());
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sessionData.LastSeenAt.Clear();
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if (sessionData.Overflow != null)
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{
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_visSetPool.Return(sessionData.Overflow.Value.SentEnts);
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sessionData.Overflow = null;
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}
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// return last acked to pool, but only if it is not still in the OverflowDictionary.
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if (sessionData.LastAcked != null && !sessionData.SentEntities.ContainsKey(lastAcked))
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_visSetPool.Return(sessionData.LastAcked);
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sessionData.LastAcked = null;
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sessionData.RequestedFull = true;
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}
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private void OnClientAck(ICommonSession session, GameTick ackedTick, GameTick lastAckedTick)
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{
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if (!_playerVisibleSets.TryGetValue(session, out var sessionData))
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return;
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if (sessionData.Overflow != null && sessionData.Overflow.Value.Tick < ackedTick)
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{
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var (overflowTick, overflowEnts) = sessionData.Overflow.Value;
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sessionData.Overflow = null;
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if (overflowTick == ackedTick)
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{
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ProcessAckedTick(sessionData, overflowEnts, ackedTick, lastAckedTick);
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return;
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}
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// Even though the acked tick is newer, we have no guarantee that the client received the cached set, so
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// we just discard it.
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_visSetPool.Return(overflowEnts);
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}
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if (sessionData.SentEntities.TryGetValue(ackedTick, out var ackedData))
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ProcessAckedTick(sessionData, ackedData, ackedTick, lastAckedTick);
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}
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private void ProcessAckedTick(SessionPVSData sessionData, Dictionary<EntityUid, PVSEntityVisiblity> ackedData, GameTick tick, GameTick lastAckedTick)
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{
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// return last acked to pool, but only if it is not still in the OverflowDictionary.
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if (sessionData.LastAcked != null && !sessionData.SentEntities.ContainsKey(lastAckedTick))
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_visSetPool.Return(sessionData.LastAcked);
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sessionData.LastAcked = ackedData;
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foreach (var ent in ackedData.Keys)
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{
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sessionData.LastSeenAt[ent] = tick;
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}
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// The client acked a tick. If they requested a full state, this ack happened some time after that, so we can safely set this to false
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sessionData.RequestedFull = false;
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}
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private void OnViewsizeChanged(float obj)
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{
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_viewSize = obj * 2;
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}
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private void SetPvs(bool value)
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{
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SeenAllEnts.Clear();
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CullingEnabled = value;
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}
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public void ProcessCollections()
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{
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foreach (var collection in _pvsCollections)
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{
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collection.Process();
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}
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}
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public void CleanupDirty(IEnumerable<IPlayerSession> sessions)
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{
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if (!CullingEnabled)
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{
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SeenAllEnts.Clear();
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foreach (var player in sessions)
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{
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SeenAllEnts.Add(player);
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}
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}
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_currentIndex = ((int)_gameTiming.CurTick.Value + 1) % DirtyBufferSize;
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_addEntities[_currentIndex].Clear();
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_dirtyEntities[_currentIndex].Clear();
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foreach (var collection in _pvsCollections)
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{
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collection.ClearDirty();
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}
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}
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public void CullDeletionHistory(GameTick oldestAck)
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{
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_entityPvsCollection.CullDeletionHistoryUntil(oldestAck);
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}
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#region PVSCollection methods to maybe make public someday:tm:
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private PVSCollection<TIndex> RegisterPVSCollection<TIndex>() where TIndex : IComparable<TIndex>, IEquatable<TIndex>
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{
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var collection = new PVSCollection<TIndex>(EntityManager, _transform);
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_pvsCollections.Add(collection);
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return collection;
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}
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private bool UnregisterPVSCollection<TIndex>(PVSCollection<TIndex> pvsCollection) where TIndex : IComparable<TIndex>, IEquatable<TIndex> =>
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_pvsCollections.Remove(pvsCollection);
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#endregion
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#region PVSCollection Event Updates
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private void OnEntityDeleted(EntityUid e)
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{
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_entityPvsCollection.RemoveIndex(EntityManager.CurrentTick, e);
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var previousTick = _gameTiming.CurTick - 1;
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foreach (var sessionData in _playerVisibleSets.Values)
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{
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sessionData.LastSeenAt.Remove(e);
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if (sessionData.SentEntities.TryGetValue(previousTick, out var ents))
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ents.Remove(e);
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}
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}
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private void OnEntityMove(ref MoveEvent ev)
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{
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// GriddUid is only set after init.
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if (ev.Component.LifeStage < ComponentLifeStage.Initialized && ev.Component.GridUid == null)
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_transform.SetGridId(ev.Component, ev.Component.FindGridEntityId(GetEntityQuery<TransformComponent>()));
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// since elements are cached grid-/map-relative, we dont need to update a given grids/maps children
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if (ev.Component.GridUid == ev.Sender)
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return;
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DebugTools.Assert(!_mapManager.IsGrid(ev.Sender));
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if (!ev.Component.ParentUid.IsValid())
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{
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// This entity is either a map, terminating, or a rare null-space entity.
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if (Terminating(ev.Sender))
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return;
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if (ev.Component.MapUid == ev.Sender)
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return;
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}
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DebugTools.Assert(!_mapManager.IsMap(ev.Sender));
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var xformQuery = GetEntityQuery<TransformComponent>();
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var coordinates = _transform.GetMoverCoordinates(ev.Component, xformQuery);
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UpdateEntityRecursive(ev.Sender, ev.Component, coordinates, xformQuery, false, ev.ParentChanged);
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}
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private void OnTransformStartup(EntityUid uid, TransformComponent component, ref TransformStartupEvent args)
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{
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// use Startup because GridId is not set during the eventbus init yet!
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// since elements are cached grid-/map-relative, we dont need to update a given grids/maps children
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if (component.GridUid == uid)
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return;
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DebugTools.Assert(!_mapManager.IsGrid(uid));
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if (component.MapUid == uid)
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return;
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DebugTools.Assert(!_mapManager.IsMap(uid));
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var xformQuery = GetEntityQuery<TransformComponent>();
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var coordinates = _transform.GetMoverCoordinates(component, xformQuery);
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UpdateEntityRecursive(uid, component, coordinates, xformQuery, false, false);
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}
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private void UpdateEntityRecursive(EntityUid uid, TransformComponent xform, EntityCoordinates coordinates, EntityQuery<TransformComponent> xformQuery, bool mover, bool forceDirty)
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{
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if (mover && !xform.LocalPosition.Equals(Vector2.Zero))
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{
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coordinates = _transform.GetMoverCoordinates(xform, xformQuery);
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}
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// since elements are cached grid-/map-relative, we don't need to update a given grids/maps children
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DebugTools.Assert(!_mapManager.IsGrid(uid) && !_mapManager.IsMap(uid));
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var indices = PVSCollection<EntityUid>.GetChunkIndices(coordinates.Position);
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if (xform.GridUid != null)
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_entityPvsCollection.UpdateIndex(uid, xform.GridUid.Value, indices, forceDirty: forceDirty);
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else
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_entityPvsCollection.UpdateIndex(uid, xform.MapID, indices, forceDirty: forceDirty);
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var children = xform.ChildEnumerator;
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// TODO PERFORMANCE
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// Given uid is the parent of its children, we already know that the child xforms will have to be relative to
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// coordiantes.EntityId. So instead of calling GetMoverCoordinates() for each child we should just calculate it
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// directly.
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while (children.MoveNext(out var child))
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{
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UpdateEntityRecursive(child.Value, xformQuery.GetComponent(child.Value), coordinates, xformQuery, true, forceDirty);
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}
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus == SessionStatus.InGame)
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{
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if (!_playerVisibleSets.TryAdd(e.Session, new()))
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_sawmill.Error($"Attempted to add player to _playerVisibleSets, but they were already present? Session:{e.Session}");
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foreach (var pvsCollection in _pvsCollections)
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{
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if (!pvsCollection.AddPlayer(e.Session))
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_sawmill.Error($"Attempted to add player to pvsCollection, but they were already present? Session:{e.Session}");
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}
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return;
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}
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if (e.NewStatus != SessionStatus.Disconnected)
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return;
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if (!_playerVisibleSets.Remove(e.Session, out var data))
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return;
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foreach (var pvsCollection in _pvsCollections)
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{
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if (!pvsCollection.RemovePlayer(e.Session))
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_sawmill.Error($"Attempted to remove player from pvsCollection, but they were already removed? Session:{e.Session}");
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}
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if (data.Overflow != null)
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_visSetPool.Return(data.Overflow.Value.SentEnts);
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data.Overflow = null;
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if (data.LastAcked != null)
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_visSetPool.Return(data.LastAcked);
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foreach (var visSet in data.SentEntities.Values)
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{
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if (visSet != data.LastAcked)
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_visSetPool.Return(visSet);
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}
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data.LastAcked = null;
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}
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private void OnGridRemoved(GridRemovalEvent ev)
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{
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.RemoveGrid(ev.EntityUid);
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}
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}
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private void OnGridCreated(GridInitializeEvent ev)
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{
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var gridId = ev.EntityUid;
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.AddGrid(gridId);
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}
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_entityPvsCollection.UpdateIndex(gridId);
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}
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private void OnMapDestroyed(MapChangedEvent e)
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{
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.RemoveMap(e.Map);
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}
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}
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private void OnMapCreated(MapChangedEvent e)
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{
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.AddMap(e.Map);
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}
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if(e.Map == MapId.Nullspace) return;
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var uid = _mapManager.GetMapEntityId(e.Map);
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_entityPvsCollection.UpdateIndex(uid);
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}
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#endregion
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public (List<(uint, IChunkIndexLocation)> , HashSet<int>[], EntityUid[][] viewers) GetChunks(IPlayerSession[] sessions)
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{
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var playerChunks = new HashSet<int>[sessions.Length];
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var eyeQuery = EntityManager.GetEntityQuery<EyeComponent>();
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var transformQuery = EntityManager.GetEntityQuery<TransformComponent>();
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var viewerEntities = new EntityUid[sessions.Length][];
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_chunkList.Clear();
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// Keep track of the index of each chunk we use for a faster index lookup.
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// Pool it because this will allocate a lot across ticks as we scale in players.
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foreach (var chunks in _mapIndices.Values)
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_mapChunkPool.Return(chunks);
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foreach (var chunks in _gridIndices.Values)
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_gridChunkPool.Return(chunks);
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_mapIndices.Clear();
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_gridIndices.Clear();
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for (int i = 0; i < sessions.Length; i++)
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{
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var session = sessions[i];
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playerChunks[i] = _playerChunkPool.Get();
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var viewers = GetSessionViewers(session);
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viewerEntities[i] = viewers;
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for (var j = 0; j < viewers.Length; j++)
|
|
{
|
|
var eyeEuid = viewers[j];
|
|
var (viewPos, range, mapId) = CalcViewBounds(in eyeEuid, transformQuery);
|
|
|
|
if (mapId == MapId.Nullspace) continue;
|
|
|
|
uint 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, transformQuery, viewPos, range, visMask, gridDict, playerChunks, _chunkList);
|
|
|
|
_mapManager.FindGridsIntersectingApprox(mapId, new Box2(viewPos - range, viewPos + range),
|
|
ref state, static (
|
|
MapGridComponent mapGrid,
|
|
ref (int i,
|
|
EntityQuery<TransformComponent> transformQuery,
|
|
Vector2 viewPos,
|
|
float range,
|
|
uint visMask,
|
|
Dictionary<GridChunkLocation, int> gridDict,
|
|
HashSet<int>[] playerChunks,
|
|
List<(uint, IChunkIndexLocation)> _chunkList) tuple) =>
|
|
{
|
|
{
|
|
var localPos = tuple.transformQuery.GetComponent(mapGrid.Owner).InvWorldMatrix.Transform(tuple.viewPos);
|
|
|
|
var gridChunkEnumerator =
|
|
new ChunkIndicesEnumerator(localPos, tuple.range, ChunkSize);
|
|
|
|
while (gridChunkEnumerator.MoveNext(out var gridChunkIndices))
|
|
{
|
|
var chunkLocation = new GridChunkLocation(mapGrid.Owner, 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);
|
|
}
|
|
|
|
private Dictionary<(uint visMask, IChunkIndexLocation location), (Dictionary<EntityUid, MetaDataComponent> metadata,
|
|
RobustTree<EntityUid> tree)?> _previousTrees = new();
|
|
|
|
private HashSet<(uint visMask, IChunkIndexLocation location)> _reusedTrees = new();
|
|
|
|
public void RegisterNewPreviousChunkTrees(
|
|
List<(uint, IChunkIndexLocation)> chunks,
|
|
(Dictionary<EntityUid, MetaDataComponent> metadata, RobustTree<EntityUid> 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,
|
|
uint visMask,
|
|
EntityQuery<TransformComponent> transform,
|
|
EntityQuery<MetaDataComponent> metadata,
|
|
out (Dictionary<EntityUid, MetaDataComponent> mData, RobustTree<EntityUid> 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 uid in chunk)
|
|
{
|
|
AddToChunkSetRecursively(in uid, visMask, tree, chunkSet, transform, metadata);
|
|
}
|
|
|
|
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, uint visMask, RobustTree<EntityUid> tree, Dictionary<EntityUid, MetaDataComponent> set, EntityQuery<TransformComponent> transform,
|
|
EntityQuery<MetaDataComponent> metadata)
|
|
{
|
|
if (set.ContainsKey(uid))
|
|
return true;
|
|
|
|
var mComp = metadata.GetComponent(uid);
|
|
|
|
// 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 = transform.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(uid);
|
|
set.Add(uid, mComp);
|
|
return true;
|
|
}
|
|
|
|
DebugTools.Assert(!_mapManager.IsGrid(uid) && !_mapManager.IsMap(uid));
|
|
|
|
var parent = xform.ParentUid;
|
|
if (!set.ContainsKey(parent) && //was the parent not yet added to toSend?
|
|
!AddToChunkSetRecursively(in parent, visMask, tree, set, transform, metadata)) //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(uid, parent);
|
|
set.Add(uid, mComp);
|
|
return true;
|
|
}
|
|
|
|
public (List<EntityState>? updates, List<EntityUid>? deletions, List<EntityUid>? leftPvs, GameTick fromTick) CalculateEntityStates(IPlayerSession session,
|
|
GameTick fromTick, GameTick toTick,
|
|
(Dictionary<EntityUid, MetaDataComponent> metadata, RobustTree<EntityUid> tree)?[] chunkCache,
|
|
HashSet<int> chunkIndices, EntityQuery<MetaDataComponent> mQuery, EntityQuery<TransformComponent> tQuery,
|
|
EntityUid[] viewerEntities)
|
|
{
|
|
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 = _playerVisibleSets[session];
|
|
sessionData.SentEntities.TryGetValue(toTick - 1, out var lastSent);
|
|
var lastAcked = sessionData.LastAcked;
|
|
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 chunkIndices)
|
|
{
|
|
var cache = chunkCache[i];
|
|
if(!cache.HasValue) continue;
|
|
|
|
// This isn't actually required, but currently if this fails it is a sign that something has gone wrong
|
|
// somewhere, as the root nodes should always simply be a map or a grid entity.
|
|
DebugTools.Assert(cache.Value.tree.RootNodes.Count == 1 && Exists(cache.Value.tree.RootNodes.First()));
|
|
|
|
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 uid = globalEnumerator.Current;
|
|
RecursivelyAddOverride(in uid, lastAcked, lastSent, visibleEnts, lastSeen, in mQuery, in tQuery, in fromTick,
|
|
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
|
|
}
|
|
globalEnumerator.Dispose();
|
|
|
|
var localEnumerator = _entityPvsCollection.GetElementsForSession(session);
|
|
while (localEnumerator.MoveNext())
|
|
{
|
|
var uid = localEnumerator.Current;
|
|
RecursivelyAddOverride(in uid, lastAcked, lastSent, visibleEnts, lastSeen, in mQuery, in tQuery, in fromTick,
|
|
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
|
|
}
|
|
localEnumerator.Dispose();
|
|
|
|
foreach (var viewerEntity in viewerEntities)
|
|
{
|
|
RecursivelyAddOverride(in viewerEntity, lastAcked, lastSent, visibleEnts, lastSeen, in mQuery, in tQuery, in fromTick,
|
|
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
|
|
}
|
|
|
|
var expandEvent = new ExpandPvsEvent(session, new List<EntityUid>());
|
|
RaiseLocalEvent(ref expandEvent);
|
|
foreach (var entityUid in expandEvent.Entities)
|
|
{
|
|
RecursivelyAddOverride(in entityUid, lastAcked, lastSent, visibleEnts, lastSeen, in mQuery, in tQuery, in fromTick,
|
|
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget);
|
|
}
|
|
|
|
var entityStates = new List<EntityState>(entStateCount);
|
|
|
|
foreach (var (uid, visiblity) in visibleEnts)
|
|
{
|
|
// if an entity is visible, its parents should always be visible.
|
|
DebugTools.Assert((tQuery.GetComponent(uid).ParentUid is not { Valid: true } parent) || visibleEnts.ContainsKey(parent),
|
|
$"Attempted to send an entity without sending it's parents. Entity: {ToPrettyString(uid)}.");
|
|
|
|
if (sessionData.RequestedFull)
|
|
{
|
|
entityStates.Add(GetFullEntityState(session, uid, mQuery.GetComponent(uid)));
|
|
continue;
|
|
}
|
|
|
|
if (visiblity == PVSEntityVisiblity.StayedUnchanged)
|
|
continue;
|
|
|
|
var entered = visiblity == PVSEntityVisiblity.Entered;
|
|
var entFromTick = entered ? lastSeen.GetValueOrDefault(uid) : fromTick;
|
|
var state = GetEntityState(session, uid, entFromTick, mQuery.GetComponent(uid));
|
|
|
|
if (entered || !state.Empty)
|
|
entityStates.Add(state);
|
|
}
|
|
|
|
// tell a client to detach entities that have left their view
|
|
var leftView = ProcessLeavePVS(visibleEnts, lastSent);
|
|
|
|
if (sessionData.SentEntities.Add(toTick, visibleEnts, out var oldEntry))
|
|
{
|
|
if (oldEntry.Value.Key > fromTick && sessionData.Overflow == null)
|
|
{
|
|
// The clients last ack is too late, the overflow dictionary size has been exceeded, and we will no
|
|
// longer have information about the sent entities. This means we would no longer be able to add
|
|
// entities to _ackedEnts.
|
|
//
|
|
// If the client has enough latency, this result in a situation where we must constantly assume that every entity
|
|
// that needs to get sent to the client is being received by them for the first time.
|
|
//
|
|
// In order to avoid this, while also keeping the overflow dictionary limited in size, we keep a single
|
|
// overflow state, so we can at least periodically update the acked entities.
|
|
|
|
// This is pretty shit and there is probably a better way of doing this.
|
|
sessionData.Overflow = oldEntry.Value;
|
|
|
|
#if DEBUG
|
|
// This happens relatively frequently for the current TickBuffer value, and doesn't really provide any
|
|
// useful info when not debugging/testing locally. Hence only enable on DEBUG.
|
|
_sawmill.Debug($"Client {session} exceeded tick buffer.");
|
|
#endif
|
|
}
|
|
else if (oldEntry.Value.Value != lastAcked)
|
|
_visSetPool.Return(oldEntry.Value.Value);
|
|
}
|
|
|
|
if (deletions.Count == 0) deletions = default;
|
|
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<EntityUid>? ProcessLeavePVS(
|
|
Dictionary<EntityUid, PVSEntityVisiblity> visibleEnts,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastSent)
|
|
{
|
|
if (lastSent == null)
|
|
return null;
|
|
|
|
var leftView = new List<EntityUid>();
|
|
foreach (var uid in lastSent.Keys)
|
|
{
|
|
if (!visibleEnts.ContainsKey(uid))
|
|
leftView.Add(uid);
|
|
}
|
|
|
|
return leftView.Count > 0 ? leftView : null;
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
|
|
private void RecursivelyAddTreeNode(in EntityUid nodeIndex,
|
|
RobustTree<EntityUid> tree,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastAcked,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastSent,
|
|
Dictionary<EntityUid, PVSEntityVisiblity> toSend,
|
|
Dictionary<EntityUid, GameTick> lastSeen,
|
|
Dictionary<EntityUid, MetaDataComponent> metaDataCache,
|
|
Stack<EntityUid> 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)
|
|
if (!toSend.ContainsKey(currentNodeIndex))
|
|
{
|
|
var (entered, shouldAdd) = ProcessEntry(in currentNodeIndex, lastAcked, lastSent, lastSeen,
|
|
ref newEntityCount, ref enteredEntityCount, newEntityBudget, enteredEntityBudget);
|
|
|
|
if (!shouldAdd)
|
|
continue;
|
|
|
|
AddToSendSet(in currentNodeIndex, metaDataCache[currentNodeIndex], 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<EntityUid, PVSEntityVisiblity>? lastAcked,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastSent,
|
|
Dictionary<EntityUid, PVSEntityVisiblity> toSend,
|
|
Dictionary<EntityUid, GameTick> lastSeen,
|
|
in EntityQuery<MetaDataComponent> metaQuery,
|
|
in EntityQuery<TransformComponent> transQuery,
|
|
in GameTick fromTick,
|
|
ref int newEntityCount,
|
|
ref int enteredEntityCount,
|
|
ref int entStateCount,
|
|
in int newEntityBudget,
|
|
in int enteredEntityBudget)
|
|
{
|
|
//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 parent = transQuery.GetComponent(uid).ParentUid;
|
|
if (parent.IsValid() && !RecursivelyAddOverride(in parent, lastAcked, lastSent, toSend, lastSeen, in metaQuery, in transQuery, in fromTick,
|
|
ref newEntityCount, ref enteredEntityCount, ref entStateCount, in newEntityBudget, in enteredEntityBudget))
|
|
return false;
|
|
|
|
//did we already get added?
|
|
if (toSend.ContainsKey(uid)) return true;
|
|
// 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..
|
|
|
|
// 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 uid, lastAcked, lastSent, lastSeen, ref newEntityCount, ref enteredEntityCount, newEntityBudget, enteredEntityBudget);
|
|
|
|
AddToSendSet(in uid, metaQuery.GetComponent(uid), toSend, fromTick, in entered, ref entStateCount);
|
|
return true;
|
|
}
|
|
|
|
private (bool Entered, bool ShouldAdd) ProcessEntry(in EntityUid uid,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastAcked,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? lastSent,
|
|
Dictionary<EntityUid, GameTick> lastSeen,
|
|
ref int newEntityCount,
|
|
ref int enteredEntityCount,
|
|
in int newEntityBudget,
|
|
in int enteredEntityBudget)
|
|
{
|
|
var enteredSinceLastSent = lastSent == null || !lastSent.ContainsKey(uid);
|
|
|
|
var entered = enteredSinceLastSent || // OR, entered since last ack:
|
|
lastAcked == null || !lastAcked.ContainsKey(uid);
|
|
|
|
// 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(uid))
|
|
newEntityCount++;
|
|
}
|
|
|
|
return (entered, true);
|
|
}
|
|
|
|
private void AddToSendSet(in EntityUid uid, MetaDataComponent metaDataComponent, Dictionary<EntityUid, PVSEntityVisiblity> toSend, GameTick fromTick, in bool entered, ref int entStateCount)
|
|
{
|
|
if (metaDataComponent.EntityLifeStage >= EntityLifeStage.Terminating)
|
|
{
|
|
var rep = new EntityStringRepresentation(uid, metaDataComponent.EntityDeleted, metaDataComponent.EntityName, metaDataComponent.EntityPrototype?.ID);
|
|
_sawmill.Error($"Attempted to add a deleted entity to PVS send set: '{rep}'. Trace:\n{Environment.StackTrace}");
|
|
return;
|
|
}
|
|
|
|
if (entered)
|
|
{
|
|
toSend.Add(uid, PVSEntityVisiblity.Entered);
|
|
entStateCount++;
|
|
return;
|
|
}
|
|
|
|
if (metaDataComponent.EntityLastModifiedTick <= fromTick)
|
|
{
|
|
//entity has been sent before and hasnt been updated since
|
|
toSend.Add(uid, PVSEntityVisiblity.StayedUnchanged);
|
|
return;
|
|
}
|
|
|
|
//add us
|
|
toSend.Add(uid, PVSEntityVisiblity.StayedChanged);
|
|
entStateCount++;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all entity states that have been modified after and including the provided tick.
|
|
/// </summary>
|
|
public (List<EntityState>?, List<EntityUid>?, List<EntityUid>?, 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.EntityLastModifiedTick >= md.CreationTick);
|
|
if (md.EntityLastModifiedTick > fromTick)
|
|
stateEntities.Add(GetEntityState(player, uid, fromTick, md));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
stateEntities = new();
|
|
var metaQuery = EntityManager.GetEntityQuery<MetaDataComponent>();
|
|
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.EntityLastModifiedTick >= md.CreationTick);
|
|
DebugTools.Assert(md.EntityLastModifiedTick > fromTick);
|
|
stateEntities.Add(GetEntityState(player, uid, fromTick, md));
|
|
}
|
|
|
|
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.EntityLastModifiedTick >= md.CreationTick);
|
|
DebugTools.Assert(md.EntityLastModifiedTick > fromTick);
|
|
stateEntities.Add(GetEntityState(player, uid, fromTick, md));
|
|
}
|
|
}
|
|
}
|
|
|
|
_uidSetPool.Return(toSend);
|
|
List<EntityUid>? deletions = _entityPvsCollection.GetDeletedIndices(fromTick);
|
|
|
|
if (deletions.Count == 0)
|
|
deletions = null;
|
|
|
|
if (stateEntities.Count == 0)
|
|
stateEntities = null;
|
|
|
|
return (stateEntities, deletions, null, 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 EntityManager.GetNetComponents(entityUid))
|
|
{
|
|
if (!component.NetSyncEnabled)
|
|
continue;
|
|
|
|
if (component.Deleted || !component.Initialized)
|
|
{
|
|
_sawmill.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);
|
|
var entState = new EntityState(entityUid, 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 EntityManager.GetNetComponents(entityUid))
|
|
{
|
|
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(entityUid, changed, meta.EntityLastModifiedTick, netComps);
|
|
|
|
return entState;
|
|
}
|
|
|
|
private EntityUid[] GetSessionViewers(ICommonSession session)
|
|
{
|
|
if (session.Status != SessionStatus.InGame)
|
|
return Array.Empty<EntityUid>();
|
|
|
|
var viewers = _uidSetPool.Get();
|
|
|
|
if (session.AttachedEntity != null)
|
|
{
|
|
// Fast path
|
|
if (session is IPlayerSession { ViewSubscriptionCount: 0 })
|
|
{
|
|
_uidSetPool.Return(viewers);
|
|
return new[] { session.AttachedEntity.Value };
|
|
}
|
|
|
|
viewers.Add(session.AttachedEntity.Value);
|
|
}
|
|
|
|
// This is awful, but we're not gonna add the list of view subscriptions to common session.
|
|
if (session is IPlayerSession playerSession)
|
|
{
|
|
foreach (var uid in playerSession.ViewSubscriptions)
|
|
{
|
|
viewers.Add(uid);
|
|
}
|
|
}
|
|
|
|
var viewerArray = viewers.ToArray();
|
|
|
|
_uidSetPool.Return(viewers);
|
|
return viewerArray;
|
|
}
|
|
|
|
// Read Safe
|
|
private (Vector2 worldPos, float range, MapId mapId) CalcViewBounds(in EntityUid euid, EntityQuery<TransformComponent> transformQuery)
|
|
{
|
|
var xform = transformQuery.GetComponent(euid);
|
|
return (xform.WorldPosition, _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>
|
|
/// Session data class used to avoid having to lock session dictionaries.
|
|
/// </summary>
|
|
private 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<EntityUid, PVSEntityVisiblity>> SentEntities = new(DirtyBufferSize);
|
|
|
|
/// <summary>
|
|
/// The most recently acked entities
|
|
/// </summary>
|
|
public Dictionary<EntityUid, PVSEntityVisiblity>? LastAcked = new();
|
|
|
|
/// <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<EntityUid, GameTick> LastSeenAt = new();
|
|
|
|
/// <summary>
|
|
/// <see cref="_sentData"/> overflow in case a player's last ack is more than <see cref="DirtyBufferSize"/> ticks behind the current tick.
|
|
/// </summary>
|
|
public (GameTick Tick, Dictionary<EntityUid, PVSEntityVisiblity> 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;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public readonly struct ExpandPvsEvent
|
|
{
|
|
public readonly IPlayerSession Session;
|
|
public readonly List<EntityUid> Entities;
|
|
|
|
public ExpandPvsEvent(IPlayerSession session, List<EntityUid> entities)
|
|
{
|
|
Session = session;
|
|
Entities = entities;
|
|
}
|
|
}
|