Files
RobustToolbox/Robust.Client/GameStates/GameStateProcessor.cs
2023-11-27 21:41:01 +11:00

484 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Log;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameStates
{
/// <inheritdoc />
internal sealed class GameStateProcessor : IGameStateProcessor
{
private readonly IClientGameTiming _timing;
private readonly IClientGameStateManager _state;
private readonly ISawmill _logger;
private readonly List<GameState> _stateBuffer = new();
private readonly Dictionary<GameTick, List<NetEntity>> _pvsDetachMessages = new();
public GameState? LastFullState { get; private set; }
public bool WaitingForFull => LastFullStateRequested.HasValue;
public (GameTick Tick, DateTime Time)? LastFullStateRequested { get; private set; } = (GameTick.Zero, DateTime.MaxValue);
private int _bufferSize;
private int _maxBufferSize = 512;
public const int MinimumMaxBufferSize = 256;
/// <summary>
/// This dictionary stores the full most recently received server state of any entity. This is used whenever predicted entities get reset.
/// </summary>
internal readonly Dictionary<NetEntity, Dictionary<ushort, ComponentState>> _lastStateFullRep
= new();
/// <inheritdoc />
public int MinBufferSize => Interpolation ? 2 : 1;
/// <inheritdoc />
public int TargetBufferSize => MinBufferSize + BufferSize;
/// <inheritdoc />
public bool Interpolation { get; set; }
/// <inheritdoc />
public int BufferSize
{
get => _bufferSize;
set => _bufferSize = Math.Max(value, 0);
}
public int MaxBufferSize
{
get => _maxBufferSize;
// We place a lower bound on the maximum size to avoid spamming servers with full game state requests.
set => _maxBufferSize = Math.Max(value, MinimumMaxBufferSize);
}
/// <inheritdoc />
public bool Logging { get; set; }
/// <summary>
/// Constructs a new instance of <see cref="GameStateProcessor"/>.
/// </summary>
/// <param name="timing">Timing information of the current state.</param>
/// <param name="clientGameStateManager"></param>
public GameStateProcessor(IClientGameStateManager state, IClientGameTiming timing, ISawmill logger)
{
_timing = timing;
_state = state;
_logger = logger;
}
/// <inheritdoc />
public bool AddNewState(GameState state)
{
// Check for old states.
if (state.ToSequence <= _timing.LastRealTick)
{
if (Logging)
_logger.Debug($"Received Old GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
return false;
}
// Check for a duplicate states.
foreach (var bufferState in _stateBuffer)
{
if (state.ToSequence != bufferState.ToSequence)
continue;
if (Logging)
_logger.Debug($"Received Dupe GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
return false;
}
// Are we expecting a full state?
if (!WaitingForFull)
{
// This is a good state that we will be using.
TryAdd(state);
if (Logging)
_logger.Debug($"Received New GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
return true;
}
if (LastFullState == null && state.FromSequence == GameTick.Zero)
{
if (state.ToSequence >= LastFullStateRequested!.Value.Tick)
{
LastFullState = state;
_logger.Info($"Received Full GameState: to={state.ToSequence}, sz={state.PayloadSize}");
return true;
}
_logger.Info($"Received a late full game state. Received: {state.ToSequence}. Requested: {LastFullStateRequested.Value.Tick}");
}
if (LastFullState != null && state.ToSequence <= LastFullState.ToSequence)
{
_logger.Info($"While waiting for full, received late GameState with lower to={state.ToSequence} than the last full state={LastFullState.ToSequence}");
return false;
}
TryAdd(state);
return true;
}
public void TryAdd(GameState state)
{
if (_stateBuffer.Count <= MaxBufferSize)
{
_stateBuffer.Add(state);
return;
}
// This can happen if a required state gets dropped somehow and the client keeps receiving future
// game states that they can't apply. I.e., GetApplicableStateCount() is zero, even though there are many
// states in the list.
//
// This can seemingly happen when the server sends ""reliable"" game states while the client is paused?
// For example, when debugging the client, while the server is running:
// - The client stops sending acks for states that the server sends out.
// - Thus the client will exceed the net.force_ack_threshold cvar
// - The server starts sending some packets ""reliably"" and just force updates the clients last ack.
//
// What should happen is that when the client resumes, it receives the reliably sent states and can just
// resume. However, even though the packets are sent ""reliably"", they just seem to get dropped.
// I don't quite understand how/why yet, but this ensures the client doesn't get stuck.
#if FULL_RELEASE
_logger.Warning(@$"Exceeded maximum state buffer size!
Tick: {_timing.CurTick}/{_timing.LastProcessedTick}/{_timing.LastRealTick}
Size: {_stateBuffer.Count}
Applicable states: {GetApplicableStateCount()}
Was waiting for full: {WaitingForFull} {LastFullStateRequested}
Had full state: {LastFullState != null}"
);
#endif
_state.RequestFullState();
}
/// <summary>
/// Attempts to get the current and next states to apply.
/// </summary>
/// <remarks>
/// If the processor is not currently waiting for a full state, the states to apply depends on <see
/// cref="IGameTiming.LastProcessedTick"/>.
/// </remarks>
/// <returns>Returns true if the states should be applied.</returns>
public bool TryGetServerState([NotNullWhen(true)] out GameState? curState, out GameState? nextState)
{
var applyNextState = WaitingForFull
? TryGetFullState(out curState, out nextState)
: TryGetDeltaState(out curState, out nextState);
if (curState != null)
{
DebugTools.Assert(curState.FromSequence <= curState.ToSequence,
"Tried to apply a non-extrapolated state that has too high of a FromSequence!");
if (Logging)
_logger.Debug($"Applying State: cTick={_timing.LastProcessedTick}, fSeq={curState.FromSequence}, tSeq={curState.ToSequence}, buf={_stateBuffer.Count}");
}
return applyNextState;
}
public void UpdateFullRep(GameState state, bool cloneDelta = false)
{
// Note: the most recently received server state currently doesn't include pvs-leave messages (detaching
// transform to null-space). This is because a client should never predict an entity being moved back from
// null-space, so there should be no need to reset it back there.
if (state.FromSequence == GameTick.Zero)
{
// Full state.
_lastStateFullRep.Clear();
}
else
{
foreach (var deletion in state.EntityDeletions.Span)
{
_lastStateFullRep.Remove(deletion);
}
}
foreach (var entityState in state.EntityStates.Span)
{
if (!_lastStateFullRep.TryGetValue(entityState.NetEntity, out var compData))
{
compData = new Dictionary<ushort, ComponentState>();
_lastStateFullRep.Add(entityState.NetEntity, compData);
}
foreach (var change in entityState.ComponentChanges.Span)
{
var compState = change.State;
if (compState is IComponentDeltaState delta
&& !delta.FullState
&& compData.TryGetValue(change.NetID, out var old)) // May fail if relying on implicit data
{
DebugTools.Assert(old is IComponentDeltaState oldDelta && oldDelta.FullState, "last state is not a full state");
if (cloneDelta)
{
compState = delta.CreateNewFullState(old);
}
else
{
delta.ApplyToFullState(old);
compState = old;
}
DebugTools.Assert(compState is IComponentDeltaState newState && newState.FullState, "newly constructed state is not a full state");
}
compData[change.NetID] = compState;
}
if (entityState.NetComponents == null)
continue;
foreach (var key in compData.Keys)
{
if (!entityState.NetComponents.Contains(key))
compData.Remove(key);
}
}
}
private bool TryGetFullState([NotNullWhen(true)] out GameState? curState, out GameState? nextState)
{
nextState = null;
curState = null;
if (LastFullState == null)
return false;
// remove any old states we find to keep the buffer clean
// also look for the next state if we are interpolating.
var nextTick = LastFullState.ToSequence + 1;
for (var i = 0; i < _stateBuffer.Count; i++)
{
var state = _stateBuffer[i];
if (state.ToSequence < LastFullState.ToSequence)
{
_stateBuffer.RemoveSwap(i);
i--;
}
else if (Interpolation && state.ToSequence == nextTick)
{
nextState = state;
}
}
// we let the buffer fill up before starting to tick
if (_stateBuffer.Count >= TargetBufferSize)
{
if (Logging)
_logger.Debug($"Resync CurTick to: {LastFullState.ToSequence}");
curState = LastFullState;
return true;
}
// waiting for buffer to fill
if (Logging)
_logger.Debug($"Have FullState, filling buffer... ({_stateBuffer.Count}/{TargetBufferSize})");
return false;
}
internal void AddLeavePvsMessage(List<NetEntity> entities, GameTick tick)
{
// Late message may still need to be processed,
DebugTools.Assert(entities.Count > 0);
_pvsDetachMessages.TryAdd(tick, entities);
}
public void ClearDetachQueue() => _pvsDetachMessages.Clear();
public List<(GameTick Tick, List<NetEntity> Entities)> GetEntitiesToDetach(GameTick toTick, int budget)
{
var result = new List<(GameTick Tick, List<NetEntity> Entities)>();
foreach (var (tick, entities) in _pvsDetachMessages)
{
if (tick > toTick)
continue;
if (budget >= entities.Count)
{
budget -= entities.Count;
_pvsDetachMessages.Remove(tick);
result.Add((tick, entities));
continue;
}
var index = entities.Count - budget;
result.Add((tick, entities.GetRange(index, budget)));
entities.RemoveRange(index, budget);
break;
}
return result;
}
private bool TryGetDeltaState(out GameState? curState, out GameState? nextState)
{
curState = null;
nextState = null;
var targetCurTick = _timing.LastProcessedTick + 1;
var targetNextTick = _timing.LastProcessedTick + 2;
GameTick? futureStateLowestFromSeq = null;
for (var i = 0; i < _stateBuffer.Count; i++)
{
var state = _stateBuffer[i];
// remember there are no duplicate ToSequence states in the list.
if (state.ToSequence == targetCurTick && state.FromSequence <= _timing.LastRealTick)
{
curState = state;
continue;
}
if (Interpolation && state.ToSequence == targetNextTick)
nextState = state;
if (state.ToSequence > targetCurTick && (futureStateLowestFromSeq == null || futureStateLowestFromSeq.Value > state.FromSequence))
{
futureStateLowestFromSeq = state.FromSequence;
continue;
}
// remove any old states we find to keep the buffer clean
if (state.ToSequence <= _timing.LastRealTick)
{
_stateBuffer.RemoveSwap(i);
i--;
}
}
// Even if we can't find current state, maybe we have a future state?
return curState != null || (futureStateLowestFromSeq != null && futureStateLowestFromSeq <= _timing.LastRealTick);
}
/// <inheritdoc />
public void Reset()
{
_stateBuffer.Clear();
LastFullState = null;
LastFullStateRequested = (GameTick.Zero, DateTime.MaxValue);
}
public void OnFullStateRequested(GameTick tick)
{
_stateBuffer.Clear();
LastFullState = null;
LastFullStateRequested = (tick, DateTime.UtcNow);
}
public void OnFullStateReceived()
{
LastFullState = null;
LastFullStateRequested = null;
}
public void MergeImplicitData(Dictionary<NetEntity, Dictionary<ushort, ComponentState>> implicitData)
{
foreach (var (netEntity, implicitEntState) in implicitData)
{
var fullRep = _lastStateFullRep[netEntity];
foreach (var (netId, implicitCompState) in implicitEntState)
{
ref var serverState = ref CollectionsMarshal.GetValueRefOrAddDefault(fullRep, netId, out var exists);
if (!exists)
{
serverState = implicitCompState;
continue;
}
if (serverState is not IComponentDeltaState serverDelta || serverDelta.FullState)
continue;
// Server sent an initial delta state. This is fine as long as the client can infer an initial full
// state from the entity prototype.
if (implicitCompState is not IComponentDeltaState implicitDelta || !implicitDelta.FullState)
{
_logger.Error($"Server sent delta state and client failed to construct an implicit full state for entity {netEntity}");
continue;
}
serverDelta.ApplyToFullState(implicitCompState);
serverState = implicitCompState;
DebugTools.Assert(implicitCompState is IComponentDeltaState d && d.FullState);
}
}
}
public Dictionary<ushort, ComponentState> GetLastServerStates(NetEntity netEntity)
{
return _lastStateFullRep[netEntity];
}
public Dictionary<NetEntity, Dictionary<ushort, ComponentState>> GetFullRep()
{
return _lastStateFullRep;
}
public bool TryGetLastServerStates(NetEntity entity,
[NotNullWhen(true)] out Dictionary<ushort, ComponentState>? dictionary)
{
return _lastStateFullRep.TryGetValue(entity, out dictionary);
}
public bool IsQueuedForDetach(NetEntity entity)
{
// This isn't fast, but its just meant for use in tests & debug asserts.
foreach (var msg in _pvsDetachMessages.Values)
{
if (msg.Contains(entity))
return true;
}
return false;
}
public int GetApplicableStateCount(GameTick? fromTick = null)
{
fromTick ??= _timing.LastRealTick;
bool foundState;
var nextTick = fromTick.Value;
do
{
foundState = false;
foreach (var state in _stateBuffer)
{
if (state.ToSequence > nextTick && state.FromSequence <= nextTick)
{
foundState = true;
nextTick += 1;
}
}
}
while (foundState);
return (int) (nextTick.Value - fromTick.Value.Value);
}
public int StateCount => _stateBuffer.Count;
}
}