mirror of
https://github.com/space-wizards/RobustToolbox.git
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* Dirty PVS chunk when visibility mask changes * fix tests? * aaaaaa * maybe sorta finally fix tests * directly return vis mask, Also defaults to 1 only if visibility component does not exist. * make sure everything has first bit set
1047 lines
39 KiB
C#
1047 lines
39 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 Microsoft.Extensions.ObjectPool;
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using NetSerializer;
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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.GameStates;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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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 IServerEntityManager _serverEntManager = default!;
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[Shared.IoC.Dependency] private readonly IServerGameStateManager _stateManager = default!;
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[Shared.IoC.Dependency] private readonly SharedTransformSystem _transform = default!;
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[Shared.IoC.Dependency] private readonly INetConfigurationManager _netConfigManager = default!;
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public const float ChunkSize = 8;
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public const int TickBuffer = 10;
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private static TransformComponentState _transformCullState =
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new(Vector2.Zero, Angle.Zero, EntityUid.Invalid, false, false);
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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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/// <summary>
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/// All <see cref="Robust.Shared.GameObjects.EntityUid"/>s a <see cref="ICommonSession"/> saw last iteration.
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/// </summary>
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private readonly Dictionary<ICommonSession, OverflowDictionary<GameTick, Dictionary<EntityUid, PVSEntityVisiblity>>> _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*TickBuffer);
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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 readonly List<MapGrid> _gridsPool = new(8);
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public override void Initialize()
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{
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base.Initialize();
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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<EntParentChangedMessage>(OnParentChange);
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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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InitializeDirty();
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}
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private void OnParentChange(ref EntParentChangedMessage ev)
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{
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if (ev.Transform.GridUid == ev.Entity || _mapManager.IsMap(ev.Entity)) return;
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// If parent changes then the RobustTree for that chunk will no longer be valid and we need to force it as dirty.
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// Should still be at its old location as moveevent is called after.
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var coordinates = _transform.GetMoverCoordinates(ev.Transform);
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var index = _entityPvsCollection.GetChunkIndex(coordinates);
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_entityPvsCollection.MarkDirty(index);
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}
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/// <summary>
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/// Marks an entity's current chunk as drity.
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/// </summary>
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internal void MarkDirty(EntityUid uid)
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{
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var xform = Transform(uid);
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var coordinates = _transform.GetMoverCoordinates(xform);
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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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ShutdownDirty();
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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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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 Cleanup(IEnumerable<IPlayerSession> sessions)
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{
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var playerSessions = sessions.ToArray();
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if (!CullingEnabled)
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{
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foreach (var player in playerSessions)
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{
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SeenAllEnts.Add(player);
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}
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}
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else
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{
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SeenAllEnts.Clear();
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}
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CleanupDirty(playerSessions);
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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>();
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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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}
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private void OnEntityMove(ref MoveEvent ev)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var coordinates = _transform.GetMoverCoordinates(ev.Component);
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UpdateEntityRecursive(ev.Sender, ev.Component, coordinates, xformQuery, false);
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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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var xformQuery = GetEntityQuery<TransformComponent>();
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var coordinates = _transform.GetMoverCoordinates(component);
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UpdateEntityRecursive(uid, component, coordinates, xformQuery, false);
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}
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private void UpdateEntityRecursive(EntityUid uid, TransformComponent xform, EntityCoordinates coordinates, EntityQuery<TransformComponent> xformQuery, bool mover)
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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);
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}
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_entityPvsCollection.UpdateIndex(uid, coordinates);
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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(_mapManager.IsGrid(uid) || _mapManager.IsMap(uid)) return;
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var children = xform.ChildEnumerator;
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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);
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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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_playerVisibleSets.Add(e.Session, new OverflowDictionary<GameTick, Dictionary<EntityUid, PVSEntityVisiblity>>(TickBuffer, _visSetPool.Return));
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.AddPlayer(e.Session);
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}
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}
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else if (e.NewStatus == SessionStatus.Disconnected)
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{
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var overflowDict = _playerVisibleSets[e.Session];
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_playerVisibleSets.Remove(e.Session);
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foreach (var (_, playerVisSet) in overflowDict)
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{
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_visSetPool.Return(playerVisSet);
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}
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foreach (var pvsCollection in _pvsCollections)
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{
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pvsCollection.RemovePlayer(e.Session);
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}
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}
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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.GridId);
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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.GridId;
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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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var euid = _mapManager.GetGridEuid(gridId);
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_entityPvsCollection.UpdateIndex(euid);
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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)
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_mapChunkPool.Return(chunks);
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foreach (var (_, chunks) in _gridIndices)
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_gridChunkPool.Return(chunks);
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_mapIndices.Clear();
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_gridIndices.Clear();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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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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foreach (var eyeEuid in viewers)
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{
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var (viewPos, range, mapId) = CalcViewBounds(in eyeEuid, transformQuery);
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if(mapId == MapId.Nullspace) continue;
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uint visMask = EyeComponent.DefaultVisibilityMask;
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if (eyeQuery.TryGetComponent(eyeEuid, out var eyeComp))
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visMask = eyeComp.VisibilityMask;
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// Get the nyoom dictionary for index lookups.
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if (!_mapIndices.TryGetValue(visMask, out var mapDict))
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{
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mapDict = _mapChunkPool.Get();
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_mapIndices[visMask] = mapDict;
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}
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var mapChunkEnumerator = new ChunkIndicesEnumerator(viewPos, range, ChunkSize);
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while (mapChunkEnumerator.MoveNext(out var chunkIndices))
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{
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var chunkLocation = new MapChunkLocation(mapId, chunkIndices.Value);
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var entry = (visMask, chunkLocation);
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if (mapDict.TryGetValue(chunkLocation, out var indexOf))
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{
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playerChunks[i].Add(indexOf);
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}
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else
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{
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playerChunks[i].Add(_chunkList.Count);
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mapDict.Add(chunkLocation, _chunkList.Count);
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_chunkList.Add(entry);
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}
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}
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// Get the nyoom dictionary for index lookups.
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if (!_gridIndices.TryGetValue(visMask, out var gridDict))
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{
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gridDict = _gridChunkPool.Get();
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_gridIndices[visMask] = gridDict;
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}
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_gridsPool.Clear();
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foreach (var mapGrid in _mapManager.FindGridsIntersecting(
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mapId,
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new Box2(viewPos - range, viewPos + range),
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_gridsPool,
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xformQuery,
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physicsQuery,
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true))
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{
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var localPos = transformQuery.GetComponent(mapGrid.GridEntityId).InvWorldMatrix.Transform(viewPos);
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var gridChunkEnumerator =
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new ChunkIndicesEnumerator(localPos, range, ChunkSize);
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while (gridChunkEnumerator.MoveNext(out var gridChunkIndices))
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{
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var chunkLocation = new GridChunkLocation(mapGrid.Index, gridChunkIndices.Value);
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var entry = (visMask, chunkLocation);
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if (gridDict.TryGetValue(chunkLocation, out var indexOf))
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{
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playerChunks[i].Add(indexOf);
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}
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else
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{
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playerChunks[i].Add(_chunkList.Count);
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gridDict.Add(chunkLocation, _chunkList.Count);
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_chunkList.Add(entry);
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}
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}
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}
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}
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}
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return (_chunkList, playerChunks, viewerEntities);
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}
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private Dictionary<(uint visMask, IChunkIndexLocation location), (Dictionary<EntityUid, MetaDataComponent> metadata,
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RobustTree<EntityUid> tree)?> _previousTrees = new();
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private HashSet<(uint visMask, IChunkIndexLocation location)> _reusedTrees = new();
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public void RegisterNewPreviousChunkTrees(
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List<(uint, IChunkIndexLocation)> chunks,
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(Dictionary<EntityUid, MetaDataComponent> metadata, RobustTree<EntityUid> tree)?[] trees,
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bool[] reuse)
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{
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// For any chunks able to re-used we'll chuck them in a dictionary for faster lookup.
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for (var i = 0; i < chunks.Count; i++)
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{
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var canReuse = reuse[i];
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if (!canReuse) continue;
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_reusedTrees.Add(chunks[i]);
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}
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var previousIndices = _previousTrees.Keys.ToArray();
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foreach (var index in previousIndices)
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{
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// ReSharper disable once InconsistentlySynchronizedField
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if(_reusedTrees.Contains(index)) continue;
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var chunk = _previousTrees[index];
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if (chunk.HasValue)
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{
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_chunkCachePool.Return(chunk.Value.metadata);
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_treePool.Return(chunk.Value.tree);
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}
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if (!chunks.Contains(index))
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{
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_previousTrees.Remove(index);
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}
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}
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_previousTrees.EnsureCapacity(chunks.Count);
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for (int i = 0; i < chunks.Count; i++)
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{
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//this is a redundant assign if the tree has been reused. the assumption is that this is cheaper than a .Contains call
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_previousTrees[chunks[i]] = trees[i];
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}
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// ReSharper disable once InconsistentlySynchronizedField
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_reusedTrees.Clear();
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}
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public bool TryCalculateChunk(
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IChunkIndexLocation chunkLocation,
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uint visMask,
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EntityQuery<TransformComponent> transform,
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EntityQuery<MetaDataComponent> metadata,
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out (Dictionary<EntityUid, MetaDataComponent> mData, RobustTree<EntityUid> tree)? result)
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{
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if (!_entityPvsCollection.IsDirty(chunkLocation) && _previousTrees.TryGetValue((visMask, chunkLocation), out var previousTree))
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{
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result = previousTree;
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return true;
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}
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var chunk = chunkLocation switch
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{
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GridChunkLocation gridChunkLocation => _entityPvsCollection.TryGetChunk(gridChunkLocation.GridId,
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gridChunkLocation.ChunkIndices, out var gridChunk)
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? gridChunk
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: null,
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MapChunkLocation mapChunkLocation => _entityPvsCollection.TryGetChunk(mapChunkLocation.MapId,
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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)
|
|
{
|
|
foreach (var playerChunk in playerChunks)
|
|
{
|
|
_playerChunkPool.Return(playerChunk);
|
|
}
|
|
}
|
|
|
|
private bool AddToChunkSetRecursively(in EntityUid uid, uint visMask, RobustTree<EntityUid> tree, Dictionary<EntityUid, MetaDataComponent> set, EntityQuery<TransformComponent> transform,
|
|
EntityQuery<MetaDataComponent> metadata)
|
|
{
|
|
//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;
|
|
|
|
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 parent = transform.GetComponent(uid).ParentUid;
|
|
|
|
if (parent.IsValid() && //is it not a worldentity?
|
|
!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) 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 enteredEntityBudget = _netConfigManager.GetClientCVar(session.ConnectedClient, CVars.NetPVSEntityBudget);
|
|
var entitiesSent = 0;
|
|
_playerVisibleSets[session].TryGetValue(fromTick, out var playerVisibleSet);
|
|
var visibleEnts = _visSetPool.Get();
|
|
var deletions = _entityPvsCollection.GetDeletedIndices(fromTick);
|
|
|
|
foreach (var i in chunkIndices)
|
|
{
|
|
var cache = chunkCache[i];
|
|
if(!cache.HasValue) continue;
|
|
foreach (var rootNode in cache.Value.tree.RootNodes)
|
|
{
|
|
RecursivelyAddTreeNode(in rootNode, cache.Value.tree, playerVisibleSet, visibleEnts, fromTick,
|
|
ref entitiesSent, cache.Value.metadata, in enteredEntityBudget);
|
|
}
|
|
}
|
|
|
|
var globalEnumerator = _entityPvsCollection.GlobalOverridesEnumerator;
|
|
while (globalEnumerator.MoveNext())
|
|
{
|
|
var uid = globalEnumerator.Current;
|
|
RecursivelyAddOverride(in uid, playerVisibleSet, visibleEnts, fromTick,
|
|
ref entitiesSent, mQuery, tQuery, in enteredEntityBudget);
|
|
}
|
|
globalEnumerator.Dispose();
|
|
|
|
var localEnumerator = _entityPvsCollection.GetElementsForSession(session);
|
|
while (localEnumerator.MoveNext())
|
|
{
|
|
var uid = localEnumerator.Current;
|
|
RecursivelyAddOverride(in uid, playerVisibleSet, visibleEnts, fromTick,
|
|
ref entitiesSent, mQuery, tQuery, in enteredEntityBudget);
|
|
}
|
|
localEnumerator.Dispose();
|
|
|
|
foreach (var viewerEntity in viewerEntities)
|
|
{
|
|
RecursivelyAddOverride(in viewerEntity, playerVisibleSet, visibleEnts, fromTick,
|
|
ref entitiesSent, mQuery, tQuery, in enteredEntityBudget);
|
|
}
|
|
|
|
var expandEvent = new ExpandPvsEvent(session, new List<EntityUid>());
|
|
RaiseLocalEvent(ref expandEvent);
|
|
foreach (var entityUid in expandEvent.Entities)
|
|
{
|
|
RecursivelyAddOverride(in entityUid, playerVisibleSet, visibleEnts, fromTick,
|
|
ref entitiesSent, mQuery, tQuery, in enteredEntityBudget);
|
|
}
|
|
|
|
var entityStates = new List<EntityState>();
|
|
|
|
foreach (var (entityUid, visiblity) in visibleEnts)
|
|
{
|
|
if (visiblity == PVSEntityVisiblity.StayedUnchanged)
|
|
continue;
|
|
|
|
var @new = visiblity == PVSEntityVisiblity.Entered;
|
|
var state = GetEntityState(session, entityUid, @new ? GameTick.Zero : fromTick, mQuery.GetComponent(entityUid).Flags);
|
|
|
|
//this entity is not new & nothing changed
|
|
if(!@new && state.Empty) continue;
|
|
|
|
entityStates.Add(state);
|
|
}
|
|
|
|
if(playerVisibleSet != null)
|
|
{
|
|
foreach (var (entityUid, _) in playerVisibleSet)
|
|
{
|
|
// it was deleted, so we dont need to exit pvs
|
|
if (deletions.Contains(entityUid)) continue;
|
|
|
|
//TODO: HACK: somehow an entity left the view, transform does not exist (deleted?), but was not in the
|
|
// deleted list. This seems to happen with the map entity on round restart.
|
|
if (!EntityManager.EntityExists(entityUid))
|
|
continue;
|
|
|
|
entityStates.Add(new EntityState(entityUid, new NetListAsArray<ComponentChange>(new[]
|
|
{
|
|
ComponentChange.Changed(_stateManager.TransformNetId, _transformCullState),
|
|
}), true));
|
|
}
|
|
}
|
|
|
|
_playerVisibleSets[session].Add(toTick, visibleEnts);
|
|
|
|
if (deletions.Count == 0) deletions = default;
|
|
if (entityStates.Count == 0) entityStates = default;
|
|
return (entityStates, deletions);
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
|
|
private void RecursivelyAddTreeNode(in EntityUid nodeIndex,
|
|
RobustTree<EntityUid> tree,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? previousVisibleEnts,
|
|
Dictionary<EntityUid, PVSEntityVisiblity> toSend,
|
|
GameTick fromTick,
|
|
ref int totalEnteredEntities,
|
|
Dictionary<EntityUid, MetaDataComponent> metaDataCache,
|
|
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)
|
|
|
|
// 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 (nodeIndex.IsValid() && !toSend.ContainsKey(nodeIndex))
|
|
{
|
|
//are we new?
|
|
var (entered, budgetFail) = ProcessEntry(in nodeIndex, previousVisibleEnts,
|
|
ref totalEnteredEntities, in enteredEntityBudget);
|
|
|
|
if (budgetFail) return;
|
|
|
|
AddToSendSet(in nodeIndex, metaDataCache[nodeIndex], toSend, fromTick, entered);
|
|
}
|
|
|
|
var node = tree[nodeIndex];
|
|
//our children are important regardless! iterate them!
|
|
if(node.Children != null)
|
|
{
|
|
foreach (var child in node.Children)
|
|
{
|
|
RecursivelyAddTreeNode(in child, tree, previousVisibleEnts, toSend, fromTick,
|
|
ref totalEnteredEntities, metaDataCache, in enteredEntityBudget);
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool RecursivelyAddOverride(
|
|
in EntityUid uid,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? previousVisibleEnts,
|
|
Dictionary<EntityUid, PVSEntityVisiblity> toSend,
|
|
GameTick fromTick,
|
|
ref int totalEnteredEntities,
|
|
EntityQuery<MetaDataComponent> metaQuery,
|
|
EntityQuery<TransformComponent> transQuery,
|
|
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;
|
|
|
|
//did we already get added?
|
|
if (toSend.ContainsKey(uid)) return true;
|
|
|
|
var parent = transQuery.GetComponent(uid).ParentUid;
|
|
if (parent.IsValid() && !RecursivelyAddOverride(in parent, previousVisibleEnts, toSend, fromTick,
|
|
ref totalEnteredEntities, metaQuery, transQuery, in enteredEntityBudget))
|
|
return false;
|
|
|
|
var (entered, _) = ProcessEntry(in uid, previousVisibleEnts,
|
|
ref totalEnteredEntities, in enteredEntityBudget);
|
|
|
|
AddToSendSet(in uid, metaQuery.GetComponent(uid), toSend, fromTick, entered);
|
|
return true;
|
|
}
|
|
|
|
private (bool entered, bool budgetFail) ProcessEntry(in EntityUid uid,
|
|
Dictionary<EntityUid, PVSEntityVisiblity>? previousVisibleEnts,
|
|
ref int totalEnteredEntities, in int enteredEntityBudget)
|
|
{
|
|
var entered = previousVisibleEnts?.Remove(uid) == false;
|
|
|
|
if (entered)
|
|
{
|
|
if (totalEnteredEntities >= enteredEntityBudget)
|
|
return (entered, true);
|
|
|
|
totalEnteredEntities++;
|
|
}
|
|
|
|
return (entered, false);
|
|
}
|
|
|
|
private void AddToSendSet(in EntityUid uid, MetaDataComponent metaDataComponent, Dictionary<EntityUid, PVSEntityVisiblity> toSend, GameTick fromTick, bool entered)
|
|
{
|
|
if (entered)
|
|
{
|
|
toSend.Add(uid, PVSEntityVisiblity.Entered);
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all entity states that have been modified after and including the provided tick.
|
|
/// </summary>
|
|
public (List<EntityState>? updates, List<EntityUid>? deletions) GetAllEntityStates(ICommonSession player, GameTick fromTick, GameTick toTick)
|
|
{
|
|
var deletions = _entityPvsCollection.GetDeletedIndices(fromTick);
|
|
// no point sending an empty collection
|
|
if (deletions.Count == 0) deletions = default;
|
|
|
|
var stateEntities = new List<EntityState>();
|
|
var seenEnts = new HashSet<EntityUid>();
|
|
var slowPath = false;
|
|
var metadataQuery = EntityManager.GetEntityQuery<MetaDataComponent>();
|
|
|
|
if (!SeenAllEnts.Contains(player))
|
|
{
|
|
// Give them E V E R Y T H I N G
|
|
stateEntities = new List<EntityState>(EntityManager.EntityCount);
|
|
|
|
// This is the same as iterating every existing entity.
|
|
foreach (var md in EntityManager.EntityQuery<MetaDataComponent>(true))
|
|
{
|
|
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
|
|
stateEntities.Add(GetEntityState(player, md.Owner, GameTick.Zero, md.Flags));
|
|
}
|
|
|
|
return (stateEntities.Count == 0 ? default : stateEntities, deletions);
|
|
}
|
|
|
|
// Just get the relevant entities that have been dirtied
|
|
// This should be extremely fast.
|
|
if (!slowPath)
|
|
{
|
|
for (var i = fromTick.Value; i <= toTick.Value; i++)
|
|
{
|
|
// Fallback to dumping every entity on them.
|
|
var tick = new GameTick(i);
|
|
if (!TryGetTick(tick, out var add, out var dirty))
|
|
{
|
|
slowPath = true;
|
|
break;
|
|
}
|
|
|
|
foreach (var uid in add)
|
|
{
|
|
if (!seenEnts.Add(uid)) continue;
|
|
// This is essentially the same as IEntityManager.EntityExists, but returning MetaDataComponent.
|
|
if (!metadataQuery.TryGetComponent(uid, out var md)) continue;
|
|
|
|
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
|
|
|
|
if (md.EntityLastModifiedTick >= fromTick)
|
|
stateEntities.Add(GetEntityState(player, uid, GameTick.Zero, md.Flags));
|
|
}
|
|
|
|
foreach (var uid in dirty)
|
|
{
|
|
DebugTools.Assert(!add.Contains(uid));
|
|
|
|
if (!seenEnts.Add(uid)) continue;
|
|
if (!metadataQuery.TryGetComponent(uid, out var md)) continue;
|
|
|
|
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
|
|
|
|
if (md.EntityLastModifiedTick >= fromTick)
|
|
stateEntities.Add(GetEntityState(player, uid, fromTick, md.Flags));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!slowPath)
|
|
{
|
|
if (stateEntities.Count == 0) stateEntities = default;
|
|
|
|
return (stateEntities, deletions);
|
|
}
|
|
|
|
stateEntities = new List<EntityState>(EntityManager.EntityCount);
|
|
|
|
// This is the same as iterating every existing entity.
|
|
foreach (var md in EntityManager.EntityQuery<MetaDataComponent>(true))
|
|
{
|
|
DebugTools.Assert(md.EntityLifeStage >= EntityLifeStage.Initialized);
|
|
|
|
if (md.EntityLastModifiedTick >= fromTick)
|
|
stateEntities.Add(GetEntityState(player, md.Owner, fromTick, md.Flags));
|
|
}
|
|
|
|
// no point sending an empty collection
|
|
if (stateEntities.Count == 0) stateEntities = default;
|
|
|
|
return (stateEntities, deletions);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generates a network entity state for the given entity.
|
|
/// </summary>
|
|
/// <param name="player">The player to generate this state for.</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="flags">Any applicable metadata flags</param>
|
|
/// <returns>New entity State for the given entity.</returns>
|
|
private EntityState GetEntityState(ICommonSession player, EntityUid entityUid, GameTick fromTick, MetaDataFlags flags)
|
|
{
|
|
var bus = EntityManager.EventBus;
|
|
var changed = new List<ComponentChange>();
|
|
// Whether this entity has any component states that are only for a specific session.
|
|
// TODO: This GetComp is probably expensive, less expensive than before, but ideally we'd cache it somewhere or something from a previous getcomp
|
|
// Probably still needs tweaking but checking for add / changed states up front should do most of the work.
|
|
var specificStates = (flags & MetaDataFlags.EntitySpecific) == MetaDataFlags.EntitySpecific;
|
|
|
|
foreach (var (netId, component) in EntityManager.GetNetComponents(entityUid))
|
|
{
|
|
DebugTools.Assert(component.Initialized);
|
|
|
|
// NOTE: When LastModifiedTick or CreationTick are 0 it means that the relevant data is
|
|
// "not different from entity creation".
|
|
// i.e. when the client spawns the entity and loads the entity prototype,
|
|
// the data it deserializes from the prototype SHOULD be equal
|
|
// to what the component state / ComponentChange would send.
|
|
// As such, we can avoid sending this data in this case since the client "already has it".
|
|
|
|
DebugTools.Assert(component.LastModifiedTick >= component.CreationTick);
|
|
|
|
var addState = false;
|
|
var changeState = false;
|
|
|
|
// We'll check the properties first; if we ever have specific states then doing the struct event is expensive.
|
|
if (component.CreationTick != GameTick.Zero && component.CreationTick >= fromTick && !component.Deleted)
|
|
addState = true;
|
|
else if (component.NetSyncEnabled && component.LastModifiedTick != GameTick.Zero && component.LastModifiedTick >= fromTick)
|
|
changeState = true;
|
|
|
|
if (!addState && !changeState)
|
|
continue;
|
|
|
|
if (specificStates && !EntityManager.CanGetComponentState(bus, component, player))
|
|
continue;
|
|
|
|
if (addState)
|
|
{
|
|
ComponentState? state = null;
|
|
if (component.NetSyncEnabled && component.LastModifiedTick != GameTick.Zero &&
|
|
component.LastModifiedTick >= fromTick)
|
|
state = EntityManager.GetComponentState(bus, component);
|
|
|
|
// Can't be null since it's returned by GetNetComponents
|
|
// ReSharper disable once PossibleInvalidOperationException
|
|
changed.Add(ComponentChange.Added(netId, state));
|
|
}
|
|
else
|
|
{
|
|
DebugTools.Assert(changeState);
|
|
changed.Add(ComponentChange.Changed(netId, EntityManager.GetComponentState(bus, component)));
|
|
}
|
|
}
|
|
|
|
foreach (var netId in _serverEntManager.GetDeletedComponents(entityUid, fromTick))
|
|
{
|
|
changed.Add(ComponentChange.Removed(netId));
|
|
}
|
|
|
|
return new EntityState(entityUid, changed.ToArray());
|
|
}
|
|
|
|
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 SetPolicy<T> : PooledObjectPolicy<HashSet<T>>
|
|
{
|
|
public override HashSet<T> Create()
|
|
{
|
|
return new HashSet<T>();
|
|
}
|
|
|
|
public override bool Return(HashSet<T> obj)
|
|
{
|
|
obj.Clear();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public sealed class DictPolicy<T1, T2> : PooledObjectPolicy<Dictionary<T1, T2>> where T1 : notnull
|
|
{
|
|
public override Dictionary<T1, T2> Create()
|
|
{
|
|
return new Dictionary<T1, T2>();
|
|
}
|
|
|
|
public override bool Return(Dictionary<T1, T2> obj)
|
|
{
|
|
obj.Clear();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
[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;
|
|
}
|
|
}
|