Files
RobustToolbox/Robust.Shared/Map/NetworkedMapManager.cs
T

364 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Shared.Map;
internal interface INetworkedMapManager : IMapManagerInternal
{
GameStateMapData? GetStateData(GameTick fromTick);
void CullDeletionHistory(GameTick upToTick);
// Two methods here, so that new grids etc can be made BEFORE entities get states applied,
// but old ones can be deleted after.
void ApplyGameStatePre(GameStateMapData? data, ReadOnlySpan<EntityState> entityStates);
void ApplyGameStatePost(GameStateMapData? data);
}
internal class NetworkedMapManager : MapManager, INetworkedMapManager
{
private readonly Dictionary<GridId, List<(GameTick tick, Vector2i indices)>> _chunkDeletionHistory = new();
private readonly List<(GameTick tick, GridId gridId)> _gridDeletionHistory = new();
private readonly List<(GameTick tick, MapId mapId)> _mapDeletionHistory = new();
public override void DeleteMap(MapId mapId)
{
base.DeleteMap(mapId);
_mapDeletionHistory.Add((GameTiming.CurTick, mapId));
}
public override void DeleteGrid(GridId gridId)
{
base.DeleteGrid(gridId);
_gridDeletionHistory.Add((GameTiming.CurTick, gridId));
// No point syncing chunk removals anymore!
_chunkDeletionHistory.Remove(gridId);
}
public override void ChunkRemoved(MapChunk chunk)
{
base.ChunkRemoved(chunk);
if (!_chunkDeletionHistory.TryGetValue(chunk.GridId, out var chunks))
{
chunks = new List<(GameTick tick, Vector2i indices)>();
_chunkDeletionHistory[chunk.GridId] = chunks;
}
chunks.Add((GameTiming.CurTick, chunk.Indices));
// Seemed easier than having this method on GridFixtureSystem
if (!TryGetGrid(chunk.GridId, out var grid) ||
!EntityManager.TryGetComponent(grid.GridEntityId, out PhysicsComponent? body) ||
chunk.Fixtures.Count == 0)
return;
// TODO: Like MapManager injecting this is a PITA so need to work out an easy way to do it.
// Maybe just add like a PostInject method that gets called way later?
var fixtureSystem = EntitySystem.Get<FixtureSystem>();
foreach (var fixture in chunk.Fixtures)
{
fixtureSystem.DestroyFixture(body, fixture);
}
}
public GameStateMapData? GetStateData(GameTick fromTick)
{
var gridDatums = new Dictionary<GridId, GameStateMapData.GridDatum>();
foreach (MapGrid grid in GetAllGrids())
{
if (grid.LastTileModifiedTick < fromTick)
continue;
var deletedChunkData = new List<GameStateMapData.DeletedChunkDatum>();
if (_chunkDeletionHistory.TryGetValue(grid.Index, out var chunks))
{
foreach (var (tick, indices) in chunks)
{
if (tick < fromTick)
continue;
deletedChunkData.Add(new GameStateMapData.DeletedChunkDatum(indices));
}
}
var chunkData = new List<GameStateMapData.ChunkDatum>();
foreach (var (index, chunk) in grid.GetMapChunks())
{
if (chunk.LastTileModifiedTick < fromTick)
continue;
var tileBuffer = new Tile[grid.ChunkSize * (uint)grid.ChunkSize];
// Flatten the tile array.
// NetSerializer doesn't do multi-dimensional arrays.
// This is probably really expensive.
for (var x = 0; x < grid.ChunkSize; x++)
{
for (var y = 0; y < grid.ChunkSize; y++)
{
tileBuffer[x * grid.ChunkSize + y] = chunk.GetTile((ushort)x, (ushort)y);
}
}
chunkData.Add(new GameStateMapData.ChunkDatum(index, tileBuffer));
}
var gridDatum = new GameStateMapData.GridDatum(
chunkData.ToArray(),
deletedChunkData.ToArray(),
new MapCoordinates(grid.WorldPosition, grid.ParentMapId),
grid.WorldRotation);
gridDatums.Add(grid.Index, gridDatum);
}
// -- Map Deletion Data --
var mapDeletionsData = new List<MapId>();
foreach (var (tick, mapId) in _mapDeletionHistory)
{
if (tick < fromTick)
continue;
mapDeletionsData.Add(mapId);
}
// -- Grid Deletion Data
var gridDeletionsData = new List<GridId>();
foreach (var (tick, gridId) in _gridDeletionHistory)
{
if (tick < fromTick)
continue;
gridDeletionsData.Add(gridId);
}
// -- Map Creations --
var mapCreations = new List<MapId>();
foreach (var (mapId, tick) in MapCreationTick)
{
if (tick < fromTick || mapId == MapId.Nullspace)
continue;
mapCreations.Add(mapId);
}
// - Grid Creation data --
var gridCreations = new Dictionary<GridId, GameStateMapData.GridCreationDatum>();
foreach (MapGrid grid in GetAllGrids())
{
if (grid.CreatedTick < fromTick || grid.ParentMapId == MapId.Nullspace)
continue;
gridCreations.Add(grid.Index, new GameStateMapData.GridCreationDatum(grid.ChunkSize));
}
// no point sending empty collections
if (gridDatums.Count == 0)
gridDatums = default;
if (gridDeletionsData.Count == 0)
gridDeletionsData = default;
if (mapDeletionsData.Count == 0)
mapDeletionsData = default;
if (mapCreations.Count == 0)
mapCreations = default;
if (gridCreations.Count == 0)
gridCreations = default;
// no point even creating an empty map state if no data
if (gridDatums == null && gridDeletionsData == null && mapDeletionsData == null && mapCreations == null && gridCreations == null)
return default;
return new GameStateMapData(gridDatums?.ToArray<KeyValuePair<GridId, GameStateMapData.GridDatum>>(), gridDeletionsData?.ToArray(),
mapDeletionsData?.ToArray(), mapCreations?.ToArray(),
gridCreations?.ToArray<KeyValuePair<GridId, GameStateMapData.GridCreationDatum>>());
}
public void CullDeletionHistory(GameTick upToTick)
{
foreach (var (gridId, chunks) in _chunkDeletionHistory.ToArray())
{
chunks.RemoveAll(t => t.tick < upToTick);
if (chunks.Count == 0)
_chunkDeletionHistory.Remove(gridId);
}
_mapDeletionHistory.RemoveAll(t => t.tick < upToTick);
_gridDeletionHistory.RemoveAll(t => t.tick < upToTick);
}
public void ApplyGameStatePre(GameStateMapData? data, ReadOnlySpan<EntityState> entityStates)
{
// There was no map data this tick, so nothing to do.
if (data == null)
return;
// First we need to figure out all the NEW MAPS.
if (data.CreatedMaps != null)
{
DebugTools.Assert(!entityStates.IsEmpty, "Received new maps, but no entity state.");
foreach (var mapId in data.CreatedMaps)
{
// map already exists from a previous state.
if (MapExists(mapId))
continue;
EntityUid mapEuid = default;
//get shared euid of map comp entity
foreach (var entityState in entityStates)
{
foreach (var compChange in entityState.ComponentChanges.Span)
{
if (compChange.State is not MapComponentState mapCompState || mapCompState.MapId != mapId)
continue;
mapEuid = entityState.Uid;
goto BreakMapEntSearch;
}
}
BreakMapEntSearch:
DebugTools.Assert(mapEuid != default, $"Could not find corresponding entity state for new map {mapId}.");
CreateMap(mapId, mapEuid);
}
}
// Then make all the grids.
if (data.CreatedGrids != null)
{
DebugTools.Assert(data.GridData is not null, "Received new grids, but GridData was null.");
foreach (var (gridId, creationDatum) in data.CreatedGrids)
{
if (GridExists(gridId))
continue;
EntityUid gridEuid = default;
//get shared euid of map comp entity
foreach (var entityState in entityStates)
{
foreach (var compState in entityState.ComponentChanges.Span)
{
if (compState.State is not MapGridComponentState gridCompState || gridCompState.GridIndex != gridId)
continue;
gridEuid = entityState.Uid;
goto BreakGridEntSearch;
}
}
BreakGridEntSearch:
DebugTools.Assert(gridEuid != default, $"Could not find corresponding entity state for new grid {gridId}.");
MapId gridMapId = default;
foreach (var kvData in data.GridData!)
{
if (kvData.Key != gridId)
continue;
gridMapId = kvData.Value.Coordinates.MapId;
break;
}
DebugTools.Assert(gridMapId != default, $"Could not find corresponding gridData for new grid {gridId}.");
CreateGrid(gridMapId, gridId, creationDatum.ChunkSize, gridEuid);
}
}
// Process all grid updates.
if (data.GridData != null)
{
SuppressOnTileChanged = true;
// Ok good all the grids and maps exist now.
foreach (var (gridId, gridDatum) in data.GridData)
{
var grid = (MapGrid)GetGrid(gridId);
if (grid.ParentMapId != gridDatum.Coordinates.MapId)
throw new NotImplementedException("Moving grids between maps is not yet implemented");
// I love mapmanager!!!
grid.WorldPosition = gridDatum.Coordinates.Position;
grid.WorldRotation = gridDatum.Angle;
var modified = new List<(Vector2i position, Tile tile)>();
foreach (var chunkData in gridDatum.ChunkData)
{
var chunk = grid.GetChunk(chunkData.Index);
chunk.SuppressCollisionRegeneration = true;
DebugTools.Assert(chunkData.TileData.Length == grid.ChunkSize * grid.ChunkSize);
var counter = 0;
for (ushort x = 0; x < grid.ChunkSize; x++)
{
for (ushort y = 0; y < grid.ChunkSize; y++)
{
var tile = chunkData.TileData[counter++];
if (chunk.GetTileRef(x, y).Tile != tile)
{
chunk.SetTile(x, y, tile);
modified.Add((new Vector2i(chunk.X * grid.ChunkSize + x, chunk.Y * grid.ChunkSize + y), tile));
}
}
}
}
if (modified.Count != 0)
InvokeGridChanged(this, new GridChangedEventArgs(grid, modified));
foreach (var chunkData in gridDatum.ChunkData)
{
var chunk = grid.GetChunk(chunkData.Index);
chunk.SuppressCollisionRegeneration = false;
chunk.RegenerateCollision();
}
foreach (var chunkData in gridDatum.DeletedChunkData)
{
grid.RemoveChunk(chunkData.Index);
}
}
SuppressOnTileChanged = false;
}
}
public void ApplyGameStatePost(GameStateMapData? data)
{
if (data == null) // if there is no data, there is nothing to do!
return;
if (data.DeletedGrids != null)
{
foreach (var grid in data.DeletedGrids)
{
if (GridExists(grid))
DeleteGrid(grid);
}
}
if (data.DeletedMaps != null)
{
foreach (var map in data.DeletedMaps)
{
if (MapExists(map))
DeleteMap(map);
}
}
}
}