mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
374 lines
13 KiB
C#
374 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Robust.Client.Timing;
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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.Network.Messages;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Client.GameStates
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{
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/// <inheritdoc />
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internal sealed class GameStateProcessor : IGameStateProcessor
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{
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private readonly IClientGameTiming _timing;
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private readonly List<GameState> _stateBuffer = new();
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private readonly Dictionary<GameTick, List<EntityUid>> _pvsDetachMessages = new();
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public GameState? LastFullState { get; private set; }
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public bool WaitingForFull => LastFullStateRequested.HasValue;
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public GameTick? LastFullStateRequested
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{
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get => _lastFullStateRequested;
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set
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{
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_lastFullStateRequested = value;
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LastFullState = null;
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}
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}
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public GameTick? _lastFullStateRequested = GameTick.Zero;
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private int _bufferSize;
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/// <summary>
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/// This dictionary stores the full most recently received server state of any entity. This is used whenever predicted entities get reset.
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/// </summary>
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private readonly Dictionary<EntityUid, Dictionary<ushort, ComponentState>> _lastStateFullRep
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= new();
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/// <inheritdoc />
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public int MinBufferSize => Interpolation ? 2 : 1;
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/// <inheritdoc />
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public int TargetBufferSize => MinBufferSize + BufferSize;
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/// <inheritdoc />
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public bool Interpolation { get; set; }
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/// <inheritdoc />
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public int BufferSize
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{
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get => _bufferSize;
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set => _bufferSize = value < 0 ? 0 : value;
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}
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/// <inheritdoc />
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public bool Logging { get; set; }
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/// <summary>
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/// Constructs a new instance of <see cref="GameStateProcessor"/>.
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/// </summary>
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/// <param name="timing">Timing information of the current state.</param>
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public GameStateProcessor(IClientGameTiming timing)
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{
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_timing = timing;
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}
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/// <inheritdoc />
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public bool AddNewState(GameState state)
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{
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// Check for old states.
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if (state.ToSequence <= _timing.LastRealTick)
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{
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if (Logging)
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Logger.DebugS("net.state", $"Received Old GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
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return false;
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}
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// Check for a duplicate states.
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foreach (var bufferState in _stateBuffer)
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{
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if (state.ToSequence != bufferState.ToSequence)
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continue;
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if (Logging)
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Logger.DebugS("net.state", $"Received Dupe GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
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return false;
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}
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// Are we expecting a full state?
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if (!WaitingForFull)
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{
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// This is a good state that we will be using.
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_stateBuffer.Add(state);
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if (Logging)
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Logger.DebugS("net.state", $"Received New GameState: lastRealTick={_timing.LastRealTick}, fSeq={state.FromSequence}, tSeq={state.ToSequence}, sz={state.PayloadSize}, buf={_stateBuffer.Count}");
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return true;
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}
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if (LastFullState == null && state.FromSequence == GameTick.Zero && state.ToSequence >= LastFullStateRequested!.Value)
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{
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LastFullState = state;
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if (Logging)
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Logger.InfoS("net", $"Received Full GameState: to={state.ToSequence}, sz={state.PayloadSize}");
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return true;
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}
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if (LastFullState == null || state.ToSequence <= LastFullState.ToSequence)
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return false;
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_stateBuffer.Add(state);
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return true;
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}
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/// <summary>
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/// Attempts to get the current and next states to apply.
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/// </summary>
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/// <remarks>
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/// If the processor is not currently waiting for a full state, the states to apply depends on <see
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/// cref="IGameTiming.LastProcessedTick"/>.
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/// </remarks>
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/// <returns>Returns true if the states should be applied.</returns>
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public bool TryGetServerState([NotNullWhen(true)] out GameState? curState, out GameState? nextState)
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{
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var applyNextState = WaitingForFull
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? TryGetFullState(out curState, out nextState)
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: TryGetDeltaState(out curState, out nextState);
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if (curState != null)
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{
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DebugTools.Assert(curState.FromSequence <= curState.ToSequence,
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"Tried to apply a non-extrapolated state that has too high of a FromSequence!");
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if (Logging)
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Logger.DebugS("net.state", $"Applying State: cTick={_timing.LastProcessedTick}, fSeq={curState.FromSequence}, tSeq={curState.ToSequence}, buf={_stateBuffer.Count}");
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}
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return applyNextState;
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}
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public void UpdateFullRep(GameState state)
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{
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// Note: the most recently received server state currently doesn't include pvs-leave messages (detaching
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// transform to null-space). This is because a client should never predict an entity being moved back from
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// null-space, so there should be no need to reset it back there.
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if (state.FromSequence == GameTick.Zero)
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{
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// Full state.
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_lastStateFullRep.Clear();
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}
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else
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{
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foreach (var deletion in state.EntityDeletions.Span)
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{
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_lastStateFullRep.Remove(deletion);
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}
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}
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foreach (var entityState in state.EntityStates.Span)
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{
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if (!_lastStateFullRep.TryGetValue(entityState.Uid, out var compData))
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{
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compData = new Dictionary<ushort, ComponentState>();
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_lastStateFullRep.Add(entityState.Uid, compData);
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}
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foreach (var change in entityState.ComponentChanges.Span)
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{
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if (change.Deleted)
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{
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compData.Remove(change.NetID);
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}
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else if (change.State is not null)
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{
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compData[change.NetID] = change.State;
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}
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}
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}
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}
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private bool TryGetFullState([NotNullWhen(true)] out GameState? curState, out GameState? nextState)
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{
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nextState = null;
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curState = null;
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if (LastFullState == null)
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return false;
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// remove any old states we find to keep the buffer clean
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// also look for the next state if we are interpolating.
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var nextTick = LastFullState.ToSequence + 1;
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for (var i = 0; i < _stateBuffer.Count; i++)
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{
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var state = _stateBuffer[i];
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if (state.ToSequence < LastFullState.ToSequence)
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{
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_stateBuffer.RemoveSwap(i);
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i--;
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}
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else if (Interpolation && state.ToSequence == nextTick)
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{
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nextState = state;
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}
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}
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// we let the buffer fill up before starting to tick
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if (_stateBuffer.Count >= TargetBufferSize && (!Interpolation || nextState != null))
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{
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if (Logging)
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Logger.DebugS("net", $"Resync CurTick to: {LastFullState.ToSequence}");
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curState = LastFullState;
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return true;
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}
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// waiting for buffer to fill
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if (Logging)
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Logger.DebugS("net", $"Have FullState, filling buffer... ({_stateBuffer.Count}/{TargetBufferSize})");
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return false;
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}
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internal void AddLeavePvsMessage(MsgStateLeavePvs message)
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{
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// Late message may still need to be processed,
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DebugTools.Assert(message.Entities.Count > 0);
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_pvsDetachMessages.TryAdd(message.Tick, message.Entities);
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}
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public List<(GameTick Tick, List<EntityUid> Entities)> GetEntitiesToDetach(GameTick toTick, int budget)
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{
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var result = new List<(GameTick Tick, List<EntityUid> Entities)>();
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foreach (var (tick, entities) in _pvsDetachMessages)
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{
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if (tick > toTick)
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continue;
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if (budget >= entities.Count)
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{
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budget -= entities.Count;
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_pvsDetachMessages.Remove(tick);
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result.Add((tick, entities));
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continue;
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}
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var index = entities.Count - budget;
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result.Add((tick, entities.GetRange(index, budget)));
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entities.RemoveRange(index, budget);
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break;
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}
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return result;
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}
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private bool TryGetDeltaState(out GameState? curState, out GameState? nextState)
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{
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curState = null;
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nextState = null;
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var targetCurTick = _timing.LastProcessedTick + 1;
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var targetNextTick = _timing.LastProcessedTick + 2;
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GameTick? futureStateLowestFromSeq = null;
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for (var i = 0; i < _stateBuffer.Count; i++)
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{
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var state = _stateBuffer[i];
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// remember there are no duplicate ToSequence states in the list.
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if (state.ToSequence == targetCurTick && state.FromSequence <= _timing.LastRealTick)
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{
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curState = state;
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continue;
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}
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if (Interpolation && state.ToSequence == targetNextTick)
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nextState = state;
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if (state.ToSequence > targetCurTick && (futureStateLowestFromSeq == null || futureStateLowestFromSeq.Value > state.FromSequence))
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{
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futureStateLowestFromSeq = state.FromSequence;
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continue;
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}
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// remove any old states we find to keep the buffer clean
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if (state.ToSequence <= _timing.LastRealTick)
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{
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_stateBuffer.RemoveSwap(i);
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i--;
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}
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}
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// Even if we can't find current state, maybe we have a future state?
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return curState != null || (futureStateLowestFromSeq != null && futureStateLowestFromSeq <= _timing.LastRealTick);
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}
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/// <inheritdoc />
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public void Reset()
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{
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_stateBuffer.Clear();
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LastFullState = null;
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LastFullStateRequested = GameTick.Zero;
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}
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public void RequestFullState()
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{
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_stateBuffer.Clear();
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LastFullState = null;
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LastFullStateRequested = _timing.LastRealTick;
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}
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public void MergeImplicitData(Dictionary<EntityUid, Dictionary<ushort, ComponentState>> data)
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{
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foreach (var (uid, compData) in data)
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{
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var fullRep = _lastStateFullRep[uid];
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foreach (var (netId, compState) in compData)
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{
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if (!fullRep.ContainsKey(netId))
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{
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fullRep.Add(netId, compState);
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}
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}
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}
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}
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public Dictionary<ushort, ComponentState> GetLastServerStates(EntityUid entity)
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{
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return _lastStateFullRep[entity];
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}
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public bool TryGetLastServerStates(EntityUid entity,
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[NotNullWhen(true)] out Dictionary<ushort, ComponentState>? dictionary)
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{
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return _lastStateFullRep.TryGetValue(entity, out dictionary);
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}
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public int CalculateBufferSize(GameTick fromTick)
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{
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bool foundState;
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var nextTick = fromTick;
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do
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{
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foundState = false;
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foreach (var state in _stateBuffer)
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{
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if (state.ToSequence > nextTick && state.FromSequence <= nextTick)
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{
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foundState = true;
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nextTick += 1;
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}
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}
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}
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while (foundState);
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return (int) (nextTick.Value - fromTick.Value);
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}
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}
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}
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