Files
RobustToolbox/Robust.Shared/GameObjects/Systems/SharedPhysicsSystem.cs
metalgearsloth f4d427f5c5 Pre-reqs for multithreaded physics (#1784)
* Tanks off guard

* Medic

* Diamondback

* Gaming

* Gamingo

* Finalise

* Doh

* Bullet licence

* Marginal cleanup

* Physics licences

* Apply reviews
2021-06-17 16:01:41 +10:00

301 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Prometheus;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.ContentPack;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Reflection;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
using Logger = Robust.Shared.Log.Logger;
namespace Robust.Shared.GameObjects
{
public abstract class SharedPhysicsSystem : EntitySystem
{
/*
* TODO:
* Port acruid's box solver in to reduce allocs for building manifolds (this one is important for perf to remove the disgusting ctors and casts)
* Raycasts for non-box shapes.
* SetTransformIgnoreContacts for teleports (and anything else left on the physics body in Farseer)
* Actual center of mass for shapes (currently just assumes center coordinate)
* Circle offsets to entity.
* TOI Solver (continuous collision detection)
* Poly cutting
* Chain shape
* (Content) grenade launcher grenades that explode after time rather than impact.
* pulling prediction
* PVS + Collide allocations / performance
* When someone yeets out of disposals need to have no collision on that object until they stop colliding
* A bunch of objects have collision on round start
* Need a way to specify conditional non-hard collisions (i.e. so items collide with players for IThrowCollide but can still be moved through freely but walls can't collide with them)
*/
/*
* Multi-threading notes:
* Sources:
* https://github.com/VelcroPhysics/VelcroPhysics/issues/29
* Aether2D
* Rapier
* https://www.slideshare.net/takahiroharada/solver-34909157
*
* SO essentially what we should look at doing from what I can discern:
* Build islands sequentially and then solve them all in parallel (as static bodies are the only thing shared
* it should be okay given they're never written to)
* After this, we can then look at doing narrowphase in parallel maybe (at least Aether2D does it) +
* position constraints in parallel + velocity constraints in parallel
*
* The main issue to tackle is graph colouring; Aether2D just seems to use locks for the parallel constraints solver
* though rapier has a graph colouring implementation (and because of this we should be able to avoid using locks) which we could try using.
*
* Given the kind of game SS14 is (our target game I guess) parallelising the islands will probably be the biggest benefit.
*/
private static readonly Histogram _tickUsageControllerBeforeSolveHistogram = Metrics.CreateHistogram("robust_entity_physics_controller_before_solve",
"Amount of time spent running a controller's UpdateBeforeSolve", new HistogramConfiguration
{
LabelNames = new[] {"controller"},
Buckets = Histogram.ExponentialBuckets(0.000_001, 1.5, 25)
});
private static readonly Histogram _tickUsageControllerAfterSolveHistogram = Metrics.CreateHistogram("robust_entity_physics_controller_after_solve",
"Amount of time spent running a controller's UpdateAfterSolve", new HistogramConfiguration
{
LabelNames = new[] {"controller"},
Buckets = Histogram.ExponentialBuckets(0.000_001, 1.5, 25)
});
[Dependency] private readonly IMapManager _mapManager = default!;
public IReadOnlyDictionary<MapId, PhysicsMap> Maps => _maps;
private Dictionary<MapId, PhysicsMap> _maps = new();
internal IReadOnlyList<VirtualController> Controllers => _controllers;
private List<VirtualController> _controllers = new();
public Action<Fixture, Fixture, float, Manifold>? KinematicControllerCollision;
public bool MetricsEnabled;
private readonly Stopwatch _stopwatch = new();
public override void Initialize()
{
base.Initialize();
// Having a nullspace map just makes a bunch of code easier, we just don't iterate on it.
var nullMap = new PhysicsMap(MapId.Nullspace);
_maps[MapId.Nullspace] = nullMap;
nullMap.Initialize();
_mapManager.MapCreated += HandleMapCreated;
_mapManager.MapDestroyed += HandleMapDestroyed;
SubscribeLocalEvent<PhysicsUpdateMessage>(HandlePhysicsUpdateMessage);
SubscribeLocalEvent<PhysicsWakeMessage>(HandleWakeMessage);
SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleepMessage);
SubscribeLocalEvent<EntMapIdChangedMessage>(HandleMapChange);
SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInserted);
SubscribeLocalEvent<EntRemovedFromContainerMessage>(HandleContainerRemoved);
BuildControllers();
Logger.DebugS("physics", $"Found {_controllers.Count} physics controllers.");
IoCManager.Resolve<IIslandManager>().Initialize();
}
private void BuildControllers()
{
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
var instantiated = new List<VirtualController>();
foreach (var type in reflectionManager.GetAllChildren(typeof(VirtualController)))
{
if (type.IsAbstract)
continue;
instantiated.Add(typeFactory.CreateInstance<VirtualController>(type));
}
var nodes = TopologicalSort.FromBeforeAfter(
instantiated,
c => c.GetType(),
c => c,
c => c.UpdatesBefore,
c => c.UpdatesAfter);
_controllers = TopologicalSort.Sort(nodes).ToList();
foreach (var controller in _controllers)
{
controller.BeforeMonitor = _tickUsageControllerBeforeSolveHistogram.WithLabels(controller.GetType().Name);
controller.AfterMonitor = _tickUsageControllerAfterSolveHistogram.WithLabels(controller.GetType().Name);
controller.Initialize();
}
}
public override void Shutdown()
{
base.Shutdown();
_mapManager.MapCreated -= HandleMapCreated;
_mapManager.MapDestroyed -= HandleMapDestroyed;
}
private void HandleMapCreated(object? sender, MapEventArgs eventArgs)
{
// Server just creates nullspace map on its own but sends it to client hence we will just ignore it.
if (_maps.ContainsKey(eventArgs.Map)) return;
var map = new PhysicsMap(eventArgs.Map);
_maps.Add(eventArgs.Map, map);
map.Initialize();
map.ContactManager.KinematicControllerCollision += KinematicControllerCollision;
Logger.DebugS("physics", $"Created physics map for {eventArgs.Map}");
}
private void HandleMapDestroyed(object? sender, MapEventArgs eventArgs)
{
var map = _maps[eventArgs.Map];
map.ContactManager.KinematicControllerCollision -= KinematicControllerCollision;
_maps.Remove(eventArgs.Map);
Logger.DebugS("physics", $"Destroyed physics map for {eventArgs.Map}");
}
private void HandleMapChange(EntMapIdChangedMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent))
return;
physicsComponent.ClearJoints();
var oldMapId = message.OldMapId;
if (oldMapId != MapId.Nullspace)
{
_maps[oldMapId].RemoveBody(physicsComponent);
}
var newMapId = message.Entity.Transform.MapID;
if (newMapId != MapId.Nullspace)
{
_maps[newMapId].AddBody(physicsComponent);
}
}
private void HandlePhysicsUpdateMessage(PhysicsUpdateMessage message)
{
var mapId = message.Component.Owner.Transform.MapID;
if (mapId == MapId.Nullspace)
return;
if (message.Component.Deleted || !message.Component.CanCollide)
{
_maps[mapId].RemoveBody(message.Component);
}
else
{
_maps[mapId].AddBody(message.Component);
}
}
private void HandleWakeMessage(PhysicsWakeMessage message)
{
var mapId = message.Body.Owner.Transform.MapID;
if (mapId == MapId.Nullspace)
return;
_maps[mapId].AddAwakeBody(message.Body);
}
private void HandleSleepMessage(PhysicsSleepMessage message)
{
var mapId = message.Body.Owner.Transform.MapID;
if (mapId == MapId.Nullspace)
return;
_maps[mapId].RemoveSleepBody(message.Body);
}
private void HandleContainerInserted(EntInsertedIntoContainerMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var mapId = message.Container.Owner.Transform.MapID;
physicsComponent.LinearVelocity = Vector2.Zero;
physicsComponent.AngularVelocity = 0.0f;
physicsComponent.ClearJoints();
_maps[mapId].RemoveBody(physicsComponent);
}
private void HandleContainerRemoved(EntRemovedFromContainerMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var mapId = message.Container.Owner.Transform.MapID;
_maps[mapId].AddBody(physicsComponent);
}
/// <summary>
/// Simulates the physical world for a given amount of time.
/// </summary>
/// <param name="deltaTime">Delta Time in seconds of how long to simulate the world.</param>
/// <param name="prediction">Should only predicted entities be considered in this simulation step?</param>
protected void SimulateWorld(float deltaTime, bool prediction)
{
foreach (var controller in _controllers)
{
if (MetricsEnabled)
{
_stopwatch.Restart();
}
controller.UpdateBeforeSolve(prediction, deltaTime);
if (MetricsEnabled)
{
controller.BeforeMonitor.Observe(_stopwatch.Elapsed.TotalSeconds);
}
}
foreach (var (mapId, map) in _maps)
{
if (mapId == MapId.Nullspace) continue;
map.Step(deltaTime, prediction);
}
foreach (var controller in _controllers)
{
if (MetricsEnabled)
{
_stopwatch.Restart();
}
controller.UpdateAfterSolve(prediction, deltaTime);
if (MetricsEnabled)
{
controller.AfterMonitor.Observe(_stopwatch.Elapsed.TotalSeconds);
}
}
// Go through and run all of the deferred events now
foreach (var (mapId, map) in _maps)
{
if (mapId == MapId.Nullspace) continue;
map.ProcessQueue();
}
}
}
}