Files
RobustToolbox/Robust.Shared/Map/MapManager.Queries.cs
Leon Friedrich fbc706f37b Refactor map loading & saving (#5572)
* Refactor map loading & saving

* test fixes

* ISerializationManager tweaks

* Fix component composition

* Try fix entity deserialization component composition

* comments

* CL

* error preinit

* a

* cleanup

* error if version is too new

* Add AlwaysPushSerializationTest

* Add auto-inclusion test

* Better categorization

* Combine test components

* Save -> TrySave

Also better handling for saving multiple entities individually

* Create new partial class for map loading

* Add OrphanSerializationTest

* Include MapIds in BeforeSerializationEvent

* Addd LifetimeSerializationTest

* Add TestMixedLifetimeSerialization

* Add CategorizationTest

* explicitly serialize list of nullspace entities

* Add backwards compatibility test

* Version comments

also fixes wrong v4 format

* add MapMergeTest

* Add NetEntity support

* Optimize EntityDeserializer

Avoid unnecessary component deserialization

* fix assert & other bugs

* fucking containers strike again

* Fix deletion of pre-init entities

* fix release note merge conflict

* Update Robust.Shared/Map/MapManager.GridCollection.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* VV

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-02-16 21:25:07 +11:00

371 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Robust.Shared.GameObjects;
using Robust.Shared.Map.Components;
using Robust.Shared.Map.Enumerators;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
namespace Robust.Shared.Map;
internal partial class MapManager
{
private bool IsIntersecting<T>(
ChunkEnumerator enumerator,
T shape,
Transform shapeTransform,
Entity<FixturesComponent> grid) where T : IPhysShape
{
var gridTransform = _physics.GetPhysicsTransform(grid);
while (enumerator.MoveNext(out var chunk))
{
foreach (var id in chunk.Fixtures)
{
var fixture = grid.Comp.Fixtures[id];
for (var j = 0; j < fixture.Shape.ChildCount; j++)
{
if (_manifolds.TestOverlap(shape, 0, fixture.Shape, j, shapeTransform, gridTransform))
{
return true;
}
}
}
}
return false;
}
#region MapId
public void FindGridsIntersecting<T>(MapId mapId, T shape, Transform transform,
ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, shape, transform, ref grids, approx, includeMap);
}
public void FindGridsIntersecting<T>(MapId mapId, T shape, Transform transform, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, shape, transform, callback, includeMap, approx);
}
public void FindGridsIntersecting(MapId mapId, Box2 worldAABB, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, worldAABB, callback, approx, includeMap);
}
public void FindGridsIntersecting<TState>(MapId mapId, Box2 worldAABB, ref TState state, GridCallback<TState> callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var map))
FindGridsIntersecting(map.Value, worldAABB, ref state, callback, approx, includeMap);
}
public void FindGridsIntersecting(MapId mapId, Box2 worldAABB, ref List<Entity<MapGridComponent>> grids,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var map))
FindGridsIntersecting(map.Value, worldAABB, ref grids, approx, includeMap);
}
public void FindGridsIntersecting(MapId mapId, Box2Rotated worldBounds, GridCallback callback, bool approx = IMapManager.Approximate,
bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, worldBounds, callback, approx, includeMap);
}
public void FindGridsIntersecting<TState>(MapId mapId, Box2Rotated worldBounds, ref TState state, GridCallback<TState> callback,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, worldBounds, ref state, callback, approx, includeMap);
}
public void FindGridsIntersecting(MapId mapId, Box2Rotated worldBounds, ref List<Entity<MapGridComponent>> grids,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
if (_mapSystem.TryGetMap(mapId, out var mapEnt))
FindGridsIntersecting(mapEnt.Value, worldBounds, ref grids, approx, includeMap);
}
#endregion
#region MapEnt
public void FindGridsIntersecting<T>(
EntityUid mapEnt,
T shape,
Transform transform,
GridCallback callback,
bool approx = IMapManager.Approximate,
bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, callback, approx, includeMap);
}
private void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Box2 worldAABB, Transform transform, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
// This is here so we don't double up on code.
var state = callback;
FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
static (EntityUid uid, MapGridComponent grid, ref GridCallback state) => state.Invoke(uid, grid),
approx: approx, includeMap: includeMap);
}
public void FindGridsIntersecting<T, TState>(
EntityUid mapEnt,
T shape,
Transform transform,
ref TState state,
GridCallback<TState> callback,
bool approx = IMapManager.Approximate,
bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref state, callback, approx, includeMap);
}
private void FindGridsIntersecting<T, TState>(
EntityUid mapEnt,
T shape,
Box2 worldAABB,
Transform transform,
ref TState state,
GridCallback<TState> callback,
bool approx = IMapManager.Approximate,
bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
if (!_gridTreeQuery.TryGetComponent(mapEnt, out var gridTree))
return;
if (includeMap && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
{
callback(mapEnt, mapGrid, ref state);
}
var gridState = new GridQueryState<T, TState>(
callback,
state,
worldAABB,
shape,
transform,
gridTree.Tree,
_mapSystem,
this,
_transformSystem,
approx);
gridTree.Tree.Query(ref gridState, static (ref GridQueryState<T, TState> state, DynamicTree.Proxy proxy) =>
{
// Even for approximate we'll check if any chunks roughly overlap.
var data = state.Tree.GetUserData(proxy);
var gridInvMatrix = state.TransformSystem.GetInvWorldMatrix(data.Uid);
var localAABB = gridInvMatrix.TransformBox(state.WorldAABB);
var overlappingChunks = state.MapSystem.GetLocalMapChunks(data.Uid, data.Grid, localAABB);
if (state.Approximate)
{
if (!overlappingChunks.MoveNext(out _))
return true;
}
else if (!state.MapManager.IsIntersecting(overlappingChunks, state.Shape, state.Transform, (data.Uid, data.Fixtures)))
{
return true;
}
var callbackState = state.State;
var result = state.Callback(data.Uid, data.Grid, ref callbackState);
state.State = callbackState;
return result;
}, worldAABB);
// By-ref things
state = gridState.State;
}
/// <summary>
/// Returns true if any grids overlap the specified shapes.
/// </summary>
public void FindGridsIntersecting(EntityUid mapEnt, List<IPhysShape> shapes, Transform transform, ref List<Entity<MapGridComponent>> entities, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
foreach (var shape in shapes)
{
FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref entities);
}
}
public void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Transform transform,
ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
FindGridsIntersecting(mapEnt, shape, shape.ComputeAABB(transform, 0), transform, ref grids, approx, includeMap);
}
public void FindGridsIntersecting<T>(EntityUid mapEnt, T shape, Box2 worldAABB, Transform transform,
ref List<Entity<MapGridComponent>> grids, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap) where T : IPhysShape
{
var state = grids;
FindGridsIntersecting(mapEnt, shape, worldAABB, transform, ref state,
static (EntityUid uid, MapGridComponent grid, ref List<Entity<MapGridComponent>> list) =>
{
list.Add((uid, grid));
return true;
}, approx, includeMap);
}
public void FindGridsIntersecting(EntityUid mapEnt, Box2 worldAABB, GridCallback callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldAABB);
FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, callback, approx, includeMap);
_physics.ReturnPooled(polygon);
}
public void FindGridsIntersecting<TState>(EntityUid mapEnt, Box2 worldAABB, ref TState state, GridCallback<TState> callback, bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldAABB);
FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, ref state, callback, approx, includeMap);
_physics.ReturnPooled(polygon);
}
public void FindGridsIntersecting(EntityUid mapEnt, Box2 worldAABB, ref List<Entity<MapGridComponent>> grids,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldAABB);
FindGridsIntersecting(mapEnt, polygon, worldAABB, Transform.Empty, ref grids, approx, includeMap);
_physics.ReturnPooled(polygon);
}
public void FindGridsIntersecting(EntityUid mapEnt, Box2Rotated worldBounds, GridCallback callback, bool approx = IMapManager.Approximate,
bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldBounds);
FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, callback, approx, includeMap);
_physics.ReturnPooled(polygon);
}
public void FindGridsIntersecting<TState>(EntityUid mapEnt, Box2Rotated worldBounds, ref TState state, GridCallback<TState> callback,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldBounds);
FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, ref state, callback, approx, includeMap);
_physics.ReturnPooled(polygon);
}
public void FindGridsIntersecting(EntityUid mapEnt, Box2Rotated worldBounds, ref List<Entity<MapGridComponent>> grids,
bool approx = IMapManager.Approximate, bool includeMap = IMapManager.IncludeMap)
{
var polygon = _physics.GetPooled(worldBounds);
FindGridsIntersecting(mapEnt, polygon, worldBounds.CalcBoundingBox(), Transform.Empty, ref grids, approx, includeMap);
_physics.ReturnPooled(polygon);
}
#endregion
#region TryFindGridAt
public bool TryFindGridAt(
EntityUid mapEnt,
Vector2 worldPos,
out EntityUid uid,
[NotNullWhen(true)] out MapGridComponent? grid)
{
var rangeVec = new Vector2(0.2f, 0.2f);
// Need to enlarge the AABB by at least the grid shrinkage size.
var aabb = new Box2(worldPos - rangeVec, worldPos + rangeVec);
uid = EntityUid.Invalid;
grid = null;
var state = (uid, grid, worldPos, _mapSystem, _transformSystem);
FindGridsIntersecting(mapEnt, aabb, ref state, static (EntityUid iUid, MapGridComponent iGrid, ref (
EntityUid uid,
MapGridComponent? grid,
Vector2 worldPos,
SharedMapSystem mapSystem,
SharedTransformSystem xformSystem) tuple) =>
{
// Turn the worldPos into a localPos and work out the relevant chunk we need to check
// This is much faster than iterating over every chunk individually.
// (though now we need some extra calcs up front).
// Doesn't use WorldBounds because it's just an AABB.
var matrix = tuple.xformSystem.GetInvWorldMatrix(iUid);
var localPos = Vector2.Transform(tuple.worldPos, matrix);
// NOTE:
// If you change this to use fixtures instead (i.e. if you want half-tiles) then you need to make sure
// you account for the fact that fixtures are shrunk slightly!
var chunkIndices = SharedMapSystem.GetChunkIndices(localPos, iGrid.ChunkSize);
if (!iGrid.Chunks.TryGetValue(chunkIndices, out var chunk))
return true;
var chunkRelative = SharedMapSystem.GetChunkRelative(localPos, iGrid.ChunkSize);
var chunkTile = chunk.GetTile(chunkRelative);
if (chunkTile.IsEmpty)
return true;
tuple.uid = iUid;
tuple.grid = iGrid;
return false;
}, approx: true, includeMap: false);
if (state.grid == null && _gridQuery.TryGetComponent(mapEnt, out var mapGrid))
{
uid = mapEnt;
grid = mapGrid;
return true;
}
uid = state.uid;
grid = state.grid;
return grid != null;
}
/// <summary>
/// Attempts to find the map grid under the map location.
/// </summary>
public bool TryFindGridAt(MapId mapId, Vector2 worldPos, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
{
if (_mapSystem.TryGetMap(mapId, out var map))
return TryFindGridAt(map.Value, worldPos, out uid, out grid);
uid = default;
grid = null;
return false;
}
/// <summary>
/// Attempts to find the map grid under the map location.
/// </summary>
public bool TryFindGridAt(MapCoordinates mapCoordinates, out EntityUid uid, [NotNullWhen(true)] out MapGridComponent? grid)
{
return TryFindGridAt(mapCoordinates.MapId, mapCoordinates.Position, out uid, out grid);
}
#endregion
private record struct GridQueryState<T, TState>(
GridCallback<TState> Callback,
TState State,
Box2 WorldAABB,
T Shape,
Transform Transform,
B2DynamicTree<(EntityUid Uid, FixturesComponent Fixtures, MapGridComponent Grid)> Tree,
SharedMapSystem MapSystem,
MapManager MapManager,
SharedTransformSystem TransformSystem,
bool Approximate);
}