Rate-limit AI updates (#2120)

* Rate-limit AI updates

Stop the public servers from getting hammered too hard.

* Add logger for the AI limit as well.

* Also support AI maxupdates <= 0

Juuusssttt in case

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2020-09-25 00:04:01 +10:00
committed by GitHub
parent 043cb12041
commit 2299399226

View File

@@ -1,6 +1,7 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations;
@@ -9,9 +10,11 @@ using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems.AI
@@ -19,6 +22,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
[UsedImplicitly]
internal class AiSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IDynamicTypeFactory _typeFactory = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
@@ -38,6 +42,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
public override void Initialize()
{
base.Initialize();
_configurationManager.RegisterCVar("ai.maxupdates", 64);
SubscribeLocalEvent<SleepAiMessage>(HandleAiSleep);
var processors = _reflectionManager.GetAllChildren<AiLogicProcessor>();
@@ -53,24 +58,44 @@ namespace Content.Server.GameObjects.EntitySystems.AI
/// <inheritdoc />
public override void Update(float frameTime)
{
var cvarMaxUpdates = _configurationManager.GetCVar<int>("ai.maxupdates");
if (cvarMaxUpdates <= 0)
return;
foreach (var message in _queuedSleepMessages)
{
switch (message.Sleep)
{
case true:
if (_awakeAi.Count == cvarMaxUpdates && _awakeAi.Contains(message.Processor))
{
Logger.Warning($"Under AI limit again: {_awakeAi.Count - 1} / {cvarMaxUpdates}");
}
_awakeAi.Remove(message.Processor);
break;
case false:
_awakeAi.Add(message.Processor);
if (_awakeAi.Count > cvarMaxUpdates)
{
Logger.Warning($"AI limit exceeded: {_awakeAi.Count} / {cvarMaxUpdates}");
}
break;
}
}
_queuedSleepMessages.Clear();
var toRemove = new List<AiLogicProcessor>();
var maxUpdates = Math.Min(_awakeAi.Count, cvarMaxUpdates);
var count = 0;
foreach (var processor in _awakeAi)
{
if (count >= maxUpdates)
{
break;
}
if (processor.SelfEntity.Deleted)
{
toRemove.Add(processor);
@@ -78,6 +103,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI
}
processor.Update(frameTime);
count++;
}
foreach (var processor in toRemove)