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