Parallelize gas and decal systems. (#12349)
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@@ -1,4 +1,6 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Administration.Managers;
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using Content.Shared.Administration;
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using Content.Shared.Chunking;
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@@ -9,6 +11,7 @@ using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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namespace Content.Server.Decals
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@@ -18,6 +21,7 @@ namespace Content.Server.Decals
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefMan = default!;
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[Dependency] private readonly IParallelManager _parMan = default!;
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[Dependency] private readonly ChunkingSystem _chunking = default!;
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private readonly Dictionary<EntityUid, HashSet<Vector2i>> _dirtyChunks = new();
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@@ -395,92 +399,91 @@ namespace Content.Server.Decals
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{
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base.Update(frameTime);
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var players = _playerManager.ServerSessions.Where(x => x.Status == SessionStatus.InGame).ToArray();
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var opts = new ParallelOptions { MaxDegreeOfParallelism = _parMan.ParallelProcessCount };
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Parallel.ForEach(players, opts, UpdatePlayer);
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_dirtyChunks.Clear();
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}
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public void UpdatePlayer(IPlayerSession player)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var chunksInRange = _chunking.GetChunksForSession(player, ChunkSize, xformQuery, _chunkIndexPool, _chunkViewerPool);
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var staleChunks = _chunkViewerPool.Get();
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var previouslySent = _previousSentChunks[player];
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foreach (var session in Filter.GetAllPlayers(_playerManager))
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// Get any chunks not in range anymore
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// Then, remove them from previousSentChunks (for stuff like grids out of range)
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// and also mark them as stale for networking.
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foreach (var (gridId, oldIndices) in previouslySent)
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{
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if (session is not IPlayerSession { Status: SessionStatus.InGame } playerSession)
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// Mark the whole grid as stale and flag for removal.
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if (!chunksInRange.TryGetValue(gridId, out var chunks))
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{
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previouslySent.Remove(gridId);
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// Was the grid deleted?
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if (MapManager.IsGrid(gridId))
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staleChunks[gridId] = oldIndices;
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else
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{
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// If grid was deleted then don't worry about telling the client to delete the chunk.
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oldIndices.Clear();
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_chunkIndexPool.Return(oldIndices);
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}
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continue;
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var chunksInRange = _chunking.GetChunksForSession(playerSession, ChunkSize, xformQuery, _chunkIndexPool, _chunkViewerPool);
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var staleChunks = _chunkViewerPool.Get();
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var previouslySent = _previousSentChunks.GetOrNew(playerSession);
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// Get any chunks not in range anymore
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// Then, remove them from previousSentChunks (for stuff like grids out of range)
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// and also mark them as stale for networking.
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foreach (var (gridId, oldIndices) in previouslySent)
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{
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// Mark the whole grid as stale and flag for removal.
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if (!chunksInRange.TryGetValue(gridId, out var chunks))
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{
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previouslySent.Remove(gridId);
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// Was the grid deleted?
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if (MapManager.IsGrid(gridId))
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staleChunks[gridId] = oldIndices;
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else
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{
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// If grid was deleted then don't worry about telling the client to delete the chunk.
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oldIndices.Clear();
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_chunkIndexPool.Return(oldIndices);
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}
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continue;
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}
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var elmo = _chunkIndexPool.Get();
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// Get individual stale chunks.
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foreach (var chunk in oldIndices)
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{
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if (chunks.Contains(chunk)) continue;
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elmo.Add(chunk);
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}
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if (elmo.Count == 0)
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{
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_chunkIndexPool.Return(elmo);
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continue;
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}
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staleChunks.Add(gridId, elmo);
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}
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var updatedChunks = _chunkViewerPool.Get();
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foreach (var (gridId, gridChunks) in chunksInRange)
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var elmo = _chunkIndexPool.Get();
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// Get individual stale chunks.
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foreach (var chunk in oldIndices)
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{
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var newChunks = _chunkIndexPool.Get();
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_dirtyChunks.TryGetValue(gridId, out var dirtyChunks);
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if (!previouslySent.TryGetValue(gridId, out var previousChunks))
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newChunks.UnionWith(gridChunks);
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else
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{
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foreach (var index in gridChunks)
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{
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if (!previousChunks.Contains(index) || dirtyChunks != null && dirtyChunks.Contains(index))
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newChunks.Add(index);
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}
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previousChunks.Clear();
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_chunkIndexPool.Return(previousChunks);
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}
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previouslySent[gridId] = gridChunks;
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if (newChunks.Count == 0)
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_chunkIndexPool.Return(newChunks);
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else
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updatedChunks[gridId] = newChunks;
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if (chunks.Contains(chunk)) continue;
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elmo.Add(chunk);
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}
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//send all gridChunks to client
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SendChunkUpdates(playerSession, updatedChunks, staleChunks);
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if (elmo.Count == 0)
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{
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_chunkIndexPool.Return(elmo);
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continue;
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}
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staleChunks.Add(gridId, elmo);
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}
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_dirtyChunks.Clear();
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var updatedChunks = _chunkViewerPool.Get();
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foreach (var (gridId, gridChunks) in chunksInRange)
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{
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var newChunks = _chunkIndexPool.Get();
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_dirtyChunks.TryGetValue(gridId, out var dirtyChunks);
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if (!previouslySent.TryGetValue(gridId, out var previousChunks))
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newChunks.UnionWith(gridChunks);
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else
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{
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foreach (var index in gridChunks)
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{
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if (!previousChunks.Contains(index) || dirtyChunks != null && dirtyChunks.Contains(index))
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newChunks.Add(index);
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}
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previousChunks.Clear();
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_chunkIndexPool.Return(previousChunks);
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}
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previouslySent[gridId] = gridChunks;
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if (newChunks.Count == 0)
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_chunkIndexPool.Return(newChunks);
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else
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updatedChunks[gridId] = newChunks;
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}
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//send all gridChunks to client
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SendChunkUpdates(player, updatedChunks, staleChunks);
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}
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private void ReturnToPool(Dictionary<EntityUid, HashSet<Vector2i>> chunks)
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@@ -518,7 +521,8 @@ namespace Content.Server.Decals
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updatedDecals[gridId] = gridChunks;
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}
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RaiseNetworkEvent(new DecalChunkUpdateEvent{Data = updatedDecals, RemovedChunks = staleChunks}, Filter.SinglePlayer(session));
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if (updatedDecals.Count != 0 || staleChunks.Count != 0)
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RaiseNetworkEvent(new DecalChunkUpdateEvent{Data = updatedDecals, RemovedChunks = staleChunks}, Filter.SinglePlayer(session));
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ReturnToPool(updatedChunks);
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ReturnToPool(staleChunks);
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