SIMD-accelerated gas mixtures. (SIMD atmos) (#2479)
* SIMD atmos * Moles will always be a multiple of four. * Component dependencies for grid atmos. * Let's optimize allocations while we're at it! * Inline this * A bunch of atmos optimizations * Fix crimes against atmos * Microsoft moment * Remove nuget.config * do not reference Robust.UnitTests in Content.Benchmarks as it's unneeded. * Revert "Remove nuget.config" This reverts commit 872604ae6a51365af4075bb23687bd005befd8ac. * Gas overlay optimization and fixes * Lattice is now spess * minor atmos tweaks
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@@ -252,7 +252,7 @@ namespace Content.Server.Atmos
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!_adjacentBits.HasFlag(direction)) continue;
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if (!_adjacentBits.IsFlagSet(direction)) continue;
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var other = _adjacentTiles[i];
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if (other?.Air == null) continue;
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var comparisonMoles = other.Air.TotalMoles;
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@@ -288,7 +288,7 @@ namespace Content.Server.Atmos
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!exploring._adjacentBits.HasFlag(direction)) continue;
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if (!exploring._adjacentBits.IsFlagSet(direction)) continue;
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var adj = exploring._adjacentTiles[j];
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if (adj?.Air == null) continue;
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if(adj._tileAtmosInfo.LastQueueCycle == queueCycle) continue;
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@@ -360,7 +360,7 @@ namespace Content.Server.Atmos
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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var tile2 = tile._adjacentTiles[j];
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// skip anything that isn't part of our current processing block.
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@@ -378,7 +378,7 @@ namespace Content.Server.Atmos
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!eligibleDirections.HasFlag(direction)) continue;
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if (!eligibleDirections.IsFlagSet(direction)) continue;
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tile.AdjustEqMovement(direction, molesToMove);
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tile._tileAtmosInfo.MoleDelta -= molesToMove;
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@@ -425,7 +425,7 @@ namespace Content.Server.Atmos
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for (var k = 0; k < Atmospherics.Directions; k++)
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{
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var direction = (AtmosDirection) (1 << k);
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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var tile2 = tile._adjacentTiles[k];
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if (giver._tileAtmosInfo.MoleDelta <= 0) break; // We're done here now. Let's not do more work than needed.
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if (tile2._tileAtmosInfo.LastQueueCycle != queueCycle) continue;
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@@ -493,7 +493,7 @@ namespace Content.Server.Atmos
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for (var k = 0; k < Atmospherics.Directions; k++)
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{
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var direction = (AtmosDirection) (1 << k);
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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var tile2 = tile._adjacentTiles[k];
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if (taker._tileAtmosInfo.MoleDelta >= 0) break; // We're done here now. Let's not do more work than needed.
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@@ -554,7 +554,7 @@ namespace Content.Server.Atmos
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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var tile2 = tile._adjacentTiles[j];
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if (tile2?.Air?.Compare(Air) == GasMixture.GasCompareResult.NoExchange) continue;
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_gridAtmosphereComponent.AddActiveTile(tile2);
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@@ -587,7 +587,7 @@ namespace Content.Server.Atmos
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for(var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!_adjacentBits.HasFlag(direction)) continue;
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if (!_adjacentBits.IsFlagSet(direction)) continue;
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var amount = transferDirections[i];
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var tile = _adjacentTiles[i];
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if (tile?.Air == null) continue;
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@@ -612,7 +612,7 @@ namespace Content.Server.Atmos
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{
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var direction = (AtmosDirection) (1 << i);
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var amount = transferDirs[i];
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if(amount < 0 && _adjacentBits.HasFlag(direction))
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if(amount < 0 && _adjacentBits.IsFlagSet(direction))
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_adjacentTiles[i].FinalizeEq(); // A bit of recursion if needed.
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}
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}
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@@ -654,14 +654,14 @@ namespace Content.Server.Atmos
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for (var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if(_adjacentBits.HasFlag(direction))
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if(_adjacentBits.IsFlagSet(direction))
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adjacentTileLength++;
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}
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for(var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!_adjacentBits.HasFlag(direction)) continue;
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if (!_adjacentBits.IsFlagSet(direction)) continue;
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var enemyTile = _adjacentTiles[i];
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// If the tile is null or has no air, we don't do anything for it.
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@@ -848,7 +848,7 @@ namespace Content.Server.Atmos
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for(var i = 0; i < Atmospherics.Directions; i++)
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{
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var direction = (AtmosDirection) (1 << i);
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if (!directions.HasFlag(direction)) continue;
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if (!directions.IsFlagSet(direction)) continue;
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var adjacent = _adjacentTiles[direction.ToIndex()];
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@@ -1002,7 +1002,7 @@ namespace Content.Server.Atmos
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for (var j = 0; j < Atmospherics.Directions; j++)
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{
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var direction = (AtmosDirection) (1 << j);
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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var tile2 = tile._adjacentTiles[j];
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if (tile2.Air == null) continue;
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if (tile2._tileAtmosInfo.LastQueueCycle == queueCycle) continue;
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@@ -1010,7 +1010,7 @@ namespace Content.Server.Atmos
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tile.ConsiderFirelocks(tile2);
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// The firelocks might have closed on us.
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if (!tile._adjacentBits.HasFlag(direction)) continue;
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if (!tile._adjacentBits.IsFlagSet(direction)) continue;
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tile2._tileAtmosInfo = new TileAtmosInfo {LastQueueCycle = queueCycle};
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tiles[tileCount++] = tile2;
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}
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@@ -1039,7 +1039,7 @@ namespace Content.Server.Atmos
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{
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var direction = (AtmosDirection) (1 << j);
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// TODO ATMOS This is a terrible hack that accounts for the mess that are space TileAtmospheres.
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if (!tile._adjacentBits.HasFlag(direction) && !tile.Air.Immutable) continue;
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if (!tile._adjacentBits.IsFlagSet(direction) && !tile.Air.Immutable) continue;
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var tile2 = tile._adjacentTiles[j];
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if (tile2?._tileAtmosInfo.LastQueueCycle != queueCycle) continue;
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if (tile2._tileAtmosInfo.LastSlowQueueCycle == queueCycleSlow) continue;
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@@ -1156,7 +1156,7 @@ namespace Content.Server.Atmos
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_adjacentTiles[direction.ToIndex()] = adjacent;
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adjacent?.UpdateAdjacent(direction.GetOpposite());
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if (adjacent != null && !BlockedAirflow.HasFlag(direction) && !_gridAtmosphereComponent.IsAirBlocked(adjacent.GridIndices, direction.GetOpposite()))
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if (adjacent != null && !BlockedAirflow.IsFlagSet(direction) && !_gridAtmosphereComponent.IsAirBlocked(adjacent.GridIndices, direction.GetOpposite()))
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{
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_adjacentBits |= direction;
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}
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@@ -1167,7 +1167,7 @@ namespace Content.Server.Atmos
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{
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_adjacentTiles[direction.ToIndex()] = _gridAtmosphereComponent.GetTile(GridIndices.Offset(direction.ToDirection()));
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if (!BlockedAirflow.HasFlag(direction) && !_gridAtmosphereComponent.IsAirBlocked(GridIndices.Offset(direction.ToDirection()), direction.GetOpposite()))
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if (!BlockedAirflow.IsFlagSet(direction) && !_gridAtmosphereComponent.IsAirBlocked(GridIndices.Offset(direction.ToDirection()), direction.GetOpposite()))
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{
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_adjacentBits |= direction;
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}
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