Merge branch 'imbris/opt-entity-sync' into 'master'

Parallelize loop over regions in entity sync system

See merge request veloren/veloren!3073
This commit is contained in:
Imbris 2021-12-26 20:23:01 +00:00
commit 5b2aba80b5
18 changed files with 669 additions and 257 deletions

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@ -15,6 +15,7 @@ test-voxygen = "run --bin veloren-voxygen --no-default-features --features simd,
tracy-voxygen = "-Zunstable-options run --bin veloren-voxygen --no-default-features --features tracy,simd,egui-ui --profile no_overflow"
server = "run --bin veloren-server-cli"
dbg-voxygen = "run --bin veloren-voxygen -Zunstable-options --profile debuginfo"
swarm = "run --bin swarm --features client/bin_bot,client/tick_network --"
[env]

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@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Arbitrary volume entities
- New outfit for merchants
- Nightly linux Aarch64 builds are now produced (distribution via airshipper will follow soon)
- Worldgen wildlife density modifier in features.ron
### Changed
@ -44,6 +45,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Explosions can now have a nonzero minimum falloff
- EXP on kill is now shared based on damage contribution
- Dungeons have somewhat proper scaling. The higher the dungeon the harder it gets, Cultist staying unchanged while Mino is now at its level.
- Parallelized entity sync system on the server
### Removed

2
Cargo.lock generated
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@ -2620,6 +2620,7 @@ checksum = "bc633605454125dec4b66843673f01c7df2b89479b32e0ed634e43a91cff62a5"
dependencies = [
"autocfg",
"hashbrown 0.11.2",
"rayon",
"serde",
]
@ -6124,6 +6125,7 @@ dependencies = [
"rustyline",
"serde",
"specs",
"structopt",
"termcolor",
"tokio",
"tracing",

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@ -10,4 +10,5 @@
paths: true,
spots: true,
site2: false,
wildlife_density: 1.0,
)

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@ -7,8 +7,9 @@ edition = "2018"
[features]
simd = ["vek/platform_intrinsics"]
plugins = ["common-state/plugins"]
bin_bot = ["common-ecs", "serde", "ron", "clap", "rustyline", "common-frontend", "async-channel"]
bin_bot = ["common-ecs", "serde", "ron", "clap", "structopt", "rustyline", "common-frontend", "async-channel"]
tracy = ["common-base/tracy"]
tick_network = []
default = ["simd"]
@ -39,6 +40,7 @@ common-ecs = { package = "veloren-common-ecs", path = "../common/ecs", optional
serde = { version = "1.0", features = [ "rc", "derive" ], optional = true }
ron = { version = "0.7", default-features = false, optional = true }
clap = { version = "2.33", optional = true }
structopt = { version = "0.3.13", optional = true }
rustyline = { version = "9.0.0", optional = true }
## logging
termcolor = { version = "1.1", optional = true }
@ -54,3 +56,7 @@ required-features = ["bin_bot"]
name = "bot"
#authors = ["Avi Weinstock <aweinstock314@gmail.com>"]
required-features = ["bin_bot"]
[[bin]]
name = "swarm"
required-features = ["bin_bot", "tick_network"]

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@ -56,7 +56,7 @@ fn main() {
println!("Server info: {:?}", client.server_info());
println!("Players online: {:?}", client.get_players());
println!("Players online: {:?}", client.players().collect::<Vec<_>>());
runtime
.block_on(client.register(username, password, |provider| {

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@ -0,0 +1,302 @@
use common::comp;
use hashbrown::HashSet;
use std::{
sync::{
atomic::{AtomicU32, Ordering},
Arc,
},
thread,
time::{Duration, SystemTime},
};
use structopt::StructOpt;
use tokio::runtime::Runtime;
use vek::*;
use veloren_client::{addr::ConnectionArgs, Client};
#[derive(Clone, Copy, StructOpt)]
struct Opt {
/// Number of clients to spin up
size: u32,
/// View distance of each client
vd: u32,
/// Distribution of the clients, if not clustered they are dispersed
#[structopt(short, long)]
clustered: bool,
/// Whether the clients should move
#[structopt(short, long)]
movement: bool,
}
fn main() {
let opt = Opt::from_args();
// Start logging
common_frontend::init_stdout(None);
// Run clients and stuff
//
// NOTE: "swarm0" is assumed to be an admin already
//
// Since this requires a no-auth server use this command to add swarm0 as an
// admin:
//
// --no-auth admin add swarm0 Admin
//
let admin_username = "swarm0".to_owned();
let usernames = (1..opt.size)
.map(|i| format!("swarm{}", i))
.collect::<Vec<_>>();
let to_adminify = usernames.clone();
let finished_init = Arc::new(AtomicU32::new(0));
let runtime = Arc::new(Runtime::new().unwrap());
// TODO: calculate and log the required chunks per second to maintain the
// selected scenario with full vd loaded
run_client_new_thread(
admin_username,
0,
to_adminify,
&runtime,
opt,
&finished_init,
);
usernames.into_iter().enumerate().for_each(|(index, name)| {
run_client_new_thread(
name,
index as u32,
Vec::new(),
&runtime,
opt,
&finished_init,
);
});
loop {
thread::sleep(Duration::from_secs_f32(1.0));
}
}
fn run_client_new_thread(
username: String,
index: u32,
to_adminify: Vec<String>,
runtime: &Arc<Runtime>,
opt: Opt,
finished_init: &Arc<AtomicU32>,
) {
let runtime = Arc::clone(runtime);
let finished_init = Arc::clone(finished_init);
thread::spawn(move || {
if let Err(err) = run_client(username, index, to_adminify, runtime, opt, finished_init) {
tracing::error!("swarm member {} exited with an error: {:?}", index, err);
}
});
}
fn run_client(
username: String,
index: u32,
to_adminify: Vec<String>,
runtime: Arc<Runtime>,
opt: Opt,
finished_init: Arc<AtomicU32>,
) -> Result<(), veloren_client::Error> {
// Connect to localhost
let addr = ConnectionArgs::Tcp {
prefer_ipv6: false,
hostname: "localhost".into(),
};
let runtime_clone = Arc::clone(&runtime);
let mut client = runtime
.block_on(Client::new(addr, runtime_clone, &mut None))
.expect("Failed to connect to the server");
client.set_view_distance(opt.vd);
// Login
// NOTE: use a no-auth server
runtime
.block_on(client.register(username.clone(), String::new(), |_| false))
.expect("Failed to log in");
let mut clock = common::clock::Clock::new(Duration::from_secs_f32(1.0 / 30.0));
let mut tick = |client: &mut Client| -> Result<(), veloren_client::Error> {
clock.tick();
client.tick_network(clock.dt())?;
Ok(())
};
// Wait for character list to load
client.load_character_list();
while client.character_list().loading {
tick(&mut client)?;
}
// Create character if none exist
if client.character_list().characters.is_empty() {
client.create_character(
username.clone(),
Some("common.items.weapons.sword.starter".into()),
None,
body(),
);
client.load_character_list();
while client.character_list().loading || client.character_list().characters.is_empty() {
tick(&mut client)?;
}
}
// Select the first character
client.request_character(
client
.character_list()
.characters
.first()
.expect("Just created new character if non were listed!!!")
.character
.id
.expect("Why is this an option?"),
);
// If this is the admin client then adminify the other swarm members
if !to_adminify.is_empty() {
// Wait for other clients to connect
loop {
tick(&mut client)?;
// NOTE: it's expected that each swarm member will have a unique alias
let players = client.players().collect::<HashSet<&str>>();
if to_adminify
.iter()
.all(|name| players.contains(&name.as_str()))
{
break;
}
}
// Assert that we are a moderator (assumes we are an admin if so)
assert!(
client.is_moderator(),
"The user needs to ensure \"{}\" is registered as an admin on the server",
username
);
// Send commands to adminify others
to_adminify.iter().for_each(|name| {
client.send_command("adminify".into(), vec![name.into(), "admin".into()])
});
}
// Wait for moderator
while !client.is_moderator() {
tick(&mut client)?;
}
finished_init.fetch_add(1, Ordering::Relaxed);
// Wait for initialization of all other swarm clients to finish
while !finished_init.load(Ordering::Relaxed) == opt.size {
tick(&mut client)?;
}
// Use this check so this is only printed once
if !to_adminify.is_empty() {
println!("Initialization of all clients finished!");
}
// Main loop
let chunk_size = 32.0; // TODO: replace with the actual constant
let world_center = client
.world_data()
.chunk_size()
.map(|e| e as f32 * chunk_size)
/ 2.0;
loop {
// TODO: doesn't seem to produce an error when server is shutdown (process keeps
// running)
tick(&mut client)?;
let entity = client.entity();
// Move or stay still depending on specified options
// TODO: make sure server cheat protections aren't triggering
let pos = common::comp::Pos(position(index, opt) + world_center);
let vel = common::comp::Vel(Default::default());
client
.state_mut()
.write_component_ignore_entity_dead(entity, pos);
client
.state_mut()
.write_component_ignore_entity_dead(entity, vel);
}
}
// Use client index, opts, and current system time to determine position
fn position(index: u32, opt: Opt) -> Vec3<f32> {
// TODO: replace 32 with constant for chunk size
let chunk_size = 32.0;
let width = (opt.size as f32).sqrt().round() as u32;
let spacing = if opt.clustered {
5.0
} else {
use common::region::REGION_SIZE;
// Attempt to make regions subscribed to by each client not overlapping
opt.vd as f32 * 2.0 * chunk_size + 2.0 * REGION_SIZE as f32
};
// Offset to center the grid of clients
let offset = Vec2::new(
width as f32 * spacing / 2.0,
(opt.size / width) as f32 / 2.0,
);
// Position clients in a grid
let base_pos = Vec2::new(
(index % width) as f32 * spacing,
(index / width) as f32 * spacing,
) - offset;
let movement_offset: Vec2<_> = if opt.movement {
// blocks per second
const SPEED: f32 = 9.0; // typical super fast veloren walking speed
// move in a square route
// in blocks
let route_side_length = chunk_size * opt.vd as f32 * 3.0;
let route_length = route_side_length * 4.0;
// in secs
let route_time = route_length / SPEED;
let route_progress = (SystemTime::UNIX_EPOCH.elapsed().unwrap().as_secs_f64()
% route_time as f64) as f32
/ route_time;
// clockwise square
(match route_progress * 4.0 {
// going up left side
t if t < 1.0 => Vec2::new(0.0, 0.0 + t),
// going across top side
t if t < 2.0 => Vec2::new(0.0 + (t - 1.0), 1.0),
// going down right side
t if t < 3.0 => Vec2::new(1.0, 1.0 - (t - 2.0)),
// going across bottom
t => Vec2::new(1.0 - (t - 3.0), 0.0),
}) * route_side_length
} else {
Vec2::zero()
};
Vec3::from(base_pos + movement_offset)
}
fn body() -> comp::Body {
comp::body::humanoid::Body {
species: comp::body::humanoid::Species::Human,
body_type: comp::body::humanoid::BodyType::Male,
hair_style: 0,
beard: 0,
eyes: 0,
accessory: 0,
hair_color: 0,
skin: 0,
eye_color: 0,
}
.into()
}

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@ -1534,6 +1534,54 @@ impl Client {
.recv_all();
// 5) Terrain
self.tick_terrain()?;
// Send a ping to the server once every second
if self.state.get_time() - self.last_server_ping > 1. {
self.send_msg_err(PingMsg::Ping)?;
self.last_server_ping = self.state.get_time();
}
// 6) Update the server about the player's physics attributes.
if self.presence.is_some() {
if let (Some(pos), Some(vel), Some(ori)) = (
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
) {
self.in_game_stream
.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
}
}
/*
// Output debug metrics
if log_enabled!(Level::Info) && self.tick % 600 == 0 {
let metrics = self
.state
.terrain()
.iter()
.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
info!("{:?}", metrics);
}
*/
// 7) Finish the tick, pass control back to the frontend.
self.tick += 1;
Ok(frontend_events)
}
/// Clean up the client after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handles terrain addition and removal.
///
/// Removes old terrain chunks outside the view distance.
/// Sends requests for missing chunks within the view distance.
fn tick_terrain(&mut self) -> Result<(), Error> {
let pos = self
.state
.read_storage::<comp::Pos>()
@ -1628,45 +1676,7 @@ impl Client {
.retain(|_, created| now.duration_since(*created) < Duration::from_secs(3));
}
// Send a ping to the server once every second
if self.state.get_time() - self.last_server_ping > 1. {
self.send_msg_err(PingMsg::Ping)?;
self.last_server_ping = self.state.get_time();
}
// 6) Update the server about the player's physics attributes.
if self.presence.is_some() {
if let (Some(pos), Some(vel), Some(ori)) = (
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
) {
self.in_game_stream
.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
}
}
/*
// Output debug metrics
if log_enabled!(Level::Info) && self.tick % 600 == 0 {
let metrics = self
.state
.terrain()
.iter()
.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
info!("{:?}", metrics);
}
*/
// 7) Finish the tick, pass control back to the frontend.
self.tick += 1;
Ok(frontend_events)
}
/// Clean up the client after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
Ok(())
}
fn handle_server_msg(
@ -2211,15 +2221,12 @@ impl Client {
/// Get a mutable reference to the client's game state.
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
/// Get a vector of all the players on the server
pub fn get_players(&mut self) -> Vec<comp::Player> {
// TODO: Don't clone players.
self.state
.ecs()
.read_storage::<comp::Player>()
.join()
.cloned()
.collect()
/// Returns an iterator over the aliases of all the online players on the
/// server
pub fn players(&self) -> impl Iterator<Item = &str> {
self.player_list()
.values()
.filter_map(|player_info| player_info.is_online.then(|| &*player_info.player_alias))
}
/// Return true if this client is a moderator on the server
@ -2469,6 +2476,70 @@ impl Client {
comp::ChatType::Meta => message.to_string(),
}
}
/// Execute a single client tick:
/// - handles messages from the server
/// - sends physics update
/// - requests chunks
///
/// The game state is purposefully not simulated to reduce the overhead of
/// running the client. This method is for use in testing a server with
/// many clients connected.
#[cfg(feature = "tick_network")]
#[allow(clippy::needless_collect)] // False positive
pub fn tick_network(&mut self, dt: Duration) -> Result<(), Error> {
span!(_guard, "tick_network", "Client::tick_network");
// Advance state time manually since we aren't calling `State::tick`
self.state
.ecs()
.write_resource::<common::resources::Time>()
.0 += dt.as_secs_f64();
// Handle new messages from the server.
self.handle_new_messages()?;
// 5) Terrain
self.tick_terrain()?;
let empty = Arc::new(TerrainChunk::new(
0,
Block::empty(),
Block::empty(),
common::terrain::TerrainChunkMeta::void(),
));
let mut terrain = self.state.terrain_mut();
// Replace chunks with empty chunks to save memory
let to_clear = terrain
.iter()
.filter_map(|(key, chunk)| (chunk.sub_chunks_len() != 0).then(|| key))
.collect::<Vec<_>>();
to_clear.into_iter().for_each(|key| {
terrain.insert(key, Arc::clone(&empty));
});
drop(terrain);
// Send a ping to the server once every second
if self.state.get_time() - self.last_server_ping > 1. {
self.send_msg_err(PingMsg::Ping)?;
self.last_server_ping = self.state.get_time();
}
// 6) Update the server about the player's physics attributes.
if self.presence.is_some() {
if let (Some(pos), Some(vel), Some(ori)) = (
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
self.state.read_storage().get(self.entity()).cloned(),
) {
self.in_game_stream
.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
}
}
// 7) Finish the tick, pass control back to the frontend.
self.tick += 1;
Ok(())
}
}
impl Drop for Client {

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@ -73,7 +73,7 @@ kiddo = { version = "0.1", optional = true }
# Data structures
hashbrown = { version = "0.11", features = ["rayon", "serde", "nightly"] }
slotmap = { version = "1.0", features = ["serde"] }
indexmap = "1.3.0"
indexmap = { version = "1.3.0", features = ["rayon"] }
slab = "0.4.2"
# ECS

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@ -342,16 +342,16 @@ impl RegionMap {
}
}
// Returns a region given a key
/// Returns a region given a key
pub fn get(&self, key: Vec2<i32>) -> Option<&Region> { self.regions.get(&key) }
// Returns an iterator of (Position, Region)
/// Returns an iterator of (Position, Region)
pub fn iter(&self) -> impl Iterator<Item = (Vec2<i32>, &Region)> {
self.regions.iter().map(|(key, r)| (*key, r))
}
}
// Note vd is in blocks in this case
/// Note vd is in blocks in this case
pub fn region_in_vd(key: Vec2<i32>, pos: Vec3<f32>, vd: f32) -> bool {
let vd_extended = vd + TETHER_LENGTH as f32 * 2.0f32.sqrt();

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@ -85,6 +85,11 @@ fn main() -> io::Result<()> {
let mut server_settings = server::Settings::load(&server_data_dir);
let mut editable_settings = server::EditableSettings::load(&server_data_dir);
// Apply no_auth modifier to the settings
if no_auth {
server_settings.auth_server_address = None;
}
// Relative to data_dir
const PERSISTENCE_DB_DIR: &str = "saves";
@ -149,10 +154,6 @@ fn main() -> io::Result<()> {
info!("Starting server...");
if no_auth {
server_settings.auth_server_address = None;
}
let server_port = &server_settings.gameserver_address.port();
let metrics_port = &server_settings.metrics_address.port();
// Create server

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@ -83,7 +83,11 @@ impl Client {
}
pub(crate) fn send<M: Into<ServerMsg>>(&self, msg: M) -> Result<(), StreamError> {
match msg.into() {
// TODO: hack to avoid locking stream mutex while serializing the message,
// remove this when the mutexes on the Streams are removed
let prepared = self.prepare(msg);
self.send_prepared(&prepared)
/*match msg.into() {
ServerMsg::Info(m) => self.register_stream.lock().unwrap().send(m),
ServerMsg::Init(m) => self.register_stream.lock().unwrap().send(m),
ServerMsg::RegisterAnswer(m) => self.register_stream.lock().unwrap().send(m),
@ -133,7 +137,7 @@ impl Client {
}
},
ServerMsg::Ping(m) => self.ping_stream.lock().unwrap().send(m),
}
}*/
}
pub(crate) fn send_fallible<M: Into<ServerMsg>>(&self, msg: M) { let _ = self.send(msg); }

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@ -23,6 +23,7 @@ use vek::*;
/// This system will send physics updates to the client
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
@ -58,7 +59,7 @@ impl<'a> System<'a> for Sys {
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
job: &mut Job<Self>,
(
entities,
tick,
@ -105,201 +106,223 @@ impl<'a> System<'a> for Sys {
// 5. Inform clients of the component changes for that entity
// - Throttle update rate base on distance to each client
// Sync physics
// via iterating through regions
for (key, region) in region_map.iter() {
// Assemble subscriber list for this region by iterating through clients and
// checking if they are subscribed to this region
let mut subscribers = (
&clients,
&entities,
presences.maybe(),
&subscriptions,
&positions,
)
.join()
.filter_map(|(client, entity, presence, subscription, pos)| {
if presence.is_some() && subscription.regions.contains(&key) {
Some((client, &subscription.regions, entity, *pos))
} else {
None
}
})
.collect::<Vec<_>>();
// Sync physics and other components
// via iterating through regions (in parallel)
for event in region.events() {
match event {
RegionEvent::Entered(id, maybe_key) => {
// Don't process newly created entities here (redundant network messages)
if trackers.uid.inserted().contains(*id) {
continue;
// Pre-collect regions paired with deleted entity list so we can iterate over
// them in parallel below
let regions_and_deleted_entities = region_map
.iter()
.map(|(key, region)| (key, region, deleted_entities.take_deleted_in_region(key)))
.collect::<Vec<_>>();
use rayon::iter::{IntoParallelIterator, ParallelIterator};
job.cpu_stats.measure(common_ecs::ParMode::Rayon);
common_base::prof_span!(guard, "regions");
regions_and_deleted_entities.into_par_iter().for_each_init(
|| {
common_base::prof_span!(guard, "entity sync rayon job");
guard
},
|_guard, (key, region, deleted_entities_in_region)| {
// Assemble subscriber list for this region by iterating through clients and
// checking if they are subscribed to this region
let mut subscribers = (
&clients,
&entities,
presences.maybe(),
&subscriptions,
&positions,
)
.join()
.filter_map(|(client, entity, presence, subscription, pos)| {
if presence.is_some() && subscription.regions.contains(&key) {
Some((client, &subscription.regions, entity, *pos))
} else {
None
}
let entity = entities.entity(*id);
if let Some(pkg) = positions
.get(entity)
.map(|pos| (pos, velocities.get(entity), orientations.get(entity)))
.and_then(|(pos, vel, ori)| {
tracked_comps.create_entity_package(
entity,
Some(*pos),
vel.copied(),
ori.copied(),
)
})
{
let create_msg = ServerGeneral::CreateEntity(pkg);
for (client, regions, client_entity, _) in &mut subscribers {
if maybe_key
})
.collect::<Vec<_>>();
for event in region.events() {
match event {
RegionEvent::Entered(id, maybe_key) => {
// Don't process newly created entities here (redundant network
// messages)
if trackers.uid.inserted().contains(*id) {
continue;
}
let entity = entities.entity(*id);
if let Some(pkg) = positions
.get(entity)
.map(|pos| (pos, velocities.get(entity), orientations.get(entity)))
.and_then(|(pos, vel, ori)| {
tracked_comps.create_entity_package(
entity,
Some(*pos),
vel.copied(),
ori.copied(),
)
})
{
let create_msg = ServerGeneral::CreateEntity(pkg);
for (client, regions, client_entity, _) in &mut subscribers {
if maybe_key
.as_ref()
.map(|key| !regions.contains(key))
.unwrap_or(true)
// Client doesn't need to know about itself
&& *client_entity != entity
{
client.send_fallible(create_msg.clone());
{
client.send_fallible(create_msg.clone());
}
}
}
}
},
RegionEvent::Left(id, maybe_key) => {
// Lookup UID for entity
if let Some(&uid) = uids.get(entities.entity(*id)) {
for (client, regions, _, _) in &mut subscribers {
if maybe_key
.as_ref()
.map(|key| !regions.contains(key))
.unwrap_or(true)
{
client.send_fallible(ServerGeneral::DeleteEntity(uid));
},
RegionEvent::Left(id, maybe_key) => {
// Lookup UID for entity
if let Some(&uid) = uids.get(entities.entity(*id)) {
for (client, regions, _, _) in &mut subscribers {
if maybe_key
.as_ref()
.map(|key| !regions.contains(key))
.unwrap_or(true)
{
client.send_fallible(ServerGeneral::DeleteEntity(uid));
}
}
}
}
},
},
}
}
}
// Sync tracked components
// Get deleted entities in this region from DeletedEntities
let (entity_sync_package, comp_sync_package) = trackers.create_sync_packages(
&tracked_comps,
region.entities(),
deleted_entities
.take_deleted_in_region(key)
.unwrap_or_default(),
);
// We lazily initializethe the synchronization messages in case there are no
// clients.
let mut entity_comp_sync = Either::Left((entity_sync_package, comp_sync_package));
for (client, _, _, _) in &mut subscribers {
let msg =
entity_comp_sync.right_or_else(|(entity_sync_package, comp_sync_package)| {
(
client.prepare(ServerGeneral::EntitySync(entity_sync_package)),
client.prepare(ServerGeneral::CompSync(comp_sync_package)),
)
});
// We don't care much about stream errors here since they could just represent
// network disconnection, which is handled elsewhere.
let _ = client.send_prepared(&msg.0);
let _ = client.send_prepared(&msg.1);
entity_comp_sync = Either::Right(msg);
}
for (client, _, client_entity, client_pos) in &mut subscribers {
let mut comp_sync_package = CompSyncPackage::new();
for (_, entity, &uid, (&pos, last_pos), vel, ori, force_update, collider) in (
// Sync tracked components
// Get deleted entities in this region from DeletedEntities
let (entity_sync_package, comp_sync_package) = trackers.create_sync_packages(
&tracked_comps,
region.entities(),
&entities,
&uids,
(&positions, last_pos.mask().maybe()),
(&velocities, last_vel.mask().maybe()).maybe(),
(&orientations, last_vel.mask().maybe()).maybe(),
force_updates.mask().maybe(),
colliders.maybe(),
)
.join()
{
// Decide how regularly to send physics updates.
let send_now = if client_entity == &entity {
let player_physics_setting = players
.get(entity)
.and_then(|p| player_physics_settings.settings.get(&p.uuid()).copied())
.unwrap_or_default();
// Don't send client physics updates about itself unless force update is set
// or the client is subject to server-authoritative physics
force_update.is_some() || player_physics_setting.server_authoritative()
} else if matches!(collider, Some(Collider::Voxel { .. })) {
// Things with a voxel collider (airships, etc.) need to have very stable
// physics so we always send updated for these where
// we can.
true
} else {
// Throttle update rates for all other entities based on distance to client
let distance_sq = client_pos.0.distance_squared(pos.0);
let id_staggered_tick = tick + entity.id() as u64;
// More entities farther away so checks start there
if distance_sq > 500.0f32.powi(2) {
id_staggered_tick % 32 == 0
} else if distance_sq > 300.0f32.powi(2) {
id_staggered_tick % 16 == 0
} else if distance_sq > 200.0f32.powi(2) {
id_staggered_tick % 8 == 0
} else if distance_sq > 120.0f32.powi(2) {
id_staggered_tick % 6 == 0
} else if distance_sq > 64.0f32.powi(2) {
id_staggered_tick % 3 == 0
} else if distance_sq > 24.0f32.powi(2) {
id_staggered_tick % 2 == 0
} else {
true
}
};
if last_pos.is_none() {
comp_sync_package.comp_inserted(uid, pos);
} else if send_now {
comp_sync_package.comp_modified(uid, pos);
}
if let Some((v, last_vel)) = vel {
if last_vel.is_none() {
comp_sync_package.comp_inserted(uid, *v);
} else if send_now {
comp_sync_package.comp_modified(uid, *v);
}
}
if let Some((o, last_ori)) = ori {
if last_ori.is_none() {
comp_sync_package.comp_inserted(uid, *o);
} else if send_now {
comp_sync_package.comp_modified(uid, *o);
}
}
deleted_entities_in_region,
);
// We lazily initialize the the synchronization messages in case there are no
// clients.
let mut entity_comp_sync = Either::Left((entity_sync_package, comp_sync_package));
for (client, _, _, _) in &mut subscribers {
let msg = entity_comp_sync.right_or_else(
|(entity_sync_package, comp_sync_package)| {
(
client.prepare(ServerGeneral::EntitySync(entity_sync_package)),
client.prepare(ServerGeneral::CompSync(comp_sync_package)),
)
},
);
// We don't care much about stream errors here since they could just represent
// network disconnection, which is handled elsewhere.
let _ = client.send_prepared(&msg.0);
let _ = client.send_prepared(&msg.1);
entity_comp_sync = Either::Right(msg);
}
client.send_fallible(ServerGeneral::CompSync(comp_sync_package));
}
for (client, _, client_entity, client_pos) in &mut subscribers {
let mut comp_sync_package = CompSyncPackage::new();
// Update the last physics components for each entity
for (_, _, &pos, vel, ori, last_pos, last_vel, last_ori) in (
region.entities(),
&entities,
&positions,
velocities.maybe(),
orientations.maybe(),
last_pos.entries(),
last_vel.entries(),
last_ori.entries(),
)
.join()
{
last_pos.replace(Last(pos));
vel.and_then(|&v| last_vel.replace(Last(v)));
ori.and_then(|&o| last_ori.replace(Last(o)));
}
for (_, entity, &uid, (&pos, last_pos), vel, ori, force_update, collider) in (
region.entities(),
&entities,
&uids,
(&positions, last_pos.mask().maybe()),
(&velocities, last_vel.mask().maybe()).maybe(),
(&orientations, last_vel.mask().maybe()).maybe(),
force_updates.mask().maybe(),
colliders.maybe(),
)
.join()
{
// Decide how regularly to send physics updates.
let send_now = if client_entity == &entity {
let player_physics_setting = players
.get(entity)
.and_then(|p| {
player_physics_settings.settings.get(&p.uuid()).copied()
})
.unwrap_or_default();
// Don't send client physics updates about itself unless force update is
// set or the client is subject to
// server-authoritative physics
force_update.is_some() || player_physics_setting.server_authoritative()
} else if matches!(collider, Some(Collider::Voxel { .. })) {
// Things with a voxel collider (airships, etc.) need to have very
// stable physics so we always send updated
// for these where we can.
true
} else {
// Throttle update rates for all other entities based on distance to
// client
let distance_sq = client_pos.0.distance_squared(pos.0);
let id_staggered_tick = tick + entity.id() as u64;
// More entities farther away so checks start there
if distance_sq > 500.0f32.powi(2) {
id_staggered_tick % 32 == 0
} else if distance_sq > 300.0f32.powi(2) {
id_staggered_tick % 16 == 0
} else if distance_sq > 200.0f32.powi(2) {
id_staggered_tick % 8 == 0
} else if distance_sq > 120.0f32.powi(2) {
id_staggered_tick % 6 == 0
} else if distance_sq > 64.0f32.powi(2) {
id_staggered_tick % 3 == 0
} else if distance_sq > 24.0f32.powi(2) {
id_staggered_tick % 2 == 0
} else {
true
}
};
if last_pos.is_none() {
comp_sync_package.comp_inserted(uid, pos);
} else if send_now {
comp_sync_package.comp_modified(uid, pos);
}
if let Some((v, last_vel)) = vel {
if last_vel.is_none() {
comp_sync_package.comp_inserted(uid, *v);
} else if send_now {
comp_sync_package.comp_modified(uid, *v);
}
}
if let Some((o, last_ori)) = ori {
if last_ori.is_none() {
comp_sync_package.comp_inserted(uid, *o);
} else if send_now {
comp_sync_package.comp_modified(uid, *o);
}
}
}
client.send_fallible(ServerGeneral::CompSync(comp_sync_package));
}
},
);
drop(guard);
job.cpu_stats.measure(common_ecs::ParMode::Single);
// Update the last physics components for each entity
for (_, &pos, vel, ori, last_pos, last_vel, last_ori) in (
&entities,
&positions,
velocities.maybe(),
orientations.maybe(),
last_pos.entries(),
last_vel.entries(),
last_ori.entries(),
)
.join()
{
last_pos.replace(Last(pos));
vel.and_then(|&v| last_vel.replace(Last(v)));
ori.and_then(|&o| last_ori.replace(Last(o)));
}
// Handle entity deletion in regions that don't exist in RegionMap

View File

@ -430,16 +430,15 @@ impl DeletedEntities {
.push(uid.into());
}
pub fn take_deleted_in_region(&mut self, key: Vec2<i32>) -> Option<Vec<u64>> {
self.map.remove(&key)
pub fn take_deleted_in_region(&mut self, key: Vec2<i32>) -> Vec<u64> {
self.map.remove(&key).unwrap_or_default()
}
pub fn get_deleted_in_region(&mut self, key: Vec2<i32>) -> Option<&Vec<u64>> {
self.map.get(&key)
pub fn get_deleted_in_region(&self, key: Vec2<i32>) -> &[u64] {
self.map.get(&key).map_or(&[], |v| v.as_slice())
}
pub fn take_remaining_deleted(&mut self) -> Vec<(Vec2<i32>, Vec<u64>)> {
// TODO: don't allocate
self.map.drain().collect()
pub fn take_remaining_deleted(&mut self) -> impl Iterator<Item = (Vec2<i32>, Vec<u64>)> + '_ {
self.map.drain()
}
}

View File

@ -13,7 +13,7 @@ use common::{
use common_ecs::{Job, Origin, Phase, System};
use common_net::msg::ServerGeneral;
use specs::{
Entities, Join, ReadExpect, ReadStorage, SystemData, World, WorldExt, Write, WriteStorage,
Entities, Join, Read, ReadExpect, ReadStorage, SystemData, World, WorldExt, WriteStorage,
};
use tracing::{debug, error};
use vek::*;
@ -33,7 +33,7 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, Presence>,
ReadStorage<'a, Client>,
WriteStorage<'a, RegionSubscription>,
Write<'a, DeletedEntities>,
Read<'a, DeletedEntities>,
TrackedComps<'a>,
);
@ -54,7 +54,7 @@ impl<'a> System<'a> for Sys {
presences,
clients,
mut subscriptions,
mut deleted_entities,
deleted_entities,
tracked_comps,
): Self::SystemData,
) {
@ -161,11 +161,7 @@ impl<'a> System<'a> for Sys {
}
// Send deleted entities since they won't be processed for this client in entity
// sync
for uid in deleted_entities
.get_deleted_in_region(key)
.iter()
.flat_map(|v| v.iter())
{
for uid in deleted_entities.get_deleted_in_region(key).iter() {
client.send_fallible(ServerGeneral::DeleteEntity(Uid(*uid)));
}
}

View File

@ -87,6 +87,8 @@ pub struct Features {
pub paths: bool,
pub spots: bool,
pub site2: bool,
// 1.0 is the default wildlife density
pub wildlife_density: f32,
}
impl assets::Asset for Features {

View File

@ -119,6 +119,7 @@ impl IndexOwned {
// Reload the fields from the asset handle, which is updated automatically
self.colors = self.index.colors.cloned();
self.features = self.index.features.cloned();
// Update wildlife spawns which is based on base_density in features
reload(self)
})
}

View File

@ -21,8 +21,6 @@ fn close(x: f32, tgt: f32, falloff: f32) -> f32 {
(1.0 - (x - tgt).abs() / falloff).max(0.0).powf(0.125)
}
const BASE_DENSITY: f32 = 1.0e-5; // Base wildlife density
#[derive(Clone, Debug, Deserialize)]
pub struct SpawnEntry {
/// User-facing info for wiki, statistical tools, etc.
@ -131,6 +129,7 @@ impl Pack {
pub type DensityFn = fn(&SimChunk, &ColumnSample) -> f32;
pub fn spawn_manifest() -> Vec<(&'static str, DensityFn)> {
const BASE_DENSITY: f32 = 1.0e-5; // Base wildlife density
// NOTE: Order matters.
// Entries with more specific requirements
// and overall scarcity should come first, where possible.
@ -317,6 +316,8 @@ pub fn apply_wildlife_supplement<'a, R: Rng>(
time: Option<&(TimeOfDay, Calendar)>,
) {
let scatter = &index.wildlife_spawns;
// Configurable density multiplier
let wildlife_density_modifier = index.features.wildlife_density;
for y in 0..vol.size_xy().y as i32 {
for x in 0..vol.size_xy().x as i32 {
@ -342,7 +343,7 @@ pub fn apply_wildlife_supplement<'a, R: Rng>(
.iter()
.enumerate()
.find_map(|(_i, (entry, get_density))| {
let density = get_density(chunk, col_sample);
let density = get_density(chunk, col_sample) * wildlife_density_modifier;
(density > 0.0)
.then(|| {
entry