mirror of
https://gitlab.com/veloren/veloren.git
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switch from a Component to a Ressource with an Eventbus
Set CHUNK_SITE to 10 which results in a mean of 13ms per Slowjob. Its good if it stays under 30ms so it has less influence on ticks. Some performance values measured with a AMD Ryzen 1700X: - voxygen and server and swarm (25 clients, 10 vd) on one machine. - total runtime was 240s - CHUNK_GENERATOR total time is 486s with a mean of 40ms - CHUNK_SERIALIZER total time is 18.19s with a mean of 13ms, so in total its a order of magnitude lower Trancy confirms this, the Serialize backlog is usually handled within 1-2 ticks. - terrain::sys total time 1.2s, mean 188us - msg::terrain::sys total time 812ms, mean 125us - terrain::sync total time 12ms, mean 1,85us - chunk_serialize::sys total time 69ms, mean 10us - chunk_send::sys total time 50ms, mean 7us so all in all total time for serializsation is 20.33 of which 89% are spend outside of the ECS
This commit is contained in:
parent
efe284a673
commit
637e63fbe2
@ -1,22 +1,22 @@
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use crate::client::PreparedMsg;
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use specs::{Component, Entity};
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use specs_idvs::IdvStorage;
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use specs::Entity;
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use vek::Vec2;
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/// Curing the runtime of a tick, multiple systems can request a chunk to be
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/// synced to a client E.g. msg::terrain will do so, when a client requested a
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/// chunk that already exist terrain will do so when a chunk came back from
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/// ChunkGeneration. All those sends are deferred by this queue.
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/// Sending a chunk to the user works the following way:
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/// A system like `msg::terrain` `terrain` or `terrain_sync` either decide to
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/// trigger chunk generation, or if the chunk already exists
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/// push a `ChunkSendQueue` to the eventbus.
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/// The `chunk_serialize` system will coordinate serializing via a SlowJob
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/// outside of the tick. On the next tick, the `chunk_send` system will pick up
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/// finished chunks.
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///
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/// Deferring allows us to remove code duplication and maybe serialize ONCE,
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/// send to MULTIPLE clients TODO: store a urgent flag and seperate even more, 5
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/// ticks vs 5 seconds
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#[derive(Default, Clone, Debug, PartialEq)]
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/// send to MULTIPLE clients
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/// TODO: store a urgent flag and seperate even more, 5 ticks vs 5 seconds
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#[derive(Debug, PartialEq)]
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pub struct ChunkSendQueue {
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pub chunks: Vec<Vec2<i32>>,
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}
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impl Component for ChunkSendQueue {
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type Storage = IdvStorage<Self>;
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pub(crate) entity: Entity,
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pub(crate) chunk_key: Vec2<i32>,
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}
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pub struct SerializedChunk {
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@ -247,6 +247,9 @@ impl Server {
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});
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state.ecs_mut().insert(EventBus::<ServerEvent>::default());
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state.ecs_mut().insert(Vec::<ChunkRequest>::new());
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state
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.ecs_mut()
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.insert(EventBus::<chunk_serialize::ChunkSendQueue>::default());
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state.ecs_mut().insert(Locations::default());
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state.ecs_mut().insert(LoginProvider::new(
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settings.auth_server_address.clone(),
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@ -329,9 +332,6 @@ impl Server {
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state.ecs_mut().register::<comp::Pet>();
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state.ecs_mut().register::<login_provider::PendingLogin>();
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state.ecs_mut().register::<RepositionOnChunkLoad>();
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state
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.ecs_mut()
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.register::<chunk_serialize::ChunkSendQueue>();
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//Alias validator
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let banned_words_paths = &settings.banned_words_files;
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@ -5,13 +5,13 @@ use crate::{
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presence::Presence,
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Tick,
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};
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use common::{slowjob::SlowJobPool, terrain::TerrainGrid};
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use common::{event::EventBus, slowjob::SlowJobPool, terrain::TerrainGrid};
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use common_ecs::{Job, Origin, Phase, System};
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use common_net::msg::{SerializedTerrainChunk, ServerGeneral};
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use hashbrown::HashMap;
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use hashbrown::{hash_map::Entry, HashMap};
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use network::StreamParams;
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use specs::{Entities, Entity, Join, Read, ReadExpect, ReadStorage, WriteStorage};
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use std::{cmp::Ordering, sync::Arc};
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use specs::{Entity, Read, ReadExpect, ReadStorage};
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use std::sync::Arc;
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/// This system will handle sending terrain to clients by
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/// collecting chunks that need to be send for a single generation run and then
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@ -21,10 +21,9 @@ pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Read<'a, Tick>,
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Entities<'a>,
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ReadStorage<'a, Client>,
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ReadStorage<'a, Presence>,
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WriteStorage<'a, ChunkSendQueue>,
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ReadExpect<'a, EventBus<ChunkSendQueue>>,
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ReadExpect<'a, NetworkRequestMetrics>,
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ReadExpect<'a, SlowJobPool>,
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ReadExpect<'a, TerrainGrid>,
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@ -39,10 +38,9 @@ impl<'a> System<'a> for Sys {
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_job: &mut Job<Self>,
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(
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tick,
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entities,
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clients,
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presences,
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mut chunk_send_queues,
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chunk_send_queues_bus,
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network_metrics,
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slow_jobs,
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terrain,
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@ -55,57 +53,48 @@ impl<'a> System<'a> for Sys {
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return;
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}
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for entity in (&entities, &clients, &presences, !&chunk_send_queues)
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.join()
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.map(|(e, _, _, _)| e)
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.collect::<Vec<_>>()
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{
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let _ = chunk_send_queues.insert(entity, ChunkSendQueue::default());
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}
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struct Metadata {
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recipients: Vec<Entity>,
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lossy_compression: bool,
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params: StreamParams,
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}
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// collect all deduped entities that request a chunk
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let mut chunks = HashMap::<_, Metadata>::new();
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// Grab all chunk requests for all clients and sort them
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let mut requests = 0u64;
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let mut distinct_requests = 0u64;
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for (entity, client, presence, chunk_send_queue) in
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(&entities, &clients, &presences, &mut chunk_send_queues).join()
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{
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let mut chunk_send_queue = std::mem::take(chunk_send_queue);
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// dedup input
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chunk_send_queue.chunks.sort_by(|a, b| {
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let zero = a.x.partial_cmp(&b.x).unwrap_or(Ordering::Equal);
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let one = a.y.partial_cmp(&b.y).unwrap_or(Ordering::Equal);
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if matches!(zero, Ordering::Equal) {
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one
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} else {
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zero
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}
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});
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chunk_send_queue.chunks.dedup();
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requests += chunk_send_queue.chunks.len() as u64;
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for chunk_key in chunk_send_queue.chunks {
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let meta = chunks.entry(chunk_key).or_insert_with(|| {
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distinct_requests += 1;
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Metadata {
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recipients: Vec::default(),
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lossy_compression: true,
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params: client.terrain_params(),
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for queue_entry in chunk_send_queues_bus.recv_all() {
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let entry = chunks.entry(queue_entry.chunk_key);
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let meta = match entry {
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Entry::Vacant(ve) => {
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match clients.get(queue_entry.entity).map(|c| c.terrain_params()) {
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Some(params) => {
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distinct_requests += 1;
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ve.insert(Metadata {
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recipients: Vec::new(),
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lossy_compression: true,
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params,
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})
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},
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None => continue,
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}
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});
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meta.recipients.push(entity);
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// We decide here, to ONLY send lossy compressed data If all clients want those.
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// If at least 1 client here does not want lossy we don't compress it twice.
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// It would just be too expensive for the server
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meta.lossy_compression =
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meta.lossy_compression && presence.lossy_terrain_compression;
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}
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},
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Entry::Occupied(oe) => oe.into_mut(),
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};
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// We decide here, to ONLY send lossy compressed data If all clients want those.
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// If at least 1 client here does not want lossy we don't compress it twice.
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// It would just be too expensive for the server
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meta.lossy_compression = meta.lossy_compression
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&& presences
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.get(queue_entry.entity)
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.map(|p| p.lossy_terrain_compression)
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.unwrap_or(true);
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meta.recipients.push(queue_entry.entity);
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requests += 1;
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}
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network_metrics
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.chunks_serialisation_requests
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.inc_by(requests);
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@ -114,7 +103,7 @@ impl<'a> System<'a> for Sys {
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.inc_by(distinct_requests);
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// Trigger serialization in a SlowJob
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const CHUNK_SIZE: usize = 25; // trigger one job per 25 chunks to reduce SlowJob overhead. as we use a channel, there is no disadvantage to this
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const CHUNK_SIZE: usize = 10; // trigger one job per 10 chunks to reduce SlowJob overhead. as we use a channel, there is no disadvantage to this
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let mut chunks_iter = chunks
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.into_iter()
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.filter_map(|(chunk_key, meta)| {
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@ -129,7 +118,7 @@ impl<'a> System<'a> for Sys {
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let chunks: Vec<_> = chunks_iter.by_ref().take(CHUNK_SIZE).collect();
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let chunk_sender = chunk_sender.clone();
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slow_jobs.spawn("CHUNK_SERIALIZER", move || {
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for (chunk, chunk_key, meta) in chunks {
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for (chunk, chunk_key, mut meta) in chunks {
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let msg = Client::prepare_terrain(
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ServerGeneral::TerrainChunkUpdate {
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key: chunk_key,
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@ -140,6 +129,8 @@ impl<'a> System<'a> for Sys {
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},
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&meta.params,
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);
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meta.recipients.sort();
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meta.recipients.dedup();
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if let Err(e) = chunk_sender.send(SerializedChunk {
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lossy_compression: meta.lossy_compression,
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msg,
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@ -12,7 +12,7 @@ use common::{
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use common_net::msg::{ClientGeneral, ServerGeneral};
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use rayon::iter::ParallelIterator;
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use specs::{Entities, Join, ParJoin, Read, ReadExpect, ReadStorage, Write, WriteStorage};
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use specs::{Entities, Join, ParJoin, Read, ReadExpect, ReadStorage, Write};
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use tracing::{debug, trace};
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/// This system will handle new messages from clients
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@ -22,7 +22,7 @@ impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
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WriteStorage<'a, ChunkSendQueue>,
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ReadExpect<'a, EventBus<ChunkSendQueue>>,
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ReadExpect<'a, TerrainGrid>,
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ReadExpect<'a, Lod>,
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ReadExpect<'a, NetworkRequestMetrics>,
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@ -41,7 +41,7 @@ impl<'a> System<'a> for Sys {
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(
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entities,
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server_event_bus,
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mut chunk_send_queues,
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chunk_send_bus,
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terrain,
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lod,
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network_metrics,
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@ -52,95 +52,96 @@ impl<'a> System<'a> for Sys {
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): Self::SystemData,
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) {
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job.cpu_stats.measure(ParMode::Rayon);
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let mut new_chunk_requests = (
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&entities,
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&clients,
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(&presences).maybe(),
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&mut chunk_send_queues,
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)
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let mut new_chunk_requests = (&entities, &clients, (&presences).maybe())
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.par_join()
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.map(|(entity, client, maybe_presence, chunk_send_queue)| {
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let mut chunk_requests = Vec::new();
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let _ = super::try_recv_all(client, 5, |_, msg| {
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// TODO: Refactor things (https://gitlab.com/veloren/veloren/-/merge_requests/3245#note_856538056)
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let mut server_emitter = server_event_bus.emitter();
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let presence = match maybe_presence {
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Some(g) => g,
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None => {
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debug!(?entity, "client is not in_game, ignoring msg");
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trace!(?msg, "ignored msg content");
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if matches!(msg, ClientGeneral::TerrainChunkRequest { .. }) {
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network_metrics.chunks_request_dropped.inc();
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}
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return Ok(());
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},
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};
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match msg {
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ClientGeneral::TerrainChunkRequest { key } => {
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let in_vd = if let Some(pos) = positions.get(entity) {
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pos.0.xy().map(|e| e as f64).distance_squared(
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key.map(|e| e as f64 + 0.5)
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* TerrainChunkSize::RECT_SIZE.map(|e| e as f64),
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) < ((presence.view_distance as f64 - 1.0 + 2.5 * 2.0_f64.sqrt())
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* TerrainChunkSize::RECT_SIZE.x as f64)
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.powi(2)
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} else {
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true
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};
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if in_vd {
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if terrain.get_key_arc(key).is_some() {
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network_metrics.chunks_served_from_memory.inc();
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chunk_send_queue.chunks.push(key);
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} else {
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network_metrics.chunks_generation_triggered.inc();
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chunk_requests.push(ChunkRequest { entity, key });
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.map_init(
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|| (chunk_send_bus.emitter(), server_event_bus.emitter()),
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|(chunk_send_emitter, server_emitter), (entity, client, maybe_presence)| {
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let mut chunk_requests = Vec::new();
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let _ = super::try_recv_all(client, 5, |_, msg| {
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let presence = match maybe_presence {
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Some(g) => g,
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None => {
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debug!(?entity, "client is not in_game, ignoring msg");
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trace!(?msg, "ignored msg content");
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if matches!(msg, ClientGeneral::TerrainChunkRequest { .. }) {
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network_metrics.chunks_request_dropped.inc();
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}
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} else {
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network_metrics.chunks_request_dropped.inc();
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}
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},
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ClientGeneral::LodZoneRequest { key } => {
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client.send(ServerGeneral::LodZoneUpdate {
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key,
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zone: lod.zone(key).clone(),
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})?;
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},
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_ => {
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debug!(
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"Kicking possibly misbehaving client due to invalud terrain \
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request"
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);
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server_emitter.emit(ServerEvent::ClientDisconnect(
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entity,
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common::comp::DisconnectReason::NetworkError,
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));
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},
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}
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Ok(())
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});
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return Ok(());
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},
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};
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match msg {
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ClientGeneral::TerrainChunkRequest { key } => {
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let in_vd = if let Some(pos) = positions.get(entity) {
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pos.0.xy().map(|e| e as f64).distance_squared(
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key.map(|e| e as f64 + 0.5)
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* TerrainChunkSize::RECT_SIZE.map(|e| e as f64),
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) < ((presence.view_distance as f64 - 1.0
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+ 2.5 * 2.0_f64.sqrt())
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* TerrainChunkSize::RECT_SIZE.x as f64)
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.powi(2)
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} else {
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true
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};
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if in_vd {
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if terrain.get_key_arc(key).is_some() {
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network_metrics.chunks_served_from_memory.inc();
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chunk_send_emitter.emit(ChunkSendQueue {
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chunk_key: key,
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entity,
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});
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} else {
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network_metrics.chunks_generation_triggered.inc();
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chunk_requests.push(ChunkRequest { entity, key });
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}
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} else {
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network_metrics.chunks_request_dropped.inc();
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}
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},
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ClientGeneral::LodZoneRequest { key } => {
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client.send(ServerGeneral::LodZoneUpdate {
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key,
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zone: lod.zone(key).clone(),
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})?;
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},
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_ => {
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debug!(
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"Kicking possibly misbehaving client due to invalud terrain \
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request"
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);
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server_emitter.emit(ServerEvent::ClientDisconnect(
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entity,
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common::comp::DisconnectReason::NetworkError,
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));
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},
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}
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Ok(())
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});
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// Load a minimum radius of chunks around each player.
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// This is used to prevent view distance reloading exploits and make sure that
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// entity simulation occurs within a minimum radius around the
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// player.
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if let Some(pos) = positions.get(entity) {
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let player_chunk = pos
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.0
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.xy()
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e as i32 / sz as i32);
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for rpos in Spiral2d::new().take((crate::MIN_VD as usize + 1).pow(2)) {
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let key = player_chunk + rpos;
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if terrain.get_key(key).is_none() {
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// TODO: @zesterer do we want to be sending these chunk to the client
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// even if they aren't requested? If we don't we could replace the
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// entity here with Option<Entity> and pass in None.
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chunk_requests.push(ChunkRequest { entity, key });
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// Load a minimum radius of chunks around each player.
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// This is used to prevent view distance reloading exploits and make sure that
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// entity simulation occurs within a minimum radius around the
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// player.
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if let Some(pos) = positions.get(entity) {
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let player_chunk = pos
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.0
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.xy()
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.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e as i32 / sz as i32);
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for rpos in Spiral2d::new().take((crate::MIN_VD as usize + 1).pow(2)) {
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let key = player_chunk + rpos;
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if terrain.get_key(key).is_none() {
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// TODO: @zesterer do we want to be sending these chunk to the
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// client even if they aren't
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// requested? If we don't we could replace the
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// entity here with Option<Entity> and pass in None.
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chunk_requests.push(ChunkRequest { entity, key });
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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chunk_requests
|
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})
|
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chunk_requests
|
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},
|
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)
|
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.flatten()
|
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.collect::<Vec<_>>();
|
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|
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|
@ -63,6 +63,7 @@ impl<'a> System<'a> for Sys {
|
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ReadExpect<'a, SlowJobPool>,
|
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ReadExpect<'a, IndexOwned>,
|
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ReadExpect<'a, Arc<World>>,
|
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ReadExpect<'a, EventBus<ChunkSendQueue>>,
|
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WriteExpect<'a, ChunkGenerator>,
|
||||
WriteExpect<'a, TerrainGrid>,
|
||||
Write<'a, TerrainChanges>,
|
||||
@ -73,7 +74,6 @@ impl<'a> System<'a> for Sys {
|
||||
ReadStorage<'a, Presence>,
|
||||
ReadStorage<'a, Client>,
|
||||
Entities<'a>,
|
||||
WriteStorage<'a, ChunkSendQueue>,
|
||||
WriteStorage<'a, RepositionOnChunkLoad>,
|
||||
WriteStorage<'a, ForceUpdate>,
|
||||
WriteStorage<'a, Waypoint>,
|
||||
@ -96,6 +96,7 @@ impl<'a> System<'a> for Sys {
|
||||
slow_jobs,
|
||||
index,
|
||||
world,
|
||||
chunk_send_bus,
|
||||
mut chunk_generator,
|
||||
mut terrain,
|
||||
mut terrain_changes,
|
||||
@ -106,7 +107,6 @@ impl<'a> System<'a> for Sys {
|
||||
presences,
|
||||
clients,
|
||||
entities,
|
||||
mut chunk_send_queues,
|
||||
mut reposition_on_load,
|
||||
mut force_update,
|
||||
mut waypoints,
|
||||
@ -252,23 +252,30 @@ impl<'a> System<'a> for Sys {
|
||||
}
|
||||
|
||||
// Send the chunk to all nearby players.
|
||||
new_chunks.into_iter().for_each(|(key, _chunk)| {
|
||||
(&presences, &positions, &clients, &mut chunk_send_queues)
|
||||
.join()
|
||||
.for_each(|(presence, pos, _client, chunk_send_queue)| {
|
||||
let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
|
||||
// Subtract 2 from the offset before computing squared magnitude
|
||||
// 1 since chunks need neighbors to be meshed
|
||||
// 1 to act as a buffer if the player moves in that direction
|
||||
let adjusted_dist_sqr = (chunk_pos - key)
|
||||
.map(|e: i32| (e.unsigned_abs()).saturating_sub(2))
|
||||
.magnitude_squared();
|
||||
use rayon::iter::{IntoParallelIterator, ParallelIterator};
|
||||
new_chunks.into_par_iter().for_each_init(
|
||||
|| chunk_send_bus.emitter(),
|
||||
|chunk_send_emitter, (key, _chunk)| {
|
||||
(&entities, &presences, &positions, &clients)
|
||||
.join()
|
||||
.for_each(|(entity, presence, pos, _client)| {
|
||||
let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
|
||||
// Subtract 2 from the offset before computing squared magnitude
|
||||
// 1 since chunks need neighbors to be meshed
|
||||
// 1 to act as a buffer if the player moves in that direction
|
||||
let adjusted_dist_sqr = (chunk_pos - key)
|
||||
.map(|e: i32| (e.unsigned_abs()).saturating_sub(2))
|
||||
.magnitude_squared();
|
||||
|
||||
if adjusted_dist_sqr <= presence.view_distance.pow(2) {
|
||||
chunk_send_queue.chunks.push(key);
|
||||
}
|
||||
});
|
||||
});
|
||||
if adjusted_dist_sqr <= presence.view_distance.pow(2) {
|
||||
chunk_send_emitter.emit(ChunkSendQueue {
|
||||
entity,
|
||||
chunk_key: key,
|
||||
});
|
||||
}
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
// Remove chunks that are too far from players.
|
||||
let mut chunks_to_remove = Vec::new();
|
||||
|
@ -1,9 +1,9 @@
|
||||
use crate::{chunk_serialize::ChunkSendQueue, client::Client, presence::Presence};
|
||||
use common::{comp::Pos, terrain::TerrainGrid};
|
||||
use common::{comp::Pos, event::EventBus, terrain::TerrainGrid};
|
||||
use common_ecs::{Job, Origin, Phase, System};
|
||||
use common_net::msg::{CompressedData, ServerGeneral};
|
||||
use common_state::TerrainChanges;
|
||||
use specs::{Join, Read, ReadExpect, ReadStorage, WriteStorage};
|
||||
use specs::{Entities, Join, Read, ReadExpect, ReadStorage};
|
||||
|
||||
/// This systems sends new chunks to clients as well as changes to existing
|
||||
/// chunks
|
||||
@ -11,9 +11,10 @@ use specs::{Join, Read, ReadExpect, ReadStorage, WriteStorage};
|
||||
pub struct Sys;
|
||||
impl<'a> System<'a> for Sys {
|
||||
type SystemData = (
|
||||
Entities<'a>,
|
||||
ReadExpect<'a, TerrainGrid>,
|
||||
Read<'a, TerrainChanges>,
|
||||
WriteStorage<'a, ChunkSendQueue>,
|
||||
ReadExpect<'a, EventBus<ChunkSendQueue>>,
|
||||
ReadStorage<'a, Pos>,
|
||||
ReadStorage<'a, Presence>,
|
||||
ReadStorage<'a, Client>,
|
||||
@ -25,16 +26,19 @@ impl<'a> System<'a> for Sys {
|
||||
|
||||
fn run(
|
||||
_job: &mut Job<Self>,
|
||||
(terrain, terrain_changes, mut chunk_send_queues, positions, presences, clients): Self::SystemData,
|
||||
(entities, terrain, terrain_changes, chunk_send_bus, positions, presences, clients): Self::SystemData,
|
||||
) {
|
||||
let mut chunk_send_emitter = chunk_send_bus.emitter();
|
||||
|
||||
// Sync changed chunks
|
||||
for chunk_key in &terrain_changes.modified_chunks {
|
||||
for (presence, pos, chunk_send_queue) in
|
||||
(&presences, &positions, &mut chunk_send_queues).join()
|
||||
{
|
||||
for (entity, presence, pos) in (&entities, &presences, &positions).join() {
|
||||
if super::terrain::chunk_in_vd(pos.0, *chunk_key, &terrain, presence.view_distance)
|
||||
{
|
||||
chunk_send_queue.chunks.push(*chunk_key);
|
||||
chunk_send_emitter.emit(ChunkSendQueue {
|
||||
entity,
|
||||
chunk_key: *chunk_key,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user