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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Parallelize ingame messages.
This commit is contained in:
parent
4b5a9fe0f4
commit
7d3b8ea81e
@ -887,7 +887,6 @@ impl Client {
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| ClientGeneral::PlayerPhysics { .. }
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| ClientGeneral::UnlockSkill(_)
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| ClientGeneral::RequestSiteInfo(_)
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| ClientGeneral::UnlockSkillGroup(_)
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| ClientGeneral::RequestPlayerPhysics { .. }
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| ClientGeneral::RequestLossyTerrainCompression { .. }
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| ClientGeneral::UpdateMapMarker(_) => {
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@ -2,7 +2,7 @@ use super::{world_msg::SiteId, PingMsg};
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use common::{
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character::CharacterId,
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comp,
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comp::{Skill, SkillGroupKind},
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comp::Skill,
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terrain::block::Block,
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};
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use serde::{Deserialize, Serialize};
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@ -76,7 +76,6 @@ pub enum ClientGeneral {
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ori: comp::Ori,
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},
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UnlockSkill(Skill),
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UnlockSkillGroup(SkillGroupKind),
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RequestSiteInfo(SiteId),
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UpdateMapMarker(comp::MapMarkerChange),
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//Only in Game, via terrain stream
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@ -133,7 +132,6 @@ impl ClientMsg {
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| ClientGeneral::LodZoneRequest { .. }
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| ClientGeneral::UnlockSkill(_)
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| ClientGeneral::RequestSiteInfo(_)
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| ClientGeneral::UnlockSkillGroup(_)
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| ClientGeneral::RequestPlayerPhysics { .. }
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| ClientGeneral::RequestLossyTerrainCompression { .. }
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| ClientGeneral::UpdateMapMarker(_) => {
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@ -5,6 +5,7 @@ use crate::{
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skills::{GeneralSkill, Skill},
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},
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};
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use core::borrow::{Borrow, BorrowMut};
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use hashbrown::HashMap;
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use lazy_static::lazy_static;
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use serde::{Deserialize, Serialize};
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@ -328,15 +329,21 @@ impl SkillSet {
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(skillset, persistence_load_error)
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}
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/// Check if a particular skill group is accessible for an entity, *if* it
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/// exists.
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fn skill_group_accessible_if_exists(&self, skill_group_kind: SkillGroupKind) -> bool {
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self.has_skill(Skill::UnlockGroup(skill_group_kind))
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}
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/// Checks if a particular skill group is accessible for an entity
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pub fn skill_group_accessible(&self, skill_group_kind: SkillGroupKind) -> bool {
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self.skill_groups.contains_key(&skill_group_kind)
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&& self.has_skill(Skill::UnlockGroup(skill_group_kind))
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&& self.skill_group_accessible_if_exists(skill_group_kind)
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}
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/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
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/// points.
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pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
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if !self.skill_groups.contains_key(&skill_group_kind) {
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self.skill_groups
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.insert(skill_group_kind, SkillGroup::new(skill_group_kind));
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@ -459,33 +466,56 @@ impl SkillSet {
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/// Unlocks a skill for a player, assuming they have the relevant skill
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/// group unlocked and available SP in that skill group.
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pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
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///
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/// NOTE: Please don't use pathological or clever implementations of to_mut
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/// here.
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pub fn unlock_skill_cow<'a, B, C: 'a>(
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this_: &'a mut B,
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skill: Skill,
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to_mut: impl FnOnce(&'a mut B) -> &'a mut C,
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) -> Result<(), SkillUnlockError>
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where
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B: Borrow<SkillSet>,
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C: BorrowMut<SkillSet>,
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{
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if let Some(skill_group_kind) = skill.skill_group_kind() {
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let next_level = self.next_skill_level(skill);
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let prerequisites_met = self.prerequisites_met(skill);
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let this = (&*this_).borrow();
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let next_level = this.next_skill_level(skill);
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let prerequisites_met = this.prerequisites_met(skill);
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// Check that skill is not yet at max level
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if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
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if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
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if !matches!(this.skills.get(&skill), Some(level) if *level == skill.max_level()) {
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if let Some(skill_group) = this.skill_groups.get(&skill_group_kind) &&
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this.skill_group_accessible_if_exists(skill_group_kind)
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{
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if prerequisites_met {
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if let Some(new_available_sp) = skill_group
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.available_sp
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.checked_sub(skill.skill_cost(next_level))
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{
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// Perform all mutation inside this branch, to avoid triggering a copy
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// on write or flagged storage in cases where this matters.
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let this_ = to_mut(this_);
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let mut this = this_.borrow_mut();
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// NOTE: Verified to exist previously when we accessed
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// this.skill_groups (assuming a non-pathological implementation of
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// ToOwned).
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let skill_group = this.skill_groups.get_mut(&skill_group_kind)
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.expect("Verified to exist when we previously accessed this.skill_groups");
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skill_group.available_sp = new_available_sp;
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skill_group.ordered_skills.push(skill);
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match skill {
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Skill::UnlockGroup(group) => {
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self.unlock_skill_group(group);
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this.unlock_skill_group(group);
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},
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Skill::General(GeneralSkill::HealthIncrease) => {
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self.modify_health = true;
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this.modify_health = true;
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},
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Skill::General(GeneralSkill::EnergyIncrease) => {
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self.modify_energy = true;
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this.modify_energy = true;
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},
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_ => {},
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}
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self.skills.insert(skill, next_level);
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this.skills.insert(skill, next_level);
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Ok(())
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} else {
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trace!("Tried to unlock skill for skill group with insufficient SP");
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@ -512,6 +542,12 @@ impl SkillSet {
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}
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}
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/// Convenience function for the case where you have mutable access to the
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/// skill.
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pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
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Self::unlock_skill_cow(self, skill, |x| x)
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}
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/// Checks if the player has available SP to spend
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pub fn has_available_sp(&self) -> bool {
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self.skill_groups.iter().any(|(kind, sg)| {
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@ -14,6 +14,7 @@
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generic_const_exprs,
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generic_arg_infer,
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label_break_value,
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let_chains,
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option_zip,
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portable_simd,
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slice_as_chunks,
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@ -41,7 +41,7 @@ pub enum GameMode {
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#[derive(Copy, Clone, Default, Debug)]
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pub struct PlayerEntity(pub Option<Entity>);
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#[derive(Copy, Clone, Debug, Default)]
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#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
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pub struct PlayerPhysicsSetting {
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/// true if the client wants server-authoratative physics (e.g. to use
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/// airships properly)
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@ -9,21 +9,38 @@ use common::{
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event::{EventBus, ServerEvent},
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link::Is,
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mounting::Rider,
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resources::PlayerPhysicsSettings,
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resources::{PlayerPhysicsSetting, PlayerPhysicsSettings},
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slowjob::SlowJobPool,
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terrain::TerrainGrid,
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vol::ReadVol,
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};
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use common_ecs::{Job, Origin, Phase, System};
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use common_net::msg::{ClientGeneral, ServerGeneral};
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use common_state::{BlockChange, BuildAreas};
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use core::mem;
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use rayon::prelude::*;
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, Write, WriteStorage};
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use std::borrow::Cow;
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use tracing::{debug, trace, warn};
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use vek::*;
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#[cfg(feature = "persistent_world")]
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pub type TerrainPersistenceData<'a> = Option<Write<'a, TerrainPersistence>>;
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#[cfg(not(feature = "persistent_world"))]
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pub type TerrainPersistenceData<'a> = ();
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pub type TerrainPersistenceData<'a> = core::marker::PhantomData<&'a mut ()>;
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// NOTE: These writes are considered "rare", meaning (currently) that they are
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// admin-gated features that players shouldn't normally access, and which we're
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// not that concerned about the performance of when two players try to use them
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// at once.
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//
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// In such cases, we're okay putting them behind a mutex and penalizing the
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// system if they're actually used concurrently by lots of users. Please do not
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// put less rare writes here, unless you want to serialize the system!
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struct RareWrites<'a, 'b> {
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block_changes: &'b mut BlockChange,
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_terrain_persistence: &'b mut TerrainPersistenceData<'a>,
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}
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impl Sys {
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#[allow(clippy::too_many_arguments)]
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@ -36,18 +53,16 @@ impl Sys {
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can_build: &ReadStorage<'_, CanBuild>,
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is_rider: &ReadStorage<'_, Is<Rider>>,
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force_updates: &ReadStorage<'_, ForceUpdate>,
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skill_sets: &mut WriteStorage<'_, SkillSet>,
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skill_set: &mut Option<Cow<'_, SkillSet>>,
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healths: &ReadStorage<'_, Health>,
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block_changes: &mut Write<'_, BlockChange>,
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positions: &mut WriteStorage<'_, Pos>,
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velocities: &mut WriteStorage<'_, Vel>,
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orientations: &mut WriteStorage<'_, Ori>,
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controllers: &mut WriteStorage<'_, Controller>,
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rare_writes: &parking_lot::Mutex<RareWrites<'_, '_>>,
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position: Option<&mut Pos>,
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velocity: Option<&mut Vel>,
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orientation: Option<&mut Ori>,
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controller: Option<&mut Controller>,
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settings: &Read<'_, Settings>,
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build_areas: &Read<'_, BuildAreas>,
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player_physics_settings: &mut Write<'_, PlayerPhysicsSettings>,
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_terrain_persistence: &mut TerrainPersistenceData<'_>,
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maybe_player: &Option<&Player>,
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player_physics_setting: Option<&mut PlayerPhysicsSetting>,
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maybe_admin: &Option<&Admin>,
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msg: ClientGeneral,
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) -> Result<(), crate::error::Error> {
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@ -85,7 +100,7 @@ impl Sys {
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},
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ClientGeneral::ControllerInputs(inputs) => {
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if presence.kind.controlling_char() {
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if let Some(controller) = controllers.get_mut(entity) {
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if let Some(controller) = controller {
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controller.inputs.update_with_new(*inputs);
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}
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}
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@ -99,26 +114,19 @@ impl Sys {
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return Ok(());
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}
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}
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if let Some(controller) = controllers.get_mut(entity) {
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if let Some(controller) = controller {
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controller.push_event(event);
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}
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}
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},
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ClientGeneral::ControlAction(event) => {
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if presence.kind.controlling_char() {
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if let Some(controller) = controllers.get_mut(entity) {
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if let Some(controller) = controller {
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controller.push_action(event);
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}
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}
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},
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ClientGeneral::PlayerPhysics { pos, vel, ori } => {
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let player_physics_setting = maybe_player.map(|p| {
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player_physics_settings
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.settings
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.entry(p.uuid())
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.or_default()
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});
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if presence.kind.controlling_char()
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&& force_updates.get(entity).is_none()
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&& healths.get(entity).map_or(true, |h| !h.is_dead)
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@ -142,7 +150,7 @@ impl Sys {
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let rejection = None
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// Check position
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.or_else(|| {
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if let Some(prev_pos) = positions.get(entity) {
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if let Some(prev_pos) = &position {
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if prev_pos.0.distance_squared(pos.0) > (500.0f32).powf(2.0) {
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Some(Rejection::TooFar { old: prev_pos.0, new: pos.0 })
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} else {
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@ -191,9 +199,9 @@ impl Sys {
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),
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None => {
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// Don't insert unless the component already exists
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let _ = positions.get_mut(entity).map(|p| *p = pos);
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let _ = velocities.get_mut(entity).map(|v| *v = vel);
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let _ = orientations.get_mut(entity).map(|o| *o = ori);
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position.map(|p| *p = pos);
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velocity.map(|v| *v = vel);
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orientation.map(|o| *o = ori);
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},
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}
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}
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@ -211,10 +219,12 @@ impl Sys {
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.and_then(|_| terrain.get(pos).ok())
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{
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let new_block = old_block.into_vacant();
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let _was_set = block_changes.try_set(pos, new_block).is_some();
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// Take the rare writes lock as briefly as possible.
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let mut guard = rare_writes.lock();
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let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
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#[cfg(feature = "persistent_world")]
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if _was_set {
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if let Some(terrain_persistence) = _terrain_persistence.as_mut()
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if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
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{
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terrain_persistence.set_block(pos, new_block);
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}
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@ -236,10 +246,12 @@ impl Sys {
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.filter(|aabb| aabb.contains_point(pos))
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.is_some()
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{
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let _was_set = block_changes.try_set(pos, new_block).is_some();
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// Take the rare writes lock as briefly as possible.
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let mut guard = rare_writes.lock();
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let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
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#[cfg(feature = "persistent_world")]
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if _was_set {
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if let Some(terrain_persistence) = _terrain_persistence.as_mut()
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if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
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{
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terrain_persistence.set_block(pos, new_block);
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}
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@ -250,14 +262,10 @@ impl Sys {
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}
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},
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ClientGeneral::UnlockSkill(skill) => {
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skill_sets
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.get_mut(entity)
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.map(|mut skill_set| skill_set.unlock_skill(skill));
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},
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ClientGeneral::UnlockSkillGroup(skill_group_kind) => {
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skill_sets
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.get_mut(entity)
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.map(|mut skill_set| skill_set.unlock_skill_group(skill_group_kind));
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// FIXME: How do we want to handle the error? Probably not by swallowing it.
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let _ = skill_set.as_mut().map(|skill_set| {
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SkillSet::unlock_skill_cow(skill_set, skill, |skill_set| skill_set.to_mut())
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}).transpose();
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},
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ClientGeneral::RequestSiteInfo(id) => {
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server_emitter.emit(ServerEvent::RequestSiteInfo { entity, id });
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@ -265,12 +273,6 @@ impl Sys {
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ClientGeneral::RequestPlayerPhysics {
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server_authoritative,
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} => {
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let player_physics_setting = maybe_player.map(|p| {
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player_physics_settings
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.settings
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.entry(p.uuid())
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.or_default()
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});
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if let Some(setting) = player_physics_setting {
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setting.client_optin = server_authoritative;
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}
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@ -314,6 +316,7 @@ impl<'a> System<'a> for Sys {
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Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
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ReadExpect<'a, TerrainGrid>,
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ReadExpect<'a, SlowJobPool>,
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ReadStorage<'a, CanBuild>,
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ReadStorage<'a, ForceUpdate>,
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ReadStorage<'a, Is<Rider>>,
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@ -344,6 +347,7 @@ impl<'a> System<'a> for Sys {
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entities,
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server_event_bus,
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terrain,
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slow_jobs,
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can_build,
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force_updates,
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is_rider,
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@ -358,49 +362,142 @@ impl<'a> System<'a> for Sys {
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mut controllers,
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settings,
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build_areas,
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mut player_physics_settings,
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mut player_physics_settings_,
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mut terrain_persistence,
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players,
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admins,
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): Self::SystemData,
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) {
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let mut server_emitter = server_event_bus.emitter();
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// NOTE: stdlib mutex is more than good enough on Linux and (probably) Windows,
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// but not Mac.
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let rare_writes = parking_lot::Mutex::new(RareWrites {
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block_changes: &mut block_changes,
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_terrain_persistence: &mut terrain_persistence,
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});
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for (entity, client, mut maybe_presence, player, maybe_admin) in (
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let player_physics_settings = &*player_physics_settings_;
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let mut deferred_updates = (
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&entities,
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&mut clients,
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(&mut presences).maybe(),
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players.maybe(),
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admins.maybe(),
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(&skill_sets).maybe(),
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(&mut positions).maybe(),
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(&mut velocities).maybe(),
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(&mut orientations).maybe(),
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(&mut controllers).maybe(),
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)
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.join()
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{
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let _ = super::try_recv_all(client, 2, |client, msg| {
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Self::handle_client_in_game_msg(
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&mut server_emitter,
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// NOTE: Required because Specs has very poor work splitting for sparse joins.
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.par_bridge()
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.map_init(
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|| server_event_bus.emitter(),
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|server_emitter, (
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entity,
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client,
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&mut maybe_presence.as_deref_mut(),
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&terrain,
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&can_build,
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&is_rider,
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&force_updates,
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&mut skill_sets,
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&healths,
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&mut block_changes,
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&mut positions,
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&mut velocities,
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&mut orientations,
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&mut controllers,
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&settings,
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&build_areas,
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&mut player_physics_settings,
|
||||
&mut terrain_persistence,
|
||||
&player,
|
||||
&maybe_admin,
|
||||
msg,
|
||||
)
|
||||
mut maybe_presence,
|
||||
maybe_player,
|
||||
maybe_admin,
|
||||
skill_set,
|
||||
ref mut pos,
|
||||
ref mut vel,
|
||||
ref mut ori,
|
||||
ref mut controller,
|
||||
)| {
|
||||
let old_player_physics_setting = maybe_player.map(|p| {
|
||||
player_physics_settings
|
||||
.settings
|
||||
.get(&p.uuid())
|
||||
.copied()
|
||||
.unwrap_or_default()
|
||||
});
|
||||
let mut new_player_physics_setting = old_player_physics_setting;
|
||||
// If an `ExitInGame` message is received this is set to `None` allowing further
|
||||
// ingame messages to be ignored.
|
||||
let mut clearable_maybe_presence = maybe_presence.as_deref_mut();
|
||||
let mut skill_set = skill_set.map(Cow::Borrowed);
|
||||
let _ = super::try_recv_all(client, 2, |client, msg| {
|
||||
Self::handle_client_in_game_msg(
|
||||
server_emitter,
|
||||
entity,
|
||||
client,
|
||||
&mut clearable_maybe_presence,
|
||||
&terrain,
|
||||
&can_build,
|
||||
&is_rider,
|
||||
&force_updates,
|
||||
&mut skill_set,
|
||||
&healths,
|
||||
&rare_writes,
|
||||
pos.as_deref_mut(),
|
||||
vel.as_deref_mut(),
|
||||
ori.as_deref_mut(),
|
||||
controller.as_deref_mut(),
|
||||
&settings,
|
||||
&build_areas,
|
||||
new_player_physics_setting.as_mut(),
|
||||
&maybe_admin,
|
||||
msg,
|
||||
)
|
||||
});
|
||||
|
||||
// Return the possibly modified skill set, and possibly modified server physics
|
||||
// settings.
|
||||
let skill_set_update = skill_set.and_then(|skill_set| match skill_set {
|
||||
Cow::Borrowed(_) => None,
|
||||
Cow::Owned(skill_set) => Some((entity, skill_set)),
|
||||
});
|
||||
// NOTE: Since we pass Option<&mut _> rather than &mut Option<_> to
|
||||
// handle_client_in_game_msg, and the new player was initialized to the same
|
||||
// value as the old player, we know that either both the new and old player
|
||||
// are Some, or they are both None.
|
||||
let physics_update = maybe_player.map(|p| p.uuid())
|
||||
.zip(new_player_physics_setting
|
||||
.filter(|_| old_player_physics_setting != new_player_physics_setting));
|
||||
(skill_set_update, physics_update)
|
||||
},
|
||||
)
|
||||
// NOTE: Would be nice to combine this with the map_init somehow, but I'm not sure if
|
||||
// that's possible.
|
||||
.filter(|(x, y)| x.is_some() || y.is_some())
|
||||
// NOTE: I feel like we shouldn't actually need to allocate here, but hopefully this
|
||||
// doesn't turn out to be important as there shouldn't be that many connected clients.
|
||||
// The reason we can't just use unzip is that the two sides might be different lengths.
|
||||
.collect::<Vec<_>>();
|
||||
let player_physics_settings = &mut *player_physics_settings_;
|
||||
// Deferred updates to skillsets and player physics.
|
||||
//
|
||||
// NOTE: It is an invariant that there is at most one client entry per player
|
||||
// uuid; since we joined on clients, it follows that there's just one update
|
||||
// per uuid, so the physics update is sound and doesn't depend on evaluation
|
||||
// order, even though we're not updating directly by entity or uid (note that
|
||||
// for a given entity, we process messages serially).
|
||||
deferred_updates
|
||||
.iter_mut()
|
||||
.for_each(|(skill_set_update, physics_update)| {
|
||||
if let Some((entity, new_skill_set)) = skill_set_update {
|
||||
// We know this exists, because we already iterated over it with the skillset
|
||||
// lock taken, so we can ignore the error.
|
||||
//
|
||||
// Note that we replace rather than just updating. This is in order to avoid
|
||||
// dropping here; we'll drop later on a background thread, in case skillsets are
|
||||
// slow to drop.
|
||||
skill_sets
|
||||
.get_mut(*entity)
|
||||
.map(|mut old_skill_set| mem::swap(&mut *old_skill_set, new_skill_set));
|
||||
}
|
||||
if let &mut Some((uuid, player_physics_setting)) = physics_update {
|
||||
// We don't necessarily know this exists, but that's fine, because dropping
|
||||
// player physics is a no op.
|
||||
player_physics_settings
|
||||
.settings
|
||||
.insert(uuid, player_physics_setting);
|
||||
}
|
||||
});
|
||||
}
|
||||
// Finally, drop the deferred updates in another thread.
|
||||
slow_jobs.spawn(&"CHUNK_DROP", async move {
|
||||
drop(deferred_updates);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user