Commit Graph

41 Commits

Author SHA1 Message Date
Joshua Yanovski
2c15d0af56 Reduce overhead of messaging systems. 2022-09-14 21:04:53 -07:00
Imbris
334937568e Add an entity view distance setting that allows limiting the distance
entities are synced from and displayed in.

NOTE: Syncing entities work at the granularity regions which are
multi-chunk squares but the display of entities in voxygen is limited in
a circle with the radiues of the supplied distance.

Additional details and changes:
* Added `ViewDistances` struct in `common` that contains separate
  terrain and entity view distances (the entity view distance will be
  clamped by the terrain view distance in uses of this).
* View distance requests from the client to the server now use this
  type.
* When requesting the character or spectate state the client now passes
  its desired view distances. This is exposed as a new parameter on
  `Client::request_character`/`Client::request_spectate`. And the client
  no longer needs to send a view distance request after entering these
  states. This also allows us to avoid needing to initialize `Presence`
  with a default view distance value on the server.
* Removed `DerefFlaggedStorage` from `Presence` and `RegionSubscription` since the
  change tracking isn't used for these components.
* Add sliders in voxygen graphics and network tabs for this new setting.
  Show the clamped value as well as the selected value next to the
  slider.
* Rename existing "Entities View Distance" slider (which AFAIK controls
  the distance at which different LOD levels apply to figures) to
  "Entities Detail Distance" so we can use the former name for this new
  slider.
2022-08-25 23:24:43 -04:00
Imbris
c36d6e873f Fix issue with the region subscription system not updating on view
distance changes (until the player crossed a chunk boundary and
triggered the normal update).

This introduces a `ViewDistance` struct that provides an abstraction
around limiting the rate the view distance can be cycled up and down.
This helps avoid unnecessary sending, deleting, and then resending of
synced things like entities (the client will still delete its terrain
locally and re-request it though).

The second part of this fix is storing the last view distance in the
`RegionSubscription` struct and then updating region subscriptions if
this doesn't match the current view distance in the `Presence`
component.
2022-08-25 23:24:43 -04:00
Marcel Märtens
1b76874342 renamings and using unstable sort according to a code review 2022-05-11 21:50:41 +02:00
Marcel Märtens
637e63fbe2 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
2022-05-11 21:04:17 +02:00
Marcel Märtens
6c756c2440 first implementation of defering serialisation 2022-05-11 20:22:19 +02:00
Avi Weinstock
5f8957d8ef Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}. 2022-01-30 20:16:20 +01:00
Marcel Märtens
9b3b21f368 fix clippy warnings 2021-07-12 12:09:09 +02:00
Avi Weinstock
be39054767 Make terrain compression a checkbox instead of a bandwidth (throughput?) heuristic. 2021-05-03 00:09:44 -04:00
Avi Weinstock
c199d12f2d Address MR 2207 review comments.
- Add metrics for which branch of the compression heuristic was taken.
- Reduce the threshold for the heuristic.
- Deduplicate code for dealing with lazy messages.
- Make jpeg dependency only scoped to the compression benchmark.
- Remove commented code.
2021-05-03 00:09:24 -04:00
Avi Weinstock
30cae40b82 Add a bandwidth-based heuristic for chunk compression. 2021-05-03 00:09:24 -04:00
Avi Weinstock
cdc2eccda8 Improve quadpng by adding WidePacking, which makes a wider image, which is faster due to PNG compressing by row. Heuristically switch between quadpng and deflate based on chunk height to reduce variance. 2021-05-03 00:09:24 -04:00
Avi Weinstock
f81539cb00 Get PngPngPngJpeg terrain working in the actual game. 2021-05-03 00:09:24 -04:00
Avi Weinstock
57aee57d82 Downgrade deflate from level 5 to level 1 in the terrain system to match LZ4's worst-case encoding time. 2021-04-25 16:18:57 -04:00
Avi Weinstock
308ad4d81e Cleanup errors introduced in rebase. 2021-04-20 23:34:17 -04:00
Avi Weinstock
15e32e5655 Move terrain compression code to common_net and disable redundant LZ4 compression on the terrain stream. 2021-04-20 23:24:24 -04:00
Avi Weinstock
6d9de520f3 Compress terrain chunks with deflate. Includes a benchmark showing that this makes them around 70% smaller, and is the same speed as LZ4. 2021-04-20 23:23:53 -04:00
Imbris
e17477979f Remove extra chunk cloning and parallelize serialization in the server terrain sys 2021-04-20 15:25:05 -04:00
Marcel Märtens
5862920f32 seperate sys/state 2021-04-20 01:30:17 +02:00
Marcel Märtens
4ebfbdde0f Move Specs code to own common_ecs create, put tracy and macros into common_base 2021-03-09 00:54:01 +01:00
Marcel Märtens
f353f14703 change Name from VSystem to System 2021-03-08 13:15:00 +01:00
Marcel Märtens
6b88545481 restructure server metrics
- get rid of old SysTimers for each system in favour of VSystem tracking
 - move metrics generation from lib.rs to own system
 - code cleanup
 - remove time tracking in common::sys
2021-03-08 11:51:13 +01:00
Marcel Märtens
c515fece28 Implement a VSystem trait that can be implemented by Systems.
It will autodo some things, like track start and time and export those in system metrics
Add a origin and implement it for all Systems in Veloren
2021-03-08 11:51:04 +01:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Marcel Märtens
e398cca53c move common_state into common_sys 2020-12-01 13:46:28 +01:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Marcel Märtens
3d9c3e481e Undo one Componenet per Stream and instead use Client.
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
00456c8373 extract a Presence Component, which is server only and has state of Player and Client. Presence is only valid for Clients that are in game 2020-11-03 08:56:02 +01:00
Marcel Märtens
9ba19a1cd9 implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants 2020-11-03 08:55:46 +01:00
Marcel Märtens
e9be36c993 replace the single message system with 5 message systems. one per stream to handle less ECS systems PER msg system.
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
dd966dd00e remote all streams from Client and put it directly in the ecs system.
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Marcel Märtens
2a7378b4ae pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00
Marcel Märtens
ff374eab59 create a ServerMsg and ClientMsg enum and verify the state when in debug mode to benefit from the transition 2020-10-11 22:59:53 +02:00
Marcel Märtens
b1db5ef488 Redo Network Frontend.
Rather than having a single Stream to handle ALL data, seperate into multiple streams:
 - Ping Stream, for seperate PINGS
 - Register Stream, only used till the client is registered, then no longer used!
 - General Stream, used for msg that can occur always
 - NotInGame Stream, used for everything NOT ingame, e.g. Character Screen
 - InGame Stream, used for all GAME data, players, terrain, entities, etc...

This version does compile, and gets the client registered (with auth too) but doesnt get to the char screen yet.

This fixes also the ignoring messages problem we had, as we are not sending data to the register stream!
This fixes also the problem that the server had to sleep for the Stream Creation, as the Server is now creating the streams and client has to sleep.
2020-10-11 22:49:14 +02:00
Imbris
f39d1e9bb5 Use less verbose span names when the tracy feature is off 2020-09-07 00:59:16 -04:00
Imbris
63d60c212c Add spans to server systems 2020-09-06 22:28:14 -04:00
Ben Wallis
950c62efc6 Suppressed all existing clippy warnings in preparation for fixes as part of #587 2020-06-10 22:01:42 +01:00
Imbris
7132ef4136 Rearrange some operations in the server tick to reduce clientside latency of ServerEvent mediated effects 2020-03-09 22:31:24 -04:00
Marcel Märtens
dd21235ff8 Apply prefixes to veloren source, espacially comments, so that reformating wont make it unreadable,
especially enumerations and other source code in errosions file
2020-02-01 21:37:36 +01:00
Imbris
966b2bfbff Integrate new systems with metrics 2019-10-23 23:50:06 -04:00
Imbris
8f81b69a25 Move terrain management and syncing into server side ecs systems 2019-10-23 23:50:06 -04:00