Skip to content

Commit

Permalink
Merge branch 'master' into reveng-ops
Browse files Browse the repository at this point in the history
Signed-off-by: deltanedas <[email protected]>
  • Loading branch information
deltanedas authored Jan 28, 2024
2 parents d93b959 + 5355d42 commit 547dd52
Show file tree
Hide file tree
Showing 4,246 changed files with 525,621 additions and 485,846 deletions.
The diff you're trying to view is too large. We only load the first 3000 changed files.
5 changes: 4 additions & 1 deletion .editorconfig
Original file line number Diff line number Diff line change
Expand Up @@ -338,7 +338,10 @@ dotnet_naming_symbols.type_parameters_symbols.applicable_kinds = type_parameter
resharper_braces_for_ifelse = required_for_multiline
resharper_keep_existing_attribute_arrangement = true

[*.{csproj,xml,yml,yaml,dll.config,msbuildproj,targets}]
[*.{csproj,xml,yml,yaml,dll.config,msbuildproj,targets,props}]
indent_size = 2

[nuget.config]
indent_size = 2

[{*.yaml,*.yml}]
Expand Down
2 changes: 1 addition & 1 deletion .github/workflows/publish.yml
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ jobs:

steps:
- name: Install dependencies
run: sudo apt-get install -y python3-paramiko
run: sudo apt-get install -y python3-paramiko python3-lxml

- uses: actions/[email protected]
with:
Expand Down
14 changes: 7 additions & 7 deletions .github/workflows/update-credits.yml
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ jobs:
runs-on: ubuntu-latest
# Hey there fork dev! If you like to include your own contributors in this then you can probably just change this to your own repo
# Do this in dump_github_contributors.ps1 too into your own repo
if: github.repository == 'DeltaV-Station/Delta-v-rebase'
if: github.repository == 'DeltaV-Station/Delta-v'

steps:
- uses: actions/[email protected]
Expand All @@ -23,25 +23,25 @@ jobs:

# TODO
#- name: Get this week's Patreons
# run: Tools/script2dumppatreons > Resources/Credits/Patrons.yml
# run: Tools/script2dumppatreons > Resources/Credits/Patrons.yml

# MAKE SURE YOU ENABLED "Allow GitHub Actions to create and approve pull requests" IN YOUR ACTIONS, OTHERWISE IT WILL MOST LIKELY FAIL


# For this you can use a pat token of an account with direct push access to the repo if you have protected branches.
# For this you can use a pat token of an account with direct push access to the repo if you have protected branches.
# Uncomment this and comment the other line if you do this.
# https://github.com/stefanzweifel/git-auto-commit-action#push-to-protected-branches

#- name: Commit new credit files
# uses: stefanzweifel/git-auto-commit-action@v4
# with:
# commit_message: Update Credits
# commit_author: PJBot <[email protected]>

# This will make a PR
- name: Set current date as env variable
run: echo "NOW=$(date +'%Y-%m-%dT%H-%M-%S')" >> $GITHUB_ENV

- name: Create Pull Request
uses: peter-evans/create-pull-request@v5
with:
Expand Down
9 changes: 9 additions & 0 deletions .vscode/launch.json
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,15 @@
"console": "internalConsole",
"stopAtEntry": false
},
{
"name": "Client (Compatibility renderer)",
"type": "coreclr",
"request": "launch",
"program": "${workspaceFolder}/bin/Content.Client/Content.Client.dll",
"args": "--cvar display.compat=true",
"console": "internalConsole",
"stopAtEntry": false
},
{
"name": "Server",
"type": "coreclr",
Expand Down
2 changes: 1 addition & 1 deletion Content.Benchmarks/Content.Benchmarks.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
<LangVersion>12</LangVersion>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BenchmarkDotNet" Version="0.13.1" />
<PackageReference Include="BenchmarkDotNet" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Content.Client\Content.Client.csproj" />
Expand Down
1 change: 1 addition & 0 deletions Content.Benchmarks/EntityManagerGetAllComponents.cs
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,7 @@ public void Setup()
var componentFactory = new Mock<IComponentFactory>();
componentFactory.Setup(p => p.GetComponent<DummyComponent>()).Returns(new DummyComponent());
componentFactory.Setup(p => p.GetRegistration(It.IsAny<DummyComponent>())).Returns(dummyReg);
componentFactory.Setup(p => p.GetAllRegistrations()).Returns(new[] { dummyReg });
componentFactory.Setup(p => p.GetAllRefTypes()).Returns(new[] { CompIdx.Index<DummyComponent>() });

IoCManager.RegisterInstance<IComponentFactory>(componentFactory.Object);
Expand Down
2 changes: 1 addition & 1 deletion Content.Benchmarks/MapLoadBenchmark.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ public async Task Cleanup()
PoolManager.Shutdown();
}

public static IEnumerable<string> MapsSource { get; set; }
public static readonly string[] MapsSource = { "Empty", "Box", "Aspid", "Bagel", "Dev", "CentComm", "Atlas", "Core", "TestTeg", "Saltern", "Packed", "Omega", "Cluster", "Gemini", "Reach", "Origin", "Meta", "Marathon", "Europa", "MeteorArena", "Fland", "Barratry" };

[ParamsSource(nameof(MapsSource))]
public string Map;
Expand Down
7 changes: 0 additions & 7 deletions Content.Benchmarks/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,13 +23,6 @@ public static void Main(string[] args)

public static async Task MainAsync(string[] args)
{
PoolManager.Startup(typeof(Program).Assembly);
var pair = await PoolManager.GetServerClient();
var gameMaps = pair.Server.ResolveDependency<IPrototypeManager>().EnumeratePrototypes<GameMapPrototype>().ToList();
MapLoadBenchmark.MapsSource = gameMaps.Select(x => x.ID);
await pair.CleanReturnAsync();
PoolManager.Shutdown();

#if DEBUG
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("\nWARNING: YOU ARE RUNNING A DEBUG BUILD, USE A RELEASE BUILD FOR AN ACCURATE BENCHMARK");
Expand Down
187 changes: 187 additions & 0 deletions Content.Benchmarks/PvsBenchmark.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,187 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using BenchmarkDotNet.Attributes;
using Content.IntegrationTests;
using Content.IntegrationTests.Pair;
using Content.Server.Warps;
using Robust.Server.GameObjects;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;

namespace Content.Benchmarks;

// This benchmark probably benefits from some accidental cache locality. I,e. the order in which entities in a pvs
// chunk are sent to players matches the order in which the entities were spawned.
//
// in a real mid-late game round, this is probably no longer the case.
// One way to somewhat offset this is to update the NetEntity assignment to assign random (but still unique) NetEntity uids to entities.
// This makes the benchmark run noticeably slower.

[Virtual]
public class PvsBenchmark
{
public const string Map = "Maps/box.yml";

[Params(1, 8, 80)]
public int PlayerCount { get; set; }

private TestPair _pair = default!;
private IEntityManager _entMan = default!;
private MapId _mapId = new(10);
private ICommonSession[] _players = default!;
private EntityCoordinates[] _spawns = default!;
public int _cycleOffset = 0;
private SharedTransformSystem _sys = default!;
private EntityCoordinates[] _locations = default!;

[GlobalSetup]
public void Setup()
{
#if !DEBUG
ProgramShared.PathOffset = "../../../../";
#endif
PoolManager.Startup(null);

_pair = PoolManager.GetServerClient().GetAwaiter().GetResult();
_entMan = _pair.Server.ResolveDependency<IEntityManager>();
_pair.Server.CfgMan.SetCVar(CVars.NetPVS, true);
_pair.Server.CfgMan.SetCVar(CVars.ThreadParallelCount, 0);
_pair.Server.CfgMan.SetCVar(CVars.NetPvsAsync, false);
_sys = _entMan.System<SharedTransformSystem>();

// Spawn the map
_pair.Server.ResolveDependency<IRobustRandom>().SetSeed(42);
_pair.Server.WaitPost(() =>
{
var success = _entMan.System<MapLoaderSystem>().TryLoad(_mapId, Map, out _);
if (!success)
throw new Exception("Map load failed");
_pair.Server.MapMan.DoMapInitialize(_mapId);
}).Wait();

// Get list of ghost warp positions
_spawns = _entMan.AllComponentsList<WarpPointComponent>()
.OrderBy(x => x.Component.Location)
.Select(x => _entMan.GetComponent<TransformComponent>(x.Uid).Coordinates)
.ToArray();

Array.Resize(ref _players, PlayerCount);

// Spawn "Players".
_pair.Server.WaitPost(() =>
{
for (var i = 0; i < PlayerCount; i++)
{
var pos = _spawns[i % _spawns.Length];
var uid =_entMan.SpawnEntity("MobHuman", pos);
_pair.Server.ConsoleHost.ExecuteCommand($"setoutfit {_entMan.GetNetEntity(uid)} CaptainGear");
_players[i] = new DummySession{AttachedEntity = uid};
}
}).Wait();

// Repeatedly move players around so that they "explore" the map and see lots of entities.
// This will populate their PVS data with out-of-view entities.
var rng = new Random(42);
ShufflePlayers(rng, 100);

_pair.Server.PvsTick(_players);
_pair.Server.PvsTick(_players);

var ents = _players.Select(x => x.AttachedEntity!.Value).ToArray();
_locations = ents.Select(x => _entMan.GetComponent<TransformComponent>(x).Coordinates).ToArray();
}

private void ShufflePlayers(Random rng, int count)
{
while (count > 0)
{
ShufflePlayers(rng);
count--;
}
}

private void ShufflePlayers(Random rng)
{
_pair.Server.PvsTick(_players);

var ents = _players.Select(x => x.AttachedEntity!.Value).ToArray();
var locations = ents.Select(x => _entMan.GetComponent<TransformComponent>(x).Coordinates).ToArray();

// Shuffle locations
var n = locations.Length;
while (n > 1)
{
n -= 1;
var k = rng.Next(n + 1);
(locations[k], locations[n]) = (locations[n], locations[k]);
}

_pair.Server.WaitPost(() =>
{
for (var i = 0; i < PlayerCount; i++)
{
_sys.SetCoordinates(ents[i], locations[i]);
}
}).Wait();

_pair.Server.PvsTick(_players);
}

/// <summary>
/// Basic benchmark for PVS in a static situation where nothing moves or gets dirtied..
/// This effectively provides a lower bound on "real" pvs tick time, as it is missing:
/// - PVS chunks getting dirtied and needing to be rebuilt
/// - Fetching component states for dirty components
/// - Compressing & sending network messages
/// - Sending PVS leave messages
/// </summary>
[Benchmark]
public void StaticTick()
{
_pair.Server.PvsTick(_players);
}

/// <summary>
/// Basic benchmark for PVS in a situation where players are teleporting all over the place. This isn't very
/// realistic, but unlike <see cref="StaticTick"/> this will actually also measure the speed of processing dirty
/// chunks and sending PVS leave messages.
/// </summary>
[Benchmark]
public void CycleTick()
{
_cycleOffset = (_cycleOffset + 1) % _players.Length;
_pair.Server.WaitPost(() =>
{
for (var i = 0; i < PlayerCount; i++)
{
_sys.SetCoordinates(_players[i].AttachedEntity!.Value, _locations[(i + _cycleOffset) % _players.Length]);
}
}).Wait();
_pair.Server.PvsTick(_players);
}

private sealed class DummySession : ICommonSession
{
public SessionStatus Status => SessionStatus.InGame;
public EntityUid? AttachedEntity {get; set; }
public NetUserId UserId => default;
public string Name => string.Empty;
public short Ping => default;
public INetChannel Channel { get; set; } = default!;
public LoginType AuthType => default;
public HashSet<EntityUid> ViewSubscriptions { get; } = new();
public DateTime ConnectedTime { get; set; }
public SessionState State => default!;
public SessionData Data => default!;
public bool ClientSide { get; set; }
}
}
Loading

0 comments on commit 547dd52

Please sign in to comment.