Files
Mindustry/core/src/mindustry/game/FogControl.java
2025-06-02 14:30:19 -04:00

592 lines
18 KiB
Java

package mindustry.game;
import arc.*;
import arc.math.*;
import arc.struct.Bits;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.annotations.Annotations.*;
import mindustry.core.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.io.SaveFileReader.*;
import mindustry.io.*;
import mindustry.world.meta.*;
import java.io.*;
import static mindustry.Vars.*;
public final class FogControl implements CustomChunk{
private static volatile int ww, wh;
private static final int dynamicUpdateInterval = 1000 / 25; //25 FPS
private static final Object notifyStatic = new Object(), notifyDynamic = new Object();
/** indexed by team */
private volatile @Nullable FogData[] fog;
private final LongSeq staticEvents = new LongSeq();
private final LongSeq dynamicEventQueue = new LongSeq(), unitEventQueue = new LongSeq();
/** access must be synchronized; accessed from both threads */
private final LongSeq dynamicEvents = new LongSeq(100);
private @Nullable Thread staticFogThread;
private @Nullable Thread dynamicFogThread;
private boolean justLoaded = false;
private boolean loadedStatic = false;
private int lastEntityUpdateIndex = 0;
public FogControl(){
Events.on(ResetEvent.class, e -> {
stop();
});
Events.on(WorldLoadEvent.class, e -> {
stop();
loadedStatic = false;
justLoaded = true;
ww = world.width();
wh = world.height();
//all old buildings have static light scheduled around them
if(state.rules.fog && state.rules.staticFog){
pushStaticBlocks(true);
//force draw all static stuff immediately
updateStatic();
loadedStatic = true;
}
});
Events.on(TileChangeEvent.class, event -> {
if(state.rules.fog && event.tile.build != null && event.tile.isCenter() && !event.tile.build.team.isOnlyAI() && event.tile.block().flags.contains(BlockFlag.hasFogRadius)){
var data = data(event.tile.team());
if(data != null){
data.dynamicUpdated = true;
}
if(state.rules.staticFog){
synchronized(staticEvents){
//TODO event per team?
pushEvent(FogEvent.get(event.tile.x, event.tile.y, Mathf.round(event.tile.build.fogRadius()), event.tile.build.team.id), false);
}
}
}
});
//on tile removed, dynamic fog goes away
Events.on(TilePreChangeEvent.class, e -> {
if(state.rules.fog && e.tile.build != null && !e.tile.build.team.isOnlyAI() && e.tile.block().flags.contains(BlockFlag.hasFogRadius)){
var data = data(e.tile.team());
if(data != null){
data.dynamicUpdated = true;
}
}
});
//unit dead -> fog updates
Events.on(UnitDestroyEvent.class, e -> {
if(state.rules.fog && fog[e.unit.team.id] != null){
fog[e.unit.team.id].dynamicUpdated = true;
}
});
SaveVersion.addCustomChunk("static-fog-data", this);
}
public @Nullable Bits getDiscovered(Team team){
return fog == null || fog[team.id] == null ? null : fog[team.id].staticData;
}
public boolean isDiscovered(Team team, int x, int y){
if(!state.rules.staticFog || !state.rules.fog || team == null || team.isAI()) return true;
var data = getDiscovered(team);
if(data == null) return false;
if(x < 0 || y < 0 || x >= ww || y >= wh) return false;
return data.get(x + y * ww);
}
public boolean isVisible(Team team, float x, float y){
return isVisibleTile(team, World.toTile(x), World.toTile(y));
}
public boolean isVisibleTile(Team team, int x, int y){
if(!state.rules.fog|| team == null || team.isAI()) return true;
var data = data(team);
if(data == null) return false;
return data.read.get(Mathf.clamp(x, 0, ww - 1) + Mathf.clamp(y, 0, wh - 1) * ww);
}
public void resetFog(){
fog = null;
}
@Nullable FogData data(Team team){
return fog == null || fog[team.id] == null ? null : fog[team.id];
}
void stop(){
lastEntityUpdateIndex = 0;
fog = null;
//I don't care whether the fog thread crashes here, it's about to die anyway
staticEvents.clear();
if(staticFogThread != null){
staticFogThread.interrupt();
staticFogThread = null;
}
dynamicEvents.clear();
if(dynamicFogThread != null){
dynamicFogThread.interrupt();
dynamicFogThread = null;
}
}
/** @param initial whether this is the initial update; if true, does not update renderer */
void pushStaticBlocks(boolean initial){
if(fog == null) fog = new FogData[256];
synchronized(staticEvents){
for(var build : Groups.build){
if(build.block.flags.contains(BlockFlag.hasFogRadius)){
if(fog[build.team.id] == null){
fog[build.team.id] = new FogData();
}
pushEvent(FogEvent.get(build.tile.x, build.tile.y, Mathf.round(build.fogRadius()), build.team.id), initial);
}
}
}
}
/** @param skipRender whether the event is passed to the fog renderer */
void pushEvent(long event, boolean skipRender){
if(!state.rules.staticFog) return;
staticEvents.add(event);
if(!skipRender && !headless && FogEvent.team(event) == Vars.player.team().id){
renderer.fog.handleEvent(event);
}
}
public void forceUpdate(Team team, Building build){
if(state.rules.fog && fog[team.id] != null){
fog[team.id].dynamicUpdated = true;
if(state.rules.staticFog){
synchronized(staticEvents){
pushEvent(FogEvent.get(build.tile.x, build.tile.y, Mathf.round(build.fogRadius()), build.team.id), false);
}
}
}
}
public void update(){
if(fog == null){
fog = new FogData[256];
}
//force update static
if(state.rules.staticFog && !loadedStatic){
pushStaticBlocks(false);
updateStatic();
loadedStatic = true;
}
if(staticFogThread == null){
staticFogThread = new StaticFogThread();
staticFogThread.setPriority(Thread.NORM_PRIORITY - 1);
staticFogThread.setDaemon(true);
staticFogThread.start();
}
if(dynamicFogThread == null){
dynamicFogThread = new DynamicFogThread();
dynamicFogThread.setPriority(Thread.NORM_PRIORITY - 1);
dynamicFogThread.setDaemon(true);
dynamicFogThread.start();
}
//clear to prepare for queuing fog radius from units and buildings
dynamicEventQueue.clear();
//update fog visibility manually
if(state.rules.fog && !headless && Groups.build.size() > 0){
int size = Groups.build.size();
int chunkSize = 5; //fraction of entity list to iterate each frame
int chunks = Math.min(chunkSize, size);
int iterated = Math.max(1, size / chunks);
int steps = 0;
int i = lastEntityUpdateIndex % size;
while(steps < iterated){
Groups.build.index(i).updateFogVisibility();
steps ++;
i ++;
if(i >= size){
i = 0;
}
}
lastEntityUpdateIndex = i;
}
for(var team : state.teams.present){
//AI teams do not have fog
if(!team.team.isOnlyAI()){
//separate for each team
unitEventQueue.clear();
FogData data = fog[team.team.id];
if(data == null){
data = fog[team.team.id] = new FogData();
}
synchronized(staticEvents){
//TODO slow?
for(var unit : team.units){
int tx = unit.tileX(), ty = unit.tileY(), pos = tx + ty * ww;
if(unit.type.fogRadius <= 0f) continue;
long event = FogEvent.get(tx, ty, (int)unit.type.fogRadius, team.team.id);
//always update the dynamic events, but only *flush* the results when necessary?
unitEventQueue.add(event);
if(unit.lastFogPos != pos){
pushEvent(event, false);
unit.lastFogPos = pos;
data.dynamicUpdated = true;
}
}
}
//if it's time for an update, flush *everything* onto the update queue
if(data.dynamicUpdated && Time.timeSinceMillis(data.lastDynamicMs) > dynamicUpdateInterval){
data.dynamicUpdated = false;
data.lastDynamicMs = Time.millis();
//add building updates
for(var build : indexer.getFlagged(team.team, BlockFlag.hasFogRadius)){
dynamicEventQueue.add(FogEvent.get(build.tile.x, build.tile.y, Mathf.round(build.fogRadius()), build.team.id));
}
//add unit updates
dynamicEventQueue.addAll(unitEventQueue);
}
}
}
if(dynamicEventQueue.size > 0){
//flush unit events over when something happens
synchronized(dynamicEvents){
dynamicEvents.clear();
dynamicEvents.addAll(dynamicEventQueue);
}
dynamicEventQueue.clear();
//force update so visibility doesn't have a pop-in
if(justLoaded){
updateDynamic(new Bits(256));
justLoaded = false;
}
//notify that it's time for rendering
//TODO this WILL block until it is done rendering, which is inherently problematic.
synchronized(notifyDynamic){
notifyDynamic.notify();
}
}
//wake up, it's time to draw some circles
if(state.rules.staticFog && staticEvents.size > 0 && staticFogThread != null){
synchronized(notifyStatic){
notifyStatic.notify();
}
}
}
class StaticFogThread extends Thread{
StaticFogThread(){
super("StaticFogThread");
}
@Override
public void run(){
while(true){
try{
synchronized(notifyStatic){
try{
//wait until an event happens
notifyStatic.wait();
}catch(InterruptedException e){
//end thread
return;
}
}
updateStatic();
//ignore, don't want to crash this thread
}catch(Exception e){}
}
}
}
void updateStatic(){
//I really don't like synchronizing here, but there should be *some* performance benefit at least
synchronized(staticEvents){
int size = staticEvents.size;
for(int i = 0; i < size; i++){
long event = staticEvents.items[i];
int x = FogEvent.x(event), y = FogEvent.y(event), rad = FogEvent.radius(event), team = FogEvent.team(event);
var data = fog[team];
if(data != null){
circle(data.staticData, x, y, rad);
}
}
staticEvents.clear();
}
}
class DynamicFogThread extends Thread{
final Bits cleared = new Bits();
DynamicFogThread(){
super("DynamicFogThread");
}
@Override
public void run(){
while(true){
try{
synchronized(notifyDynamic){
try{
//wait until an event happens
notifyDynamic.wait();
}catch(InterruptedException e){
//end thread
return;
}
}
updateDynamic(cleared);
//ignore, don't want to crash this thread
}catch(Exception e){
//log for debugging
e.printStackTrace();
}
}
}
}
void updateDynamic(Bits cleared){
cleared.clear();
//ugly sync
synchronized(dynamicEvents){
int size = dynamicEvents.size;
//draw step
for(int i = 0; i < size; i++){
long event = dynamicEvents.items[i];
int x = FogEvent.x(event), y = FogEvent.y(event), rad = FogEvent.radius(event), team = FogEvent.team(event);
if(rad <= 0) continue;
var data = fog[team];
if(data != null){
//clear the buffer, since it is being re-drawn
if(!cleared.get(team)){
cleared.set(team);
data.write.clear();
}
//radius is always +1 to keep up with visuals
circle(data.write, x, y, rad + 1);
}
}
dynamicEvents.clear();
}
//swap step, no need for synchronization or anything
for(int i = 0; i < 256; i++){
if(cleared.get(i)){
var data = fog[i];
//swap buffers, flushing the data that was just drawn
Bits temp = data.read;
data.read = data.write;
data.write = temp;
}
}
}
@Override
public void write(DataOutput stream) throws IOException{
int used = 0;
for(int i = 0; i < 256; i++){
if(fog[i] != null) used ++;
}
stream.writeByte(used);
stream.writeShort(world.width());
stream.writeShort(world.height());
for(int i = 0; i < 256; i++){
if(fog[i] != null){
stream.writeByte(i);
Bits data = fog[i].staticData;
int size = ww * wh;
int pos = 0;
while(pos < size){
int consecutives = 0;
boolean cur = data.get(pos);
while(consecutives < 127 && pos < size){
if(cur != data.get(pos)){
break;
}
consecutives ++;
pos ++;
}
int mask = (cur ? 0b1000_0000 : 0);
stream.write(mask | (consecutives));
}
}
}
}
@Override
public void read(DataInput stream) throws IOException{
if(fog == null) fog = new FogData[256];
int teams = stream.readUnsignedByte();
int w = stream.readShort(), h = stream.readShort();
int len = w * h;
ww = w;
wh = h;
for(int ti = 0; ti < teams; ti++){
int team = stream.readUnsignedByte();
fog[team] = new FogData();
int pos = 0;
Bits bools = fog[team].staticData;
while(pos < len){
int data = stream.readByte() & 0xff;
boolean sign = (data & 0b1000_0000) != 0;
int consec = data & 0b0111_1111;
if(sign){
bools.set(pos, pos + consec);
pos += consec;
}else{
pos += consec;
}
}
}
}
@Override
public boolean shouldWrite(){
return state.rules.fog && state.rules.staticFog && fog != null;
}
static void circle(Bits arr, int x, int y, int radius){
int f = 1 - radius;
int ddFx = 1, ddFy = -2 * radius;
int px = 0, py = radius;
hline(arr, x, x, y + radius);
hline(arr, x, x, y - radius);
hline(arr, x - radius, x + radius, y);
while(px < py){
if(f >= 0){
py--;
ddFy += 2;
f += ddFy;
}
px++;
ddFx += 2;
f += ddFx;
hline(arr, x - px, x + px, y + py);
hline(arr, x - px, x + px, y - py);
hline(arr, x - py, x + py, y + px);
hline(arr, x - py, x + py, y - px);
}
}
static void hline(Bits arr, int x1, int x2, int y){
if(y < 0 || y >= wh) return;
int tmp;
if(x1 > x2){
tmp = x1;
x1 = x2;
x2 = tmp;
}
if(x1 >= ww) return;
if(x2 < 0) return;
if(x1 < 0) x1 = 0;
if(x2 >= ww) x2 = ww - 1;
x2++;
int off = y * ww;
arr.set(off + x1, off + x2);
}
static class FogData{
/** dynamic double-buffered data for dynamic (live) coverage */
volatile Bits read, write;
/** static map exploration fog*/
final Bits staticData;
/** last dynamic update timestamp. */
long lastDynamicMs = 0;
/** if true, a dynamic fog update must be scheduled. */
boolean dynamicUpdated = true;
FogData(){
int len = ww * wh;
read = new Bits(len);
write = new Bits(len);
staticData = new Bits(len);
}
}
@Struct
class FogEventStruct{
@StructField(16)
int x;
@StructField(16)
int y;
@StructField(16)
int radius;
@StructField(8)
int team;
}
}