Reduce network burden of the hunger system (#32986)
* reduce network burden of the hunger system * explicit start + last updated * remove auto reformat changes to otherwise untouched code add clamp helper * imagine making breaking changes, documenting them, and then not thinking to check the yaml * comments * Remove unused net manager in hunger system Remove lastAuthoritativeHungerValue from prototypes
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@@ -6,6 +6,7 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -72,6 +73,16 @@ public sealed class HungerSystem : EntitySystem
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SetHunger(uid, component.Thresholds[HungerThreshold.Okay], component);
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}
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/// <summary>
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/// Gets the current hunger value of the given <see cref="HungerComponent"/>.
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/// </summary>
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public float GetHunger(HungerComponent component)
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{
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var dt = _timing.CurTime - component.LastAuthoritativeHungerChangeTime;
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var value = component.LastAuthoritativeHungerValue - (float)dt.TotalSeconds * component.ActualDecayRate;
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return ClampHungerWithinThresholds(component, value);
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}
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/// <summary>
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/// Adds to the current hunger of an entity by the specified value
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/// </summary>
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@@ -82,7 +93,7 @@ public sealed class HungerSystem : EntitySystem
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{
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if (!Resolve(uid, ref component))
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return;
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SetHunger(uid, component.CurrentHunger + amount, component);
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SetHunger(uid, GetHunger(component) + amount, component);
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}
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/// <summary>
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@@ -95,11 +106,23 @@ public sealed class HungerSystem : EntitySystem
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{
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if (!Resolve(uid, ref component))
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return;
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component.CurrentHunger = Math.Clamp(amount,
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component.Thresholds[HungerThreshold.Dead],
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component.Thresholds[HungerThreshold.Overfed]);
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SetAuthoritativeHungerValue((uid, component), amount);
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UpdateCurrentThreshold(uid, component);
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Dirty(uid, component);
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}
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/// <summary>
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/// Sets <see cref="HungerComponent.LastAuthoritativeHungerValue"/> and
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/// <see cref="HungerComponent.LastAuthoritativeHungerChangeTime"/>, and dirties this entity. This "resets" the
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/// starting point for <see cref="GetHunger"/>'s calculation.
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/// </summary>
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/// <param name="entity">The entity whose hunger will be set.</param>
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/// <param name="value">The value to set the entity's hunger to.</param>
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private void SetAuthoritativeHungerValue(Entity<HungerComponent> entity, float value)
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{
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entity.Comp.LastAuthoritativeHungerChangeTime = _timing.CurTime;
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entity.Comp.LastAuthoritativeHungerValue = ClampHungerWithinThresholds(entity.Comp, value);
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Dirty(entity);
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}
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private void UpdateCurrentThreshold(EntityUid uid, HungerComponent? component = null)
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@@ -112,7 +135,6 @@ public sealed class HungerSystem : EntitySystem
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return;
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component.CurrentThreshold = calculatedHungerThreshold;
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DoHungerThresholdEffects(uid, component);
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Dirty(uid, component);
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}
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private void DoHungerThresholdEffects(EntityUid uid, HungerComponent? component = null, bool force = false)
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@@ -140,6 +162,7 @@ public sealed class HungerSystem : EntitySystem
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if (component.HungerThresholdDecayModifiers.TryGetValue(component.CurrentThreshold, out var modifier))
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{
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component.ActualDecayRate = component.BaseDecayRate * modifier;
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SetAuthoritativeHungerValue((uid, component), GetHunger(component));
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}
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component.LastThreshold = component.CurrentThreshold;
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@@ -167,7 +190,7 @@ public sealed class HungerSystem : EntitySystem
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/// <returns></returns>
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public HungerThreshold GetHungerThreshold(HungerComponent component, float? food = null)
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{
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food ??= component.CurrentHunger;
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food ??= GetHunger(component);
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var result = HungerThreshold.Dead;
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var value = component.Thresholds[HungerThreshold.Overfed];
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foreach (var threshold in component.Thresholds)
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@@ -178,6 +201,7 @@ public sealed class HungerSystem : EntitySystem
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value = threshold.Value;
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}
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}
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return result;
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}
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@@ -229,6 +253,13 @@ public sealed class HungerSystem : EntitySystem
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return prototype != null;
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}
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private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
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{
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return Math.Clamp(hungerValue,
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component.Thresholds[HungerThreshold.Dead],
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component.Thresholds[HungerThreshold.Overfed]);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -236,13 +267,12 @@ public sealed class HungerSystem : EntitySystem
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var query = EntityQueryEnumerator<HungerComponent>();
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while (query.MoveNext(out var uid, out var hunger))
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{
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if (_timing.CurTime < hunger.NextUpdateTime)
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if (_timing.CurTime < hunger.NextThresholdUpdateTime)
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continue;
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hunger.NextUpdateTime = _timing.CurTime + hunger.UpdateRate;
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hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
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ModifyHunger(uid, -hunger.ActualDecayRate, hunger);
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UpdateCurrentThreshold(uid, hunger);
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DoContinuousHungerEffects(uid, hunger);
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}
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}
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}
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