Aetheria/Assets/Scripts/ServerShared/Zone.cs
Meta Vens f879527158 Zone: every writer of what the belt tasks read settles them first
Soul's F5 and F6. The asteroid-belt tasks read the clock, the orbits and each
belt's damage and respawn state. Update advanced the clock before waiting on
last tick's tasks (Soul measured 242k transforms placed for the next tick in
576 of 3000 ticks), MineAsteroid wrote damage and respawn state under a
running task, CreateOrbit and AddOrbit wrote the orbits, and a task that threw
stayed in the list, so Wait rethrew it on every tick after.

SettleBelts waits for the tasks and clears the list even when one failed; Update
settles before it advances the clock, and MineAsteroid, CreateOrbit and
AddOrbit settle before they write.

Tests: over 3000 ticks every asteroid of a belt is placed for the time of the
tick that started its task; mining every asteroid of a belt, chipping and
breaking each four times a tick for 1000 ticks, never races the task; a task
that fails surfaces once and later ticks run clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:46:31 +02:00

575 lines
22 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using GameCult.Caching;
using UniRx;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using Random = CultMath.Random;
public class Zone
{
public Action<string> Log;
public ReactiveCollection<Entity> Entities = new ReactiveCollection<Entity>();
public Dictionary<CultRecordKey, BodyData> Planets = new Dictionary<CultRecordKey, BodyData>();
public Dictionary<CultRecordKey, Planet> PlanetInstances = new Dictionary<CultRecordKey, Planet>();
public Dictionary<CultRecordKey, Orbit> Orbits = new Dictionary<CultRecordKey, Orbit>();
public Dictionary<CultRecordKey, AsteroidBelt> AsteroidBelts = new Dictionary<CultRecordKey, AsteroidBelt>();
public PlanetSettings Settings;
private HashSet<CultRecordKey> _updatedOrbits = new HashSet<CultRecordKey>();
private ItemManager _itemManager;
private double _time;
private Random _random;
public List<Agent> Agents = new List<Agent>();
// Cut 3 (docs/fire-control-cut.md, 0b table): Zone owns the pending-shot collection and the ShotId
// namespace; FireControl owns every transition a shot goes through. ShotCommitted publishes once a shot's
// outcome is decided (R4's commit horizon); ShotResolved republishes the same, unchanged outcome at
// arrival, right before the shot is removed. Presentations are the only readers of either.
public List<PendingShot> PendingShots = new List<PendingShot>();
public Subject<ShotOutcome> ShotCommitted = new Subject<ShotOutcome>();
public Subject<ShotOutcome> ShotResolved = new Subject<ShotOutcome>();
private int _nextShotId;
public int NextShotId() => ++_nextShotId;
// The committed shot a presentation was handed the id of by OnFire. It carries what the simulation decided
// -- the target it flies at (null for a round that carries none) and where it bursts -- so a presentation
// reads that rather than the shooter's current selection.
public bool TryGetShot(int shotId, out PendingShot shot)
{
foreach (var pending in PendingShots)
if (pending.ShotId == shotId)
{
shot = pending;
return true;
}
shot = default;
return false;
}
private List<Task> BeltUpdates = new List<Task>();
public float Time
{
get => (float) _time;
}
public ZonePack Pack { get; }
public GalaxyZone GalaxyZone { get; }
public Galaxy Galaxy { get; }
// Cut 6b (docs/fire-control-cut.md, 6.1, Soul finding 6): one zone, one stable identity -- a galaxy seed
// reproduces it, and nothing else in the zone (an NPC joining, a shop opening, a wormhole exit) can
// perturb it. FireControl.Commit builds its own local generator from this and the shot's own id instead
// of touching a shared stream.
public uint CombatSeed { get; }
public Zone(ItemManager itemManager, PlanetSettings settings, ZonePack pack, GalaxyZone galaxyZone, Galaxy galaxy)
{
_time = pack.Time;
GalaxyZone = galaxyZone;
Galaxy = galaxy;
Pack = pack;
_itemManager = itemManager;
Settings = settings;
CombatSeed = galaxyZone?.Name.StableHash() ?? 1337u;
_random = new Random(CombatSeed);
var cache = itemManager.ItemData;
// Cut 5, 5.6 (docs/fire-control-cut.md, Soul finding 7; operator ruling Q3): death removes the ship,
// in the simulation, not only in Unity's own loot-drop subscription. One subscription point covers
// every join, whichever caller admits the entity (deserialization below, a jump, a spawned turret) --
// ObserveAdd fires for all of them. Forbidden writer: no presentation may remove an entity from Zone.
Entities.ObserveAdd().Subscribe(add => add.Value.Death.Subscribe(_ => { Entities.Remove(add.Value); add.Value.Deactivate(); }));
foreach (var orbit in pack.Orbits)
{
Orbits.Add(orbit.Key, new Orbit(Settings, cache.Get(orbit)));
}
foreach (var body in pack.Planets)
{
var planet = cache.Get(body);
Planets.Add(body.Key, planet);
switch (planet)
{
case AsteroidBeltData belt:
AsteroidBelts[body.Key] = new AsteroidBelt(belt);
break;
case SunData sun:
PlanetInstances.Add(body.Key, new Sun(settings, sun, Orbits[planet.Orbit.Key]));
break;
case GasGiantData gas:
PlanetInstances.Add(body.Key, new GasGiant(settings, gas, Orbits[planet.Orbit.Key]));
break;
default:
PlanetInstances.Add(body.Key, new Planet(settings, planet, Orbits[planet.Orbit.Key]));
break;
}
}
foreach (var entityPack in pack.Entities)
{
var entity = EntitySerializer.Unpack(_itemManager, this, entityPack);
var ship = entity as Ship;
Admit(entity, piloted: ship is {IsPlayerShip: false});
// Generation placement, not admission: a ship packed at the origin is scattered across the zone.
if (ship is {IsPlayerShip: false} && lengthsq(ship.Position) < 1)
ship.Position = _itemManager.Random.NextFloat3(float3(-pack.Radius * .5f), float3(pack.Radius * .5f));
}
// TODO: Associate planets with stored entities for planetary colonies
}
// The one admission into this zone (docs/scenarios-cut.md, 2.2): the only writer of Entities.Add and the only
// creator of agents. Construction, new-run staging (RunStart), warp arrival, undock and the console's spawned
// turret all join through here. A piloted entity gets the zone's Minion; an unpiloted one gets no agent at all.
// Only a ship can be piloted. The Death subscription above covers every join, whichever caller admits it.
public void Admit(Entity entity, bool piloted)
{
Entities.Add(entity);
entity.Activate();
if (piloted) Agents.Add(CreateAgent((Ship) entity));
}
private Agent CreateAgent(Ship ship)
{
var agent = new Minion(ship);
var task = new PatrolOrbitsTask();
task.Circuit = Orbits.OrderBy(_ => _itemManager.Random.NextFloat()).Take(4).Select(x => x.Key).ToArray();
agent.Task = task;
return agent;
}
public ZonePack PackZone()
{
return new ZonePack
{
Radius = Pack.Radius,
Mass = Pack.Mass,
Entities = Entities.Select(EntitySerializer.Pack).ToList(),
Orbits = Orbits.Keys.Select(key => new CultRecordRef<OrbitData>(key)).ToList(),
Planets = Planets.Keys.Select(key => new CultRecordRef<BodyData>(key)).ToList(),
Time = _time
};
}
public void AddOrbit(OrbitData orbit)
{
SettleBelts();
Orbits.Add(_itemManager.ItemData.RefOf(orbit).Key, new Orbit(Settings, orbit));
}
// The asteroid belts' tasks read the clock, the orbits and each belt's damage and respawn state. Everything that
// writes any of those settles the running tasks first. The list is cleared even when a task failed, so a failure
// surfaces once, here, instead of on every later tick.
private void SettleBelts()
{
try
{
Task.WaitAll(BeltUpdates.ToArray());
}
finally
{
BeltUpdates.Clear();
}
}
public void Update(float deltaTime)
{
SettleBelts();
_time += deltaTime;
_updatedOrbits.Clear();
foreach (var orbit in Orbits)
{
orbit.Value.PreviousPosition = orbit.Value.Position;
orbit.Value.Position = GetOrbitPosition(orbit.Key);
orbit.Value.Velocity = (orbit.Value.Position - orbit.Value.PreviousPosition) / deltaTime;
}
foreach (var belt in AsteroidBelts)
{
Array.Copy(belt.Value.NewTransforms, belt.Value.Transforms, belt.Value.Transforms.Length);
belt.Value.OrbitPosition = belt.Value.NewOrbitPosition;
BeltUpdates.Add(Task.Run(() => UpdateAsteroidTransforms(belt.Key)));
}
foreach(var agent in Agents)
agent.Update(deltaTime);
foreach (var entity in Entities.ToArray()) entity.Update(deltaTime);
// Cut 3: after every entity has had its chance to fire this tick, age and resolve the shots that
// firing queued. A shot fired this tick with a flight time shorter than CommitHorizon commits and
// resolves in this same call.
FireControl.Step(this, deltaTime);
}
// Determine orbital position recursively, caching parent positions to avoid repeated calculations
public float2 GetOrbitPosition(CultRecordKey orbitID)
{
// Root orbit is fixed at origin
if(!orbitID.IsSet())
return float2.zero;
if (!Orbits.ContainsKey(orbitID))
{
Log?.Invoke("Requested orbit is not part of this zone!");
return float2.zero;
}
if (!_updatedOrbits.Contains(orbitID))
{
var orbit = Orbits[orbitID];
float2 pos = float2.zero;
if (orbit.Period > .01f)
{
var phase = (float) frac(_time / orbit.Period);
pos = OrbitData.Evaluate(frac(phase + orbit.Data.Phase)) * orbit.Data.Distance;
if (float.IsNaN(pos.x))
{
//_context.Log("Orbit position is NaN, something went very wrong!");
pos = float2.zero;
}
}
var parentPosition = !Orbits[orbitID].Data.Parent.IsSet()
? Orbits[orbitID].Data.FixedPosition :
GetOrbitPosition(orbit.Data.Parent.Key);
Orbits[orbitID].Position = parentPosition + pos;
_updatedOrbits.Add(orbitID);
}
return Orbits[orbitID].Position;
}
public float2 GetOrbitVelocity(CultRecordKey orbit)
{
if (Orbits.ContainsKey(orbit))
return Orbits[orbit].Velocity;
return float2.zero;
}
public int NearestAsteroid(CultRecordKey planetDataID, float2 position)
{
var beltData = Planets[planetDataID] as AsteroidBeltData;
var asteroidPositions = AsteroidBelts[planetDataID].Transforms;
int nearest = 0;
float nearestDistance = Single.MaxValue;
for (int i = 0; i < beltData.Asteroids.Length; i++)
{
var dist = lengthsq(asteroidPositions[i].xz - position);
if (AsteroidExists(planetDataID, i) && dist < nearestDistance)
{
nearest = i;
nearestDistance = dist;
}
}
return nearest;
}
public bool AsteroidExists(CultRecordKey planetDataID, int asteroid) => ((AsteroidBeltData) Planets[planetDataID]).Asteroids.Length > asteroid && asteroid >= 0;
private void UpdateAsteroidTransforms(CultRecordKey planetDataID)
{
var beltData = Planets[planetDataID] as AsteroidBeltData;
var belt = AsteroidBelts[planetDataID];
var orbitData = Orbits[beltData.Orbit.Key].Data;
belt.NewOrbitPosition = GetOrbitPosition(orbitData.Parent.Key);
for (var i = 0; i < beltData.Asteroids.Length; i++)
{
float size;
if(belt.RespawnTimers.ContainsKey(i)) size = 0;
else if (belt.Damage.ContainsKey(i))
{
var asteroidHitpoints = Settings.AsteroidHitpoints.Evaluate(beltData.Asteroids[i].Size);
var damage = (asteroidHitpoints - belt.Damage[i]) / asteroidHitpoints;
size = Settings.AsteroidSize.Evaluate(damage * beltData.Asteroids[i].Size);
}
else size = Settings.AsteroidSize.Evaluate(beltData.Asteroids[i].Size);
var rot = (float) (_time * beltData.Asteroids[i].RotationSpeed % (PI * 2));
var pos = OrbitData.Evaluate((float) frac(_time / Settings.OrbitPeriod.Evaluate(beltData.Asteroids[i].Distance) +
beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + belt.NewOrbitPosition;
//belt.NewPositions[i] = float3(pos.x, GetHeight(pos) + Settings.AsteroidVerticalOffset, pos.y);
belt.NewTransforms[i] = float4(pos.x, pos.y, rot, size);
}
}
public OrbitData CreateOrbit(CultRecordKey parent, float2 position)
{
var parentPosition = GetOrbitPosition(parent);
var delta = position - parentPosition;
var distance = length(delta);
var period = Settings.OrbitPeriod.Evaluate(distance);
var phase = atan2(delta.y, delta.x) / (PI * 2);
var currentPhase = frac(_time / period);
var storedPhase = (float) frac(phase - currentPhase);
SettleBelts();
var orbit = new OrbitData
{
Distance = distance,
Parent = new CultRecordRef<OrbitData>(parent),
Phase = storedPhase
};
Orbits.Add(_itemManager.ItemData.Upsert(orbit).Key, new Orbit(Settings, orbit));
return orbit;
}
public void MineAsteroid(Entity miner, CultRecordKey asteroidBelt, int asteroid, float damage, float efficiency, float penetration)
{
SettleBelts();
var beltData = Planets[asteroidBelt] as AsteroidBeltData;
var belt = AsteroidBelts[asteroidBelt];
//var asteroidTransform = belt.Transforms[asteroid];
var size = beltData.Asteroids[asteroid].Size;
var asteroidHitpoints = Settings.AsteroidHitpoints.Evaluate(size);
if (!belt.Damage.ContainsKey(asteroid))
belt.Damage[asteroid] = 0;
belt.Damage[asteroid] = belt.Damage[asteroid] + damage;
if (!belt.MiningAccumulator.ContainsKey((miner, asteroid)))
belt.MiningAccumulator[(miner, asteroid)] = 0;
belt.MiningAccumulator[(miner, asteroid)] = belt.MiningAccumulator[(miner, asteroid)] + damage;
if (belt.Damage[asteroid] > asteroidHitpoints)
{
belt.RespawnTimers[asteroid] = Settings.AsteroidRespawnTime.Evaluate(size);
belt.Damage.Remove(asteroid);
belt.MiningAccumulator.Remove((miner, asteroid));
return;
}
var resourceCount = beltData.Resources.Sum(x => x.Value);
var resource = beltData.Resources.MaxBy(x => pow(x.Value, 1f / penetration) * _random.NextFloat());
if (efficiency * _random.NextFloat() * belt.MiningAccumulator[(miner, asteroid)] * resourceCount / Settings.MiningDifficulty > 1)
{
belt.MiningAccumulator.Remove((miner, asteroid));
// var newSimpleCommodity = new SimpleCommodity
// {
// Data = resource.Key,
// Quantity = 1
// };
// TODO: Drop item onto the Grid
//miner.AddCargo(newSimpleCommodity);
}
}
public SecurityLevel GetSecurityLevel(float2 pos)
{
if (GalaxyZone.Owner==null) return SecurityLevel.Open;
var security = SecurityLevel.Open;
foreach (var entity in Entities)
{
if (entity is OrbitalEntity orbitalEntity && orbitalEntity.SecurityRadius > 1 && entity.Faction == GalaxyZone.Owner)
{
if (orbitalEntity.SecurityLevel > security && length(orbitalEntity.Position.xz - pos) < orbitalEntity.SecurityRadius * Settings.SecureAreaRadiusMultiplier)
security = orbitalEntity.SecurityLevel;
}
}
return security;
}
public float GetHeight(float2 position)
{
var result = -PowerPulse(length(position)/(Pack.Radius*2), Settings.ZoneDepthExponent) * Settings.ZoneDepth;
foreach (var body in PlanetInstances.Values)
{
var p = position - body.Orbit.Position; //GetOrbitPosition(body.BodyData.Orbit)
var distSqr = lengthsq(p);
var gravityRadius = body.GravityWellRadius;
if (distSqr < gravityRadius*gravityRadius)
{
var depth = body.GravityWellDepth;
result -= PowerPulse(sqrt(distSqr) / gravityRadius, body.BodyData.GravityDepthExponent) * depth;
}
if (body is GasGiant gas)
{
var waveRadius = gas.GravityWavesRadius;
if(distSqr < waveRadius*waveRadius)
{
var depth = gas.GravityWavesDepth;
var frequency = Settings.WaveFrequency.Evaluate(body.BodyData.Mass);
var speed = gas.GravityWavesSpeed;
result -= RadialWaves(sqrt(distSqr) / waveRadius, 8, 1.25f, frequency, (float) (_time * speed)) * depth;
}
}
}
return result;
}
public float GetLight(float2 position)
{
var light = 0f;
foreach (var body in PlanetInstances.Values)
{
if (body is Sun sun)
{
var p = position - body.Orbit.Position;
var distSqr = lengthsq(p);
var lightRadius = sun.LightRadius;
if (distSqr < lightRadius * lightRadius)
{
light += PowerPulse(sqrt(distSqr) / lightRadius, 8);
}
}
}
return light;
}
public float2 GetForce(float2 position)
{
var normal = GetNormal(position);
var f = new float2(normal.x, normal.z);
return f * Settings.GravityStrength * lengthsq(f);
}
public static float PowerPulse(float x, float exponent)
{
x *= 2;
x = clamp(x, -1, 1);
return pow((x + 1) * (1 - x), exponent);
}
public static float RadialWaves(float x, float maskExponent, float sineExponent, float frequency, float phase)
{
//x *= 2;
return PowerPulse(x, maskExponent) * cos(pow(x*2, sineExponent) * frequency + phase);
}
public float3 GetNormal(float2 pos, float step = .1f, float mul = 1)
{
float hL = GetHeight(new float2(pos.x - step, pos.y)) * mul;
float hR = GetHeight(new float2(pos.x + step, pos.y)) * mul;
float hD = GetHeight(new float2(pos.x, pos.y - step)) * mul;
float hU = GetHeight(new float2(pos.x, pos.y + step)) * mul;
// Deduce terrain normal
float3 normal = new float3((hL - hR), (hD - hU), step*2);
return normalize(normal).xzy;
}
}
public class Planet
{
public Orbit Orbit;
protected readonly PlanetSettings Settings;
public BodyData BodyData;
public float GravityWellDepth;
public float GravityWellRadius;
public float BodyRadius;
public Planet(PlanetSettings settings, BodyData data, Orbit orbit)
{
Settings = settings;
Orbit = orbit;
BodyData = data;
CalculateProperties();
}
public void CalculateProperties()
{
BodyRadius = Settings.BodyRadius.Evaluate(BodyData.Mass) * BodyData.BodyRadiusMultiplier;
GravityWellRadius = Settings.GravityRadius.Evaluate(BodyData.Mass) * BodyData.GravityRadiusMultiplier;
GravityWellDepth = Settings.GravityDepth.Evaluate(BodyData.Mass) * BodyData.GravityDepthMultiplier;
}
}
public class GasGiant : Planet
{
public GasGiantData GasGiantData;
public float GravityWavesDepth;
public float GravityWavesRadius;
public float GravityWavesSpeed;
public GasGiant(PlanetSettings settings, GasGiantData data, Orbit orbit) : base(settings, data, orbit)
{
GasGiantData = data;
CalculateProperties();
}
public new void CalculateProperties()
{
base.CalculateProperties();
GravityWavesDepth = Settings.WaveDepth.Evaluate(BodyData.Mass) * GasGiantData.WaveDepthMultiplier;
GravityWavesRadius = Settings.WaveRadius.Evaluate(BodyData.Mass) * GasGiantData.WaveRadiusMultiplier;
GravityWavesSpeed = Settings.WaveSpeed.Evaluate(BodyData.Mass) * GasGiantData.WaveSpeedMultiplier;
}
}
public class Sun : GasGiant
{
public SunData SunData;
public float LightRadius;
public Sun(PlanetSettings settings, SunData data, Orbit orbit) : base(settings, data, orbit)
{
SunData = data;
CalculateProperties();
}
public new void CalculateProperties()
{
base.CalculateProperties();
LightRadius = Settings.LightRadius.Evaluate(BodyData.Mass) * SunData.LightRadiusMultiplier;
}
}
public class AsteroidBelt
{
public AsteroidBeltData Data;
public float4[] Transforms; // x, y, rotation, scale
public float4[] NewTransforms; // x, y, rotation, scale
public float Radius { get; }
public float2 OrbitPosition;
public float2 NewOrbitPosition;
public Dictionary<int, float> RespawnTimers = new Dictionary<int, float>();
public Dictionary<int, float> Damage = new Dictionary<int, float>();
public Dictionary<(Entity, int), float> MiningAccumulator = new Dictionary<(Entity, int), float>();
public AsteroidBelt(AsteroidBeltData data)
{
Data = data;
Transforms = new float4[data.Asteroids.Length];
NewTransforms = new float4[data.Asteroids.Length];
Radius = data.Asteroids.Max(a => a.Distance);
}
}
public class Orbit
{
public OrbitData Data { get; }
public float2 Velocity = float2.zero;
public float2 Position = float2.zero;
public float2 PreviousPosition = float2.zero;
public float Period;
public Orbit(PlanetSettings settings, OrbitData data)
{
Data = data;
Period = settings.OrbitPeriod.Evaluate(data.Distance);
}
}