Пример #1
0
        public static void Tick(double portalYearTicks)
        {
            // update positions through physics engine
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.LandblockManager_TickPhysics);
            TickPhysics(portalYearTicks);
            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.LandblockManager_TickPhysics);

            // Tick all of our Landblocks and WorldObjects
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.LandblockManager_Tick);
            Tick();
            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.LandblockManager_Tick);

            // clean up inactive landblocks
            UnloadLandblocks();
        }
Пример #2
0
        public static void Tick(double portalYearTicks)
        {
            // update positions through physics engine
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.LandblockManager_TickPhysics);
            TickPhysics(portalYearTicks);
            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.LandblockManager_TickPhysics);

            // Tick all of our Landblocks and WorldObjects (Work that can be multi-threaded)
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.LandblockManager_TickMultiThreadedWork);
            TickMultiThreadedWork();
            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.LandblockManager_TickMultiThreadedWork);

            // Tick all of our Landblocks and WorldObjects (Work that must be single threaded)
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.LandblockManager_TickSingleThreadedWork);
            TickSingleThreadedWork();
            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.LandblockManager_TickSingleThreadedWork);

            // clean up inactive landblocks
            UnloadLandblocks();
        }
Пример #3
0
        /// <summary>
        /// Projected to run at a reasonable rate for gameplay (30-60fps)
        /// </summary>
        public static bool UpdateGameWorld()
        {
            if (updateGameWorldRateLimiter.GetSecondsToWaitBeforeNextEvent() > 0)
            {
                return(false);
            }

            updateGameWorldRateLimiter.RegisterEvent();

            ServerPerformanceMonitor.RestartCumulativeEvents();
            ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.UpdateGameWorld_Entire);

            LandblockManager.Tick(Timers.PortalYearTicks);

            HouseManager.Tick();

            ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.UpdateGameWorld_Entire);
            ServerPerformanceMonitor.RegisterCumulativeEvents();

            return(true);
        }
Пример #4
0
        /// <summary>
        /// Manages updating all entities on the world.
        ///  - Server-side command-line commands are handled in their own thread.
        ///  - Database I/O is handled in its own thread.
        ///  - Network commands come from their own listener threads, and are queued for each sessions which are then processed here.
        ///  - This thread does the rest of the work!
        /// </summary>
        private static void UpdateWorld()
        {
            log.DebugFormat("Starting UpdateWorld thread");

            WorldActive = true;
            var worldTickTimer = new Stopwatch();

            while (!pendingWorldStop)
            {
                /*
                 * When it comes to thread safety for Landblocks and WorldObjects, ACE makes the following assumptions:
                 *
                 * Inbound ClientMessages and GameActions are handled on the main UpdateWorld thread.
                 * - These actions may load Landblocks and modify other WorldObjects safely.
                 *
                 * PlayerEnterWorld queue is run on the main UpdateWorld thread.
                 * - These actions may load Landblocks and modify other WorldObjects safely.
                 *
                 * Landblock Groups (calculated by LandblockManager) can be processed in parallel.
                 *
                 * Adjacent Landblocks will always be run on the same thread.
                 *
                 * Non-adjacent landblocks might be run on different threads.
                 * - If two non-adjacent landblocks both touch the same landblock, and that landblock is active, they will be run on the same thread.
                 *
                 * Database results are returned from a task spawned in SerializedShardDatabase (via callback).
                 * - Minimal processing should be done from the callback. Return as quickly as possible to let the database thread do database work.
                 * - The processing of these results should be queued to an ActionQueue
                 *
                 * The only cases where it's acceptable for to create a new Task, Thread or Parallel loop are the following:
                 * - Every scenario must be one where you don't care about breaking ACE
                 * - DeveloperCommand Handlers
                 */

                worldTickTimer.Restart();

                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.PlayerManager_Tick);
                PlayerManager.Tick();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.PlayerManager_Tick);

                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.NetworkManager_InboundClientMessageQueueRun);
                NetworkManager.InboundMessageQueue.RunActions();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.NetworkManager_InboundClientMessageQueueRun);

                // This will consist of PlayerEnterWorld actions, as well as other game world actions that require thread safety
                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.actionQueue_RunActions);
                ActionQueue.RunActions();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.actionQueue_RunActions);

                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.DelayManager_RunActions);
                DelayManager.RunActions();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.DelayManager_RunActions);

                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.UpdateGameWorld);
                var gameWorldUpdated = UpdateGameWorld();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.UpdateGameWorld);

                ServerPerformanceMonitor.RestartEvent(ServerPerformanceMonitor.MonitorType.NetworkManager_DoSessionWork);
                int sessionCount = NetworkManager.DoSessionWork();
                ServerPerformanceMonitor.RegisterEventEnd(ServerPerformanceMonitor.MonitorType.NetworkManager_DoSessionWork);

                ServerPerformanceMonitor.Tick();

                // We only relax the CPU if our game world is able to update at the target rate.
                // We do not sleep if our game world just updated. This is to prevent the scenario where our game world can't keep up. We don't want to add further delays.
                // If our game world is able to keep up, it will not be updated on most ticks. It's on those ticks (between updates) that we will relax the CPU.
                if (!gameWorldUpdated)
                {
                    Thread.Sleep(sessionCount == 0 ? 10 : 1); // Relax the CPU more if no sessions are connected
                }
                Timers.PortalYearTicks += worldTickTimer.Elapsed.TotalSeconds;
            }

            // World has finished operations and concedes the thread to garbage collection
            WorldActive = false;
        }