Added dynamic spawning and despawning of objects

This commit is contained in:
Aslan 2026-01-27 07:08:03 -05:00
parent adbb208436
commit e0cf8d9755
23 changed files with 794 additions and 350 deletions

View file

@ -1,148 +1,246 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using Godot;
public partial class GameManager : Node
public partial class GameManager : Node3D
{
[Export] Player player;
[Export] public Control GameMenu { get; private set; }
[Export] public QueueManager QueueManager { get; private set; }
[Export] double closeTickInterval = 1;
[Export] double farTickInterval = 10;
[Export] int maxFarThreads = 16;
[Export] public double closeTickInterval = 1;
[Export] public double farTickInterval = 10;
[Export] public int maxFarThreads = 16;
public static GameManager Singleton { get; private set; }
public IGenerator Generator { get; private set; }
public Player MainPlayer { get; private set; }
public Universe GameUniverse { get; private set; }
public Sector CurrentSector { get; private set; }
public static GameManager Singleton { get; private set; }
public IGenerator Generator { get; private set; }
private double closeTickTimer = 0;
private double farTickTimer = 0;
public Universe GameUniverse { get; private set; }
public override void _Ready()
{
Singleton = this;
private double closeTickTimer = 0;
private double farTickTimer = 0;
Generator = new TestGenerator();
Generator.GenerateUniverse((universe) =>
{
GameUniverse = universe;
CurrentSector = universe.Sectors[1, 1, 1];
});
}
public bool simulating = false;
public override void _Process(double delta)
{
closeTickTimer += delta;
farTickTimer += delta;
private readonly Dictionary<GameObject, Node3D> spawnedObjects = [];
private readonly ConcurrentQueue<GameObject> spawnQueue = [];
if (closeTickTimer >= closeTickInterval)
{
SimulateClose(closeTickTimer);
closeTickTimer = 0;
}
public override void _Ready()
{
Singleton = this;
if (farTickTimer >= farTickInterval)
{
SimulateFar(farTickTimer);
farTickTimer = 0;
}
}
Generator = new TestGenerator();
GameUniverse = Generator.GenerateUniverse();
private void SimulateClose(double delta)
{
Vector3I currentCoordinates = CurrentSector.Coordinates;
Character character = new(GameUniverse.Sectors[50, 50, 50], new(0, 0, 0));
MainPlayer = character.InstantiatePlayer();
MainPlayer.GameMenu = GameMenu;
spawnedObjects.Add(character, MainPlayer);
CallDeferred("add_child", MainPlayer);
Sector[,,] sectors = GameUniverse.Sectors;
SpawnClose();
}
int sizeX = sectors.GetLength(0);
int sizeY = sectors.GetLength(1);
int sizeZ = sectors.GetLength(2);
public override void _Process(double delta)
{
closeTickTimer += delta;
farTickTimer += delta;
int startX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
int startY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
int startZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
if (closeTickTimer >= closeTickInterval)
{
SimulateClose(closeTickTimer);
closeTickTimer = 0;
}
int endX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
int endY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
int endZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
if (simulating)
{
farTickTimer = 0;
}
for (int x = startX; x <= endX; x++)
{
for (int y = startY; y <= endY; y++)
{
for (int z = startZ; z <= endZ; z++)
{
int taskX = x;
int taskY = y;
int taskZ = z;
if (farTickTimer >= farTickInterval)
{
double taskFarTickTimer = farTickTimer;
Task.Run(() =>
{
SimulateFar(taskFarTickTimer);
});
Task.Run(() =>
{
sectors[taskX, taskY, taskZ].Simulate(delta);
});
}
}
}
}
farTickTimer = 0;
}
}
private void SimulateFar(double delta)
{
Sector[,,] sectors = GameUniverse.Sectors;
public Sector GetCurrentSector()
{
return MainPlayer.PlayerData.CurrentSector;
}
int sizeX = sectors.GetLength(0);
int countX = Mathf.Clamp(sizeX / maxFarThreads, 1, int.MaxValue);
private void SimulateClose(double delta)
{
List<Sector> neighbours = GetCurrentSector().GetNeighbouringSectors();
for (int x = 0; x < sizeX; x += countX)
{
double taskDelta = delta;
int taskStartX = x;
int taskCountX = countX;
neighbours.ForEach(sector =>
{
Task.Run(() =>
{
sector.Simulate(delta);
});
});
}
_ = SimulateFarThreaded(taskDelta, taskStartX, taskCountX);
}
}
private void SimulateFar(double delta)
{
simulating = true;
private async Task SimulateFarThreaded(double delta, int startX, int countX)
{
Vector3I currentCoordinates = CurrentSector.Coordinates;
List<Task> tasks = [];
Sector[,,] sectors = GameUniverse.Sectors;
Sector[,,] sectors = GameUniverse.Sectors;
int sizeX = sectors.GetLength(0);
int sizeY = sectors.GetLength(1);
int sizeZ = sectors.GetLength(2);
int sizeX = sectors.GetLength(0);
int countX = Mathf.Clamp(sizeX / maxFarThreads, 1, int.MaxValue);
int startSkipX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
int startSkipY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
int startSkipZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
for (int x = 0; x < sizeX; x += countX)
{
double taskDelta = delta;
int taskStartX = x;
int taskCountX = countX;
int endSkipX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
int endSkipY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
int endSkipZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
Task clusteredTask = Task.Run(() =>
{
SimulateFarClustered(taskDelta, taskStartX, taskCountX);
});
int endX = Mathf.Clamp(startX + countX, 0, sizeX);
tasks.Add(clusteredTask);
}
for (int x = startX; x < endX; x++)
{
for (int y = 0; y < sizeY; y++)
{
for (int z = 0; z < sizeZ; z++)
{
if (Helpers.IsBetweenInclusive(x, startSkipX, endSkipX))
{
if (Helpers.IsBetweenInclusive(y, startSkipY, endSkipY))
{
if (Helpers.IsBetweenInclusive(z, startSkipZ, endSkipZ))
{
continue;
}
}
}
Task.WaitAll([.. tasks]);
sectors[x, y, z].Simulate(delta);
}
}
}
}
simulating = false;
}
private void SimulateFarClustered(double delta, int startX, int countX)
{
Vector3I currentCoordinates = GetCurrentSector().Coordinates;
Sector[,,] sectors = GameUniverse.Sectors;
int sizeX = sectors.GetLength(0);
int sizeY = sectors.GetLength(1);
int sizeZ = sectors.GetLength(2);
int startSkipX = Mathf.Clamp(currentCoordinates.X - 1, 0, sizeX);
int startSkipY = Mathf.Clamp(currentCoordinates.Y - 1, 0, sizeY);
int startSkipZ = Mathf.Clamp(currentCoordinates.Z - 1, 0, sizeZ);
int endSkipX = Mathf.Clamp(currentCoordinates.X + 1, 0, sizeX);
int endSkipY = Mathf.Clamp(currentCoordinates.Y + 1, 0, sizeY);
int endSkipZ = Mathf.Clamp(currentCoordinates.Z + 1, 0, sizeZ);
int endX = Mathf.Clamp(startX + countX, 0, sizeX);
for (int x = startX; x < endX; x++)
{
QueueManager.LogQueue.Enqueue("Simulating: " + x);
for (int y = 0; y < sizeY; y++)
{
Thread.Sleep(5);
for (int z = 0; z < sizeZ; z++)
{
if (Helpers.IsBetweenInclusive(x, startSkipX, endSkipX))
{
if (Helpers.IsBetweenInclusive(y, startSkipY, endSkipY))
{
if (Helpers.IsBetweenInclusive(z, startSkipZ, endSkipZ))
{
continue;
}
}
}
try
{
sectors[x, y, z].Simulate(delta);
}
catch (Exception e)
{
QueueManager.LogQueue.Enqueue("EXCEPTION: " + e.Message);
}
}
}
}
}
private void SpawnClose()
{
List<Sector> neighbours = GetCurrentSector().GetNeighbouringSectors();
neighbours.ForEach(sector => sector.SpawnObjects());
}
public void Spawn(GameObject gameObject)
{
spawnQueue.Enqueue(gameObject);
CallDeferred(nameof(ProcessSpawnQueue));
}
private void ProcessSpawnQueue()
{
spawnQueue.TryDequeue(out GameObject gameObject);
if (gameObject == null)
{
return;
}
if (spawnedObjects.ContainsKey(gameObject))
{
return;
}
Node3D instance = gameObject.Instantiate(GetCurrentSector());
spawnedObjects.Add(gameObject, instance);
CallDeferred("add_child", instance);
}
public void Despawn(GameObject gameObject)
{
if (!spawnedObjects.ContainsKey(gameObject))
{
return;
}
Node3D nodeToDespawn = spawnedObjects.GetValueOrDefault(gameObject);
spawnedObjects.Remove(gameObject);
CallDeferred("remove_child", nodeToDespawn);
nodeToDespawn.CallDeferred("queue_free");
}
public void ApplyOrigin()
{
Sector current = GetCurrentSector();
List<Sector> nearby = current.GetNeighbouringSectors();
foreach (Sector sector in nearby)
{
foreach (GameObject gameObject in sector.GameObjects)
{
gameObject.UpdateSectorOffset(current);
}
}
foreach (GameObject spawned in spawnedObjects.Keys)
{
if (!nearby.Contains(spawned.CurrentSector))
{
Despawn(spawned);
}
}
nearby.ForEach(sector => sector.SpawnObjects());
}
}