Files
the-living-world/src/TheLivingWorld.Api/Simulation/WorldSimulation.cs
T

413 lines
14 KiB
C#

using Arch.Core;
using TheLivingWorld.Core.Contracts;
using TheLivingWorld.Core.Ecs;
using TheLivingWorld.Core.Simulation;
namespace TheLivingWorld.Api.Simulation;
/// <summary>
/// Lightweight live runtime for one world: an Arch world holding the <see cref="GameClock"/> entity and the
/// pressure systems that drive its weather. Map geometry stays on disk; only simulation state lives here.
/// </summary>
public sealed class WorldSimulation : IDisposable
{
/// <summary>
/// A step longer than this stops being a simulation of the weather and becomes a teleport: the pressure
/// systems would cross the map and be recycled several times over inside one jump. Deliberately shorter
/// than the clock's own cap, because the two are limited for different reasons.
/// </summary>
private static readonly TimeSpan MaxWeatherStep = TimeSpan.FromHours(6);
/// <summary>The pressure field is only ever read here - one point speaks for the whole map.</summary>
private const float MapCentre = 0.5f;
private readonly object _gate = new();
private readonly World _ecs;
private readonly Entity _clockEntity;
private readonly ClimatePreset _climate;
private readonly double _latitude;
private readonly TimeSpan _maxCatchUp;
private DateTimeOffset _lastTickedAt;
private DateTimeOffset _lastViewedAt;
private bool _dirty;
private bool _disposed;
private WorldSimulation(
string worldId,
World ecs,
Entity clockEntity,
ClimatePreset climate,
double latitude,
TimeSpan maxCatchUp,
DateTimeOffset lastTickedAt)
{
WorldId = worldId;
_ecs = ecs;
_clockEntity = clockEntity;
_climate = climate;
_latitude = latitude;
_maxCatchUp = maxCatchUp;
_lastTickedAt = lastTickedAt;
// A world is watched the moment it attaches; nobody has had a chance to ask for it yet.
_lastViewedAt = DateTimeOffset.UtcNow;
}
public string WorldId { get; }
public ClimateKind Climate => _climate.Kind;
public bool IsDirty
{
get
{
lock (_gate) return _dirty;
}
}
/// <summary>
/// Builds a simulation from persisted summary state. When <paramref name="catchUp"/> is true and the
/// clock is not paused, advances for the wall-clock gap since <see cref="WorldSummaryDto.LastTickedAt"/>.
/// </summary>
public static WorldSimulation Create(
StoredWorldDto summary,
bool catchUp = true,
SimulationOptions? options = null)
{
ArgumentNullException.ThrowIfNull(summary);
SimulationComponents.EnsureRegistered();
var settings = options ?? new SimulationOptions();
var clock = summary.Clock ?? DefaultClock();
var scale = GameTime.IsValidTimeScale(clock.TimeScale) ? clock.TimeScale : GameTime.MinTimeScale;
var gameTime = DateTime.SpecifyKind(clock.GameTime, DateTimeKind.Unspecified);
var climate = ClimateCatalog.Get(summary.Climate ?? ClimateCatalog.FromLatitude(summary.Latitude));
var ecs = World.Create();
var entity = ecs.Create(new GameClock(gameTime.Ticks, scale, clock.Paused));
RestoreWeather(ecs, summary, climate, gameTime);
var lastTickedAt = summary.LastTickedAt ?? DateTimeOffset.UtcNow;
var simulation = new WorldSimulation(
summary.Id, ecs, entity, climate, summary.Latitude, settings.MaxCatchUp, lastTickedAt);
if (catchUp && !clock.Paused)
{
var gap = DateTimeOffset.UtcNow - lastTickedAt;
if (gap > TimeSpan.Zero) simulation.Tick(gap);
}
else
{
// Align wall-clock so a later unpause does not replay time spent paused offline.
simulation._lastTickedAt = DateTimeOffset.UtcNow;
}
return simulation;
}
private static void RestoreWeather(
World ecs,
StoredWorldDto summary,
ClimatePreset climate,
DateTime gameTime)
{
var fallbackSeed = DeterministicRandom.SeedFrom(summary.Id);
var stored = summary.WeatherState;
if (stored is null || stored.Systems.Count == 0)
{
WeatherSystem.Seed(ecs, climate, summary.Latitude, fallbackSeed, gameTime);
return;
}
Span<PressureSystem> systems = stackalloc PressureSystem[WeatherSystem.MaxSystems];
var count = Math.Min(stored.Systems.Count, WeatherSystem.MaxSystems);
for (var i = 0; i < count; i++)
{
var dto = stored.Systems[i];
systems[i] = new PressureSystem(
dto.X, dto.Y,
dto.VelocityX, dto.VelocityY,
dto.IntensityHpa, dto.Radius,
dto.AgeHours, dto.LifetimeHours);
}
WeatherSystem.Restore(
ecs,
climate,
summary.Latitude,
fallbackSeed,
gameTime,
stored.RngState,
stored.SnowDepthMm,
systems[..count]);
}
private WeatherStateDto SnapshotWeatherStateUnlocked()
{
Span<PressureSystem> systems = stackalloc PressureSystem[WeatherSystem.MaxSystems];
var count = WeatherSystem.CopySystems(_ecs, systems);
var stored = new PressureSystemDto[count];
for (var i = 0; i < count; i++)
{
var system = systems[i];
stored[i] = new PressureSystemDto
{
X = system.X,
Y = system.Y,
VelocityX = system.VelocityX,
VelocityY = system.VelocityY,
IntensityHpa = system.IntensityHpa,
Radius = system.Radius,
AgeHours = system.AgeHours,
LifetimeHours = system.LifetimeHours,
};
}
return new WeatherStateDto
{
RngState = WeatherSystem.RngState(_ecs),
SnowDepthMm = WeatherSystem.SnowDepthMm(_ecs),
Systems = stored,
};
}
public static WorldClockDto DefaultClock(DateTime? startGameTime = null) => new()
{
GameTime = GameTime.ResolveStart(startGameTime),
TimeScale = GameTime.MinTimeScale,
Paused = false,
};
public void Tick(TimeSpan realElapsed)
{
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (realElapsed > TimeSpan.Zero && AdvanceUnlocked(realElapsed)) _dirty = true;
_lastTickedAt = DateTimeOffset.UtcNow;
}
}
/// <summary>
/// Runs the clock and then the weather for one slice of wall time. Returns whether game time actually
/// moved, which is false whenever the world is paused.
/// </summary>
private bool AdvanceUnlocked(TimeSpan realElapsed)
{
// Compare raw ticks: this runs at 10 Hz per world, so snapshotting DTOs just to diff would
// allocate for nothing.
var before = _ecs.Get<GameClock>(_clockEntity);
// The hours nobody was here for are capped rather than replayed. A normal tick is a tenth of a
// second and never comes near the limit; this only bites after the host has been down.
var banked = GameTime.LimitCatchUp(realElapsed, before.TimeScale, _maxCatchUp);
ClockSystem.Execute(_ecs, banked);
var elapsedGameTicks = _ecs.Get<GameClock>(_clockEntity).Ticks - before.Ticks;
if (elapsedGameTicks <= 0) return false;
var elapsedGame = TimeSpan.FromTicks(elapsedGameTicks);
var gameTime = new DateTime(_ecs.Get<GameClock>(_clockEntity).Ticks, DateTimeKind.Unspecified);
if (elapsedGame > MaxWeatherStep)
{
// One giant step is not a simulation: the systems that were drifting would have blown through
// and been replaced many times over. Roll a fresh sky for the season we landed in instead.
WeatherSystem.Reseed(_ecs, _climate, _latitude, gameTime);
return true;
}
var hours = (float)elapsedGame.TotalHours;
WeatherSystem.Execute(_ecs, _climate, _latitude, hours);
// Snow lies on the ground, so it has to be integrated as the sky moves rather than derived from the
// instant. The middle of the map speaks for all of it; over ten kilometres that is no lie worth care.
var overhead = SampleRawUnlocked(gameTime);
WeatherSystem.AccumulateSnow(_ecs, overhead.TemperatureC, overhead.PrecipitationMmH, hours);
return true;
}
private WeatherSample SampleRawUnlocked(DateTime gameTime)
{
Span<PressureSystem> systems = stackalloc PressureSystem[WeatherSystem.MaxSystems];
var count = WeatherSystem.CopySystems(_ecs, systems);
var (anomaly, gradientX, gradientY) = WeatherModel.SampleField(systems[..count], MapCentre, MapCentre);
return WeatherModel.Sample(_climate, _latitude, gameTime, anomaly, gradientX, gradientY);
}
public WorldClockDto SnapshotClock()
{
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return SnapshotClockUnlocked();
}
}
public DateTimeOffset LastTickedAt
{
get
{
lock (_gate) return _lastTickedAt;
}
}
/// <summary>
/// Records that somebody asked for this world. Any player counts - worlds are shared, so one viewer is
/// enough to keep it running at full rate for everyone.
/// </summary>
public void Touch()
{
lock (_gate) _lastViewedAt = DateTimeOffset.UtcNow;
}
/// <summary>True when nobody has asked for this world recently, so it can afford to tick lazily.</summary>
public bool IsIdle(DateTimeOffset now, TimeSpan idleAfter)
{
if (idleAfter <= TimeSpan.Zero) return false;
lock (_gate) return now - _lastViewedAt > idleAfter;
}
/// <summary>
/// Applies pause / time-scale changes. Elapsed time on the previous settings is baked in first so the
/// switch is instantaneous from the player's point of view.
/// </summary>
public WorldClockDto Update(UpdateClockRequest request)
{
ArgumentNullException.ThrowIfNull(request);
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var now = DateTimeOffset.UtcNow;
var gap = now - _lastTickedAt;
if (gap > TimeSpan.Zero) AdvanceUnlocked(gap);
ref var clock = ref _ecs.Get<GameClock>(_clockEntity);
if (request.TimeScale is { } scale)
{
if (!GameTime.IsValidTimeScale(scale))
throw new ArgumentOutOfRangeException(nameof(request), $"TimeScale must be {GameTime.MinTimeScale}..{GameTime.MaxTimeScale}.");
clock.TimeScale = scale;
}
if (request.Paused is { } paused)
clock.Paused = paused;
_lastTickedAt = now;
_dirty = true;
return SnapshotClockUnlocked();
}
}
/// <summary>
/// The world's weather. One reading covers the whole map: a generated world is a town, not a continent,
/// and a shower does not fall on half of one.
/// </summary>
public WeatherDto SnapshotWeather()
{
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
Span<PressureSystem> systems = stackalloc PressureSystem[WeatherSystem.MaxSystems];
var count = WeatherSystem.CopySystems(_ecs, systems);
return SampleUnlocked(systems[..count]);
}
}
private WeatherDto SampleUnlocked(ReadOnlySpan<PressureSystem> systems)
{
var gameTime = new DateTime(_ecs.Get<GameClock>(_clockEntity).Ticks, DateTimeKind.Unspecified);
var (anomaly, gradientX, gradientY) = WeatherModel.SampleField(systems, MapCentre, MapCentre);
var sample = WeatherModel.Sample(_climate, _latitude, gameTime, anomaly, gradientX, gradientY);
return new WeatherDto
{
SnowDepthMm = Math.Round(WeatherSystem.SnowDepthMm(_ecs), 1),
Condition = sample.Condition,
TemperatureC = Math.Round(sample.TemperatureC, 1),
FeelsLikeC = Math.Round(sample.FeelsLikeC, 1),
PressureHpa = Math.Round(sample.PressureHpa, 1),
Humidity = Math.Round(sample.Humidity, 3),
CloudCover = Math.Round(sample.CloudCover, 3),
PrecipitationMmH = Math.Round(sample.PrecipitationMmH, 2),
WindSpeedMs = Math.Round(sample.WindSpeedMs, 1),
WindDirectionDeg = Math.Round(sample.WindDirectionDeg, 0),
};
}
public StoredWorldDto ApplyTo(StoredWorldDto summary)
{
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
return summary with
{
Clock = SnapshotClockUnlocked(),
Climate = _climate.Kind,
LastTickedAt = _lastTickedAt,
WeatherState = SnapshotWeatherStateUnlocked(),
};
}
}
/// <summary>
/// Wire-facing snapshot: the stored facts projected to the client shape, with the live clock and weather
/// laid over them. The storage bookkeeping cannot come along - the type it would go in has no room for it.
/// </summary>
public WorldSummaryDto OverlayForApi(StoredWorldDto summary)
{
lock (_gate)
{
ObjectDisposedException.ThrowIf(_disposed, this);
Span<PressureSystem> systems = stackalloc PressureSystem[WeatherSystem.MaxSystems];
var count = WeatherSystem.CopySystems(_ecs, systems);
return summary.ToSummary() with
{
Clock = SnapshotClockUnlocked(),
Climate = _climate.Kind,
Weather = SampleUnlocked(systems[..count]),
};
}
}
public void ClearDirty()
{
lock (_gate) _dirty = false;
}
private WorldClockDto SnapshotClockUnlocked()
{
ref var clock = ref _ecs.Get<GameClock>(_clockEntity);
return new WorldClockDto
{
GameTime = new DateTime(clock.Ticks, DateTimeKind.Unspecified),
TimeScale = clock.TimeScale,
Paused = clock.Paused,
};
}
public void Dispose()
{
lock (_gate)
{
if (_disposed) return;
_disposed = true;
World.Destroy(_ecs);
}
}
}