feat(03-02): wake-up MovementManager + MotionController on region flip
- GravityApplier: branches player (setDefaultSettings + applyDefaultSettings + update) et NPC (Role.getActiveMotionController().updatePhysicsValues) dans les 2 pass - wakePlayerOrNpc() helper appelé depuis forEachEntityParallel (sous world.execute — WorldThread assert OK) - PhysicsValues construit localement via buildPhysicsValuesWithFlag (évite relookup ECS pre-commit cmdBuf) - Seam pure FlaggedDecision extraite pour tests unitaires hors runtime Hytale (Rule 3 — static init PhysicsValues nécessite PluginBase) - 8 tests verts (6 existants + 2 nouveaux sur buildFlaggedDecision)
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@@ -1,13 +1,21 @@
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package com.mythlane.gravityflip.physics;
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import com.hypixel.hytale.component.ArchetypeChunk;
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import com.hypixel.hytale.component.ComponentType;
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import com.hypixel.hytale.component.Ref;
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import com.hypixel.hytale.component.Store;
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import com.hypixel.hytale.server.core.entity.UUIDComponent;
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import com.hypixel.hytale.server.core.entity.entities.Player;
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import com.hypixel.hytale.server.core.entity.entities.player.movement.MovementManager;
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import com.hypixel.hytale.server.core.io.PacketHandler;
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import com.hypixel.hytale.server.core.modules.entity.component.TransformComponent;
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import com.hypixel.hytale.server.core.modules.physics.component.PhysicsValues;
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import com.hypixel.hytale.server.core.universe.PlayerRef;
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import com.hypixel.hytale.server.core.universe.world.World;
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import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
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import com.hypixel.hytale.server.npc.entities.NPCEntity;
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import com.hypixel.hytale.server.npc.movement.controllers.MotionController;
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import com.hypixel.hytale.server.npc.role.Role;
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import com.mythlane.gravityflip.region.GravityFlipRegion;
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import com.mythlane.gravityflip.region.RegionSnapshot;
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@@ -25,6 +33,15 @@ import java.util.function.Consumer;
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* {@code CommandBuffer.replaceComponent(...)} inside a {@code Store.forEachEntityParallel(...)}
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* lambda — the ECS engine commits them on the main thread after the parallel pass.
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*
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* <p>Phase 03-02: in addition to the ECS toggle (still required for items, consumed by
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* {@code ItemPrePhysicsSystem}), we wake up the per-entity cached movement settings:
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* <ul>
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* <li>Players: {@code MovementManager.setDefaultSettings + applyDefaultSettings + update(packetHandler)}
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* — sends the {@code UpdateMovementSettings} packet (ID 110) to the client.</li>
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* <li>NPCs: {@code Role.getActiveMotionController().updatePhysicsValues(PhysicsValues)}
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* — re-applies {@code MovementManager.MASTER_DEFAULT.apply} on the cached settings.</li>
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* </ul>
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*
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* <p>Dedup: a thread-safe {@link Set}{@code <UUID>} tracks entities flipped at the previous tick.
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* Entities that left an active region are restored to {@code invertedGravity=false} in a second
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* pass (trade-off documented in the plan — second O(N) scan accepted v1).
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@@ -35,6 +52,10 @@ public final class GravityApplier {
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private static volatile ComponentType<EntityStore, PhysicsValues> physicsType;
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private static volatile ComponentType<EntityStore, UUIDComponent> uuidType;
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private static volatile ComponentType<EntityStore, TransformComponent> transformType;
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private static volatile ComponentType<EntityStore, MovementManager> movementManagerType;
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private static volatile ComponentType<EntityStore, PlayerRef> playerRefType;
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private static volatile ComponentType<EntityStore, Player> playerType;
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private static volatile ComponentType<EntityStore, NPCEntity> npcEntityType;
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private static ComponentType<EntityStore, PhysicsValues> physicsType() {
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ComponentType<EntityStore, PhysicsValues> t = physicsType;
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@@ -66,6 +87,46 @@ public final class GravityApplier {
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}
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return t;
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}
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private static ComponentType<EntityStore, MovementManager> movementManagerType() {
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ComponentType<EntityStore, MovementManager> t = movementManagerType;
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if (t == null) {
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synchronized (GravityApplier.class) {
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t = movementManagerType;
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if (t == null) { t = MovementManager.getComponentType(); movementManagerType = t; }
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}
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}
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return t;
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}
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private static ComponentType<EntityStore, PlayerRef> playerRefType() {
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ComponentType<EntityStore, PlayerRef> t = playerRefType;
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if (t == null) {
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synchronized (GravityApplier.class) {
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t = playerRefType;
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if (t == null) { t = PlayerRef.getComponentType(); playerRefType = t; }
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}
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}
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return t;
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}
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private static ComponentType<EntityStore, Player> playerType() {
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ComponentType<EntityStore, Player> t = playerType;
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if (t == null) {
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synchronized (GravityApplier.class) {
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t = playerType;
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if (t == null) { t = Player.getComponentType(); playerType = t; }
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}
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}
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return t;
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}
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private static ComponentType<EntityStore, NPCEntity> npcEntityType() {
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ComponentType<EntityStore, NPCEntity> t = npcEntityType;
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if (t == null) {
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synchronized (GravityApplier.class) {
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t = npcEntityType;
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if (t == null) { t = NPCEntity.getComponentType(); npcEntityType = t; }
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}
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}
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return t;
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}
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// THREADING: écrit/lu depuis les workers ECS via forEachEntityParallel → ConcurrentHashMap.newKeySet obligatoire.
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private final Set<UUID> previouslyInverted = ConcurrentHashMap.newKeySet();
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@@ -75,6 +136,35 @@ public final class GravityApplier {
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this.errorHandler = errorHandler == null ? t -> {} : errorHandler;
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}
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/**
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* Construit un nouveau {@link PhysicsValues} en copiant mass/drag de la source et en fixant
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* {@code invertedGravity=target}. Pure data — pas d'effet de bord.
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*
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* <p>NOTE test : le constructeur statique de {@link PhysicsValues} dépend du runtime Hytale
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* (ModuleRegistry / PluginBase) et échoue hors serveur. La décomposition pure est exposée par
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* {@link #buildFlaggedDecision(double, double, boolean)} pour les tests unitaires — Rule 3
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* fallback documenté dans le plan 03-02 (section Task 1 action).
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*/
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static PhysicsValues buildPhysicsValuesWithFlag(PhysicsValues source, boolean target) {
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FlaggedDecision d = buildFlaggedDecision(source.getMass(), source.getDragCoefficient(), target);
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return new PhysicsValues(d.mass, d.drag, d.invertedGravity);
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}
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/** Pure-data seam pour tests unitaires (aucune dépendance sur PhysicsValues). */
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static FlaggedDecision buildFlaggedDecision(double mass, double drag, boolean target) {
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return new FlaggedDecision(mass, drag, target);
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}
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/** Holder pure-data pour la décomposition testable de {@link #buildPhysicsValuesWithFlag}. */
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static final class FlaggedDecision {
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final double mass;
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final double drag;
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final boolean invertedGravity;
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FlaggedDecision(double mass, double drag, boolean invertedGravity) {
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this.mass = mass; this.drag = drag; this.invertedGravity = invertedGravity;
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}
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}
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/** Tick entry point. NO-OP si world ou snapshot est null. */
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public void apply(World world, RegionSnapshot snapshot) {
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if (world == null || snapshot == null) return;
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@@ -88,20 +178,19 @@ public final class GravityApplier {
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private void applyOnWorldThread(World world, RegionSnapshot snapshot) {
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Collection<GravityFlipRegion> enabledRegions = snapshot.byRegion().keySet();
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// Stratégie figée (cf. WARNING 1 résolu) : on accepte la duplication du containsPosition
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// (cf. must_haves trade-off) plutôt que de coupler à un nouveau contrat RegionSnapshot
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// qui exposerait des UUIDs préformés. Coût : 2 pass O(N) sur le store par tick.
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try {
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Store<EntityStore> store = world.getEntityStore().getStore();
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ComponentType<EntityStore, PhysicsValues> PHYST = physicsType();
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ComponentType<EntityStore, UUIDComponent> UUIDT = uuidType();
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ComponentType<EntityStore, TransformComponent> TT = transformType();
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ComponentType<EntityStore, MovementManager> MMT = movementManagerType();
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ComponentType<EntityStore, PlayerRef> PRT = playerRefType();
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ComponentType<EntityStore, Player> PLT = playerType();
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ComponentType<EntityStore, NPCEntity> NPCT = npcEntityType();
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// PASS 1 — pour chaque entité avec PhysicsValues : si dans une région activée, queue le flip ON
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// via cmdBuf.replaceComponent ET enregistre l'UUID dans currentlyInRegion (thread-safe).
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// THREADING: lambda sur worker ECS → currentlyInRegion = ConcurrentHashMap.newKeySet ; toutes les
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// mutations PhysicsValues passent par cmdBuf (jamais replaceValues direct).
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// via cmdBuf.replaceComponent ET wake-up MovementManager / MotionController.
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Set<UUID> currentlyInRegion = ConcurrentHashMap.newKeySet();
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store.forEachEntityParallel(PHYST, (index, chunk, cmdBuf) -> {
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TransformComponent t;
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@@ -125,16 +214,21 @@ public final class GravityApplier {
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UUID u = uc.getUuid();
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currentlyInRegion.add(u);
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// --- existant (plan 03-01) : flip ECS native ---
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if (!v.isInvertedGravity()) {
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Ref<EntityStore> ref = chunk.getReferenceTo(index);
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cmdBuf.replaceComponent(ref, PHYST,
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new PhysicsValues(v.getMass(), v.getDragCoefficient(), true));
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}
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// --- NOUVEAU (plan 03-02) : wake-up joueur/NPC dans le même lambda ---
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wakePlayerOrNpc(chunk, index, v, true, MMT, PRT, PLT, NPCT);
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});
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// PASS 2 — restore : pour chaque UUID dans previouslyInverted \ currentlyInRegion,
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// re-localiser l'entité (second scan) et queue le flip OFF via cmdBuf.
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// Trade-off perf accepté v1 — voir SUMMARY follow-up.
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// re-localiser l'entité (second scan) et queue le flip OFF via cmdBuf +
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// wake-up joueur/NPC avec flag=false.
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Set<UUID> toRestore = ConcurrentHashMap.newKeySet();
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toRestore.addAll(previouslyInverted);
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toRestore.removeAll(currentlyInRegion);
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@@ -147,16 +241,20 @@ public final class GravityApplier {
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v = chunk.getComponent(index, PHYST);
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} catch (Throwable ignored) { return; }
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if (uc == null || v == null) return;
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if (toRestore.contains(uc.getUuid()) && v.isInvertedGravity()) {
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if (!toRestore.contains(uc.getUuid())) return;
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if (v.isInvertedGravity()) {
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Ref<EntityStore> ref = chunk.getReferenceTo(index);
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cmdBuf.replaceComponent(ref, PHYST,
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new PhysicsValues(v.getMass(), v.getDragCoefficient(), false));
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}
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// --- NOUVEAU (plan 03-02) : wake-up joueur/NPC avec flag=false ---
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wakePlayerOrNpc(chunk, index, v, false, MMT, PRT, PLT, NPCT);
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});
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}
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// Update tracker — ces ops sont sur le tick thread après la fin du pass parallel.
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// ConcurrentHashMap.newKeySet supporte clear()/addAll() concurrents safely.
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previouslyInverted.clear();
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previouslyInverted.addAll(currentlyInRegion);
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} catch (Throwable th) {
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@@ -164,6 +262,63 @@ public final class GravityApplier {
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}
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}
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/**
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* Wake-up dans le MÊME lambda parallèle :
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* - joueur (MovementManager + PlayerRef + Player) → setDefaultSettings + applyDefaultSettings + update(ph)
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* - NPC (NPCEntity avec role non-null et active controller non-null) → updatePhysicsValues(targetValues)
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* - sinon (items, autres) : no-op (le flip cmdBuf.replaceComponent du pass 1 suffit)
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*
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* <p>On NE relit PAS le PhysicsValues via l'ECS — le cmdBuf n'est pas encore commit. On construit
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* localement le PhysicsValues cible via {@link #buildPhysicsValuesWithFlag}.
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*/
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private void wakePlayerOrNpc(
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ArchetypeChunk<EntityStore> chunk, int index,
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PhysicsValues sourceValues, boolean targetFlag,
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ComponentType<EntityStore, MovementManager> MMT,
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ComponentType<EntityStore, PlayerRef> PRT,
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ComponentType<EntityStore, Player> PLT,
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ComponentType<EntityStore, NPCEntity> NPCT) {
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PhysicsValues targetValues = buildPhysicsValuesWithFlag(sourceValues, targetFlag);
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// --- Branche joueur ---
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MovementManager mm = null;
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try { mm = chunk.getComponent(index, MMT); } catch (Throwable ignored) {}
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if (mm != null) {
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PlayerRef pr = null; Player pl = null;
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try { pr = chunk.getComponent(index, PRT); } catch (Throwable ignored) {}
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try { pl = chunk.getComponent(index, PLT); } catch (Throwable ignored) {}
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if (pr != null && pl != null) {
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try {
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mm.setDefaultSettings(mm.getDefaultSettings(), targetValues, pl.getGameMode());
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mm.applyDefaultSettings();
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PacketHandler ph = pr.getPacketHandler();
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mm.update(ph);
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} catch (Throwable th) {
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errorHandler.accept(th);
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}
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return; // un joueur n'est pas un NPC — court-circuit
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}
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}
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// --- Branche NPC ---
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NPCEntity npc = null;
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try { npc = chunk.getComponent(index, NPCT); } catch (Throwable ignored) {}
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if (npc != null) {
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try {
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Role role = npc.getRole();
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if (role != null) {
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MotionController active = role.getActiveMotionController();
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if (active != null) {
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active.updatePhysicsValues(targetValues);
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}
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}
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} catch (Throwable th) {
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errorHandler.accept(th);
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}
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}
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// sinon : item / autre — pas de wake-up, le cmdBuf.replaceComponent du pass 1 suffit
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}
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/** Pure data-diff utilitaire pour tests unitaires (pas de runtime Hytale). */
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public static DiffResult diff(Set<UUID> previous, Set<UUID> current) {
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Set<UUID> toFlip = new HashSet<>(current);
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@@ -77,4 +77,26 @@ class GravityApplierDiffTest {
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Set<UUID> view = applier.previouslyInvertedView();
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assertThrows(UnsupportedOperationException.class, () -> view.add(UUID.randomUUID()));
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}
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// NOTE (Rule 3 deviation — Plan 03-02) : les tests suivants ciblent la seam pure
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// `buildFlaggedDecision(double, double, boolean)` au lieu de `buildPhysicsValuesWithFlag`
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// parce que le static init de `PhysicsValues` déclenche un `ExceptionInInitializerError`
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// hors runtime Hytale (dépendance ModuleRegistry). La décomposition pure garantit la
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// sémantique attendue (mass/drag préservés, flag = target) sans couplage ECS.
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@Test
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void buildFlaggedDecisionPreservesMassAndDrag() {
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GravityApplier.FlaggedDecision out = GravityApplier.buildFlaggedDecision(1.5, 0.7, true);
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assertEquals(1.5, out.mass, 1e-9);
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assertEquals(0.7, out.drag, 1e-9);
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assertTrue(out.invertedGravity);
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}
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@Test
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void buildFlaggedDecisionIsIdempotentWhenAlreadyTarget() {
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GravityApplier.FlaggedDecision out = GravityApplier.buildFlaggedDecision(2.0, 0.3, true);
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assertEquals(2.0, out.mass, 1e-9);
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assertEquals(0.3, out.drag, 1e-9);
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assertTrue(out.invertedGravity);
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}
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}
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