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Author SHA1 Message Date
WarMechanic
6a89b524d5 Event Scheduler System (#2355)
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# Excerpt

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thou shall be thy axe that continues the work - to behead all
`EntityQueryEnumerator`s, and thus i require it. 'tis imperative i have
at thee and perform the duties. if the plague bearing shitcode is not
cut at thy roots, it shall only nest a deeper grave and spread locusts.

---

# Description

It has been a reoccuring theme that someone irresponsibly uses
`EntityQueryEnumerator` and then suddenly server performance is worse. A
lot of these cases involve using EQE to iterate a timer on a component,
to start or stop an effect after a delay. Rather than iterating `frames
* n` times per second FOR EVERY UNIQUE SYSTEM THAT DOES THIS (QUITE A
FEW), we instead iterate `frames` per second regardless of systems using
the Event Scheduler.

The Event Scheduler itself is a list of events that wait to be triggered
after a delay. Rather than iterating through all of them, they are
sorted in order of occurance using a PriorityQueue. I love priority
queues because they sort as you enqueue to them, and apparently the sort
complexity is logarithmic? But mostly because of the former.

I chose to write the scheduler the way I did because the choice to use
async seems too big for me alone. So this system is synchronous and
updates on game time.

This is mostly a practical optimisation. The code which I have written
is almost certainly not optimal, but the simple act of replacing EQE
delays will significantly improve server performance anyway. Rust
monsters feel free to rewrite the event scheduler to be more performant.

NOTE: For some reason PriorityQueue is banned on the client, and
configuring it requires editing a RobustToolbox file. So for now this
system is restricted to Content.Server until we start using our engine
fork.
---

# TODO

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- [x] Working queue of events ordered by execution times
- [x] A function to enqueue any-event-defined-ever into the scheduler
with a delay
- [x] Delay the event, and then fire it
- [x] Implement retroactive schedule cancelling

In a future PR:
- Add ```System.Collection.Generic.PriorityQueue`2``` to whitelist in
`RobustToolbox/Robust.Server/ContentPack/Sandbox.yml`
- - Shared files had to be relocated to server because they were banned
on the client and would cause an exception.
- Investigate insert performance as more systems are added to use the
EventScheduler
- - MLGTASTICa rose the idea of 'buckets' as an optimisation.
- - I theorise multiple priority queues for different types of events
might also work.

---

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<details><summary><h1>Media</h1></summary>
<p>

Demonstration:
https://youtu.be/CGB6SDWGc-Q

Response to MLGTASTICa, stress testing:
https://youtu.be/30OA06Pzhtk

</p>
</details>

---

# Changelog

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- add: Added the EventScheduler system that lets you raise an event at a
certain time or after a delay without killing performance.
- fix: Optimised EMP by migrating from EQE to the new EventScheduler
system.
2025-07-12 03:02:21 +10:00
sleepyyapril
885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00
WarMechanic
93ece39fc2 Cherry-Pick "EMP Grenade Actually Sabotages Power" From Wizden (#516)
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## About the PR
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EMP has been changed to target APC-powered-devices (most electrical
devices) as well as batteries to disable them. This means EMP can
interfere with autolathes, airlocks, atmos devices, substations and
SMES. The power draw of a single EMP grenade now cuts out a substation,
and the disabling effect prevents further recharge until it subsides.

EMP duration now also stacks, which creates a novel way to quietly black
out the station by attacking engineering SMES with 3 EMP grenades (6tc
EMP bundle) to black out the station for 3 minutes.

Edit, here's a detailed changelog of the PR,
Functionality:
- EMP disable has been generalised to kill and prevent further function
of every device/battery by interrupting recharge
- As a result of the above, some hard coded interactions have been
culled
- EMP disable duration now stacks with multiple EMP blasts
- EMP is now capable of draining from gravity generators
- The Charger system has been slightly reworked to facilitate
communication between batteries and chargers

Results:
- EMP grenade can disable basically every powered machine, most notably
doors
- EMP grenade has had its power drain upped to 2.7MW, which is slightly
more than a substation and 1/3 a SMES
- EMP grenade can now instantly kill substations
- EMP grenade can now instantly kill gravity generators
- 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for
3 minutes with no evidence on the power monitor.

## Why / Balance
<!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
EMP at 2tc has a relatively low value-proposition when compared to C4
which is also 2tc. While EMP can probably black out one (or two if
you're lucky) APCs and can be used as a defensive option against
Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators,
doors, reinforced walls, people and the list probably continues.

New EMP can be used to soft-bomb station power in an explosion that
isn't globally alarming (salv boom). Targeting the captain's office
directly may let you crowbar in and steal the locker but it leaves
ephemeral evidence in the form of everything electrical shimmering blue.
Opting to bomb substations blacks out a wider area, providing several
degrees of separation from your target. That is to say, new EMP grenade
favours map knowledge and rewards better stealth.

## Technical details
<!-- If this is a code change, summarize at high level how your new code
works. This makes it easier to review. -->
- `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for
`C.S/Power/Components/PowerNetworkBatteryComponent`
- `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to
`EmpPulseEvent` to turn off. Requests to turn back on are additionally
intercepted by `EmpSystem.cs` and cancelled.
- `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and
converts energy consumption to a normalised charge
- `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker,
but still listens to `EmpPulseEvent` for updating visuals.
- `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a
`ChargingComponent` flag to power cells instead of `ActiveCharger` on
itself. Battery and Charger communicate through this flag. Listens to
`EmpPulseEvent` for updating its state machine. New
`ChargerUpdateStatusEvent` allows batteries to update the charger's
status.
- `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and
checks for disabling before updating its charge. Raises
`ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its
charger to start charging again.
- `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent`
before turning power back on.
- `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and
`C.S/VendingMachines/VendingMachineSystem.cs` had redundant
`EmpPulseEvent` listeners culled.
- `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml`
buffed EMP grenade.

## Media
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https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated
video demonstrating changes on a wizden map
https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj -
electrical anomaly crit with updated emp

- [x] I have added screenshots/videos to this PR showcasing its changes
ingame, **or** this PR does not require an ingame showcase

**Changelog**
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🆑
- tweak: EMP Grenades can now disable basically any electrical device,
and stack in disable duration.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-08-06 16:47:49 -04:00
Pieter-Jan Briers
e7a3b82a8d Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.

(cherry picked from commit e00f74505c62310bd15aeaba8d6530f648397074)
2024-03-07 00:57:05 +01:00
Pspritechologist
182d1ad3f0 Adds Duration to EMP Event (#18437) 2023-09-27 21:59:12 +02:00
deltanedas
24810d916b ninja 2 electric boogaloo (#15534)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-10 16:20:27 +10:00
metalgearsloth
f7950d07e2 Revert "Revert "Emp more effects" (#16159)" (#16165)
This reverts commit 0da5a78509.
2023-05-06 11:26:04 -04:00
metalgearsloth
0da5a78509 Revert "Emp more effects" (#16159) 2023-05-06 20:45:49 +10:00
Slava0135
4d47562dde Emp more effects (#14550)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-05-06 11:38:09 +10:00
Slava0135
b874304d38 Add emp artifact effect (#14493) 2023-03-09 00:30:00 -08:00
Slava0135
b2972c1d2c Add emp grenade (#14393) 2023-03-06 11:05:12 -08:00