Commit Graph

127 Commits

Author SHA1 Message Date
RoosterDragon
88fb83bc57 Remove caching of CurrentAdjacentCells in Cargo
In 05ed9d9a73 we stopped caching the values with ToArray to resolve a desync. But even caching the enumerable can lead to a desync, so remove the caching entirely.

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Let's explain how the code that cached values via ToArray could desync.

Usually, the cell given by `self.Location` matches with the cell given by `self.GetTargetablePositions()`. However if the unit is moving and close to the boundary between two cells, it is possible for the targetable position to be an adjacent cell instead.

Combined with the fact hovering over the unit will evaluate `CurrentAdjacentCells` only for the local player and not everybody, the following sequence becomes possible to induce a desync:
- As the APC is moving into the last cell before unloading, the local player hovers over it. `self.Location` is the last cell, but `self.GetTargetablePositions()` gives the *previous* cell (as the unit is close to the boundary between the cells)
- The local player then caches `CurrentAdjacentCells`. The cache key of `self.Location` is the final cell, but the values are calculated for `self.GetTargetablePositions()` of an *adjacent* cell.
- When the order to unload is resolved, the cache key of `CurrentAdjacentCells` is already `self.Location` and so `CurrentAdjacentCells` is *not* updated.
- The units unload into cells based on the *adjacent* cell.

Then, for other players in the game:
- The hover does nothing for these players.
- When the order is resolved, `CurrentAdjacentCells` is out of date and is re-evaluated.
- `self.Location` and `self.GetTargetablePositions()` are both the last cell, because the unit has finished moving.
- So the cache is updated with a key of `self.Location` and values from the *same* cell.
- The units unload into cells based on the *current* cell.

As the units unload into different cells, a desync occurs. Ultimately the cause here is that cache key is insufficient - `self.Location` can have the same value but the output can differ. The function isn't a pure function so memoizing the result via `ToArray()` isn't sound.

Reverting it to cache the enumerable, which is then lazily re-evaluated reduces the scope of possible desyncs but is NOT a full solve. The cached enumerable caches the result of `Actor.GetTargetablePositions()` which isn't a fully lazy sequence. A different result is returned depending on `EnabledTargetablePositions.Any()`. Therefore, if the traits were to enable/disable inbetween, then we can still end up with different results. Memoizing the enumerable isn't sound either!

Currently our only trait is `HitShape` which is enabled based on conditions. A condition that enables/disables it based on movement would be one way to trigger this scenario. Let's say you have a unit where you toggle between two hit shapes when it is moving and when it stops moving. That would allow you to replicate the above scenario once again.

Instead of trying to come up with a sound caching mechanism in the face of a series of complex inputs, we just give up on trying to cache this information at all.
2024-08-01 22:58:15 +02:00
RoosterDragon
0649f3dc32 RCS0056 - roslynator_max_line_length = 160 2024-07-29 21:56:36 +02:00
atlimit8
a054d2115d remove unused RenderSprite trait fields 2024-02-16 09:36:44 +02:00
abcdefg30
d9f5588a1f Fix warnings about NREs in WithEmbeddedTurretSpriteBody 2023-10-30 23:37:52 +02:00
Gustas
686040a316 Turn ModelRenderer and VoxelCache into traits 2023-09-23 19:12:51 +02:00
RoosterDragon
f4af5c1764 Fix CA1852 2023-06-06 11:51:47 +03:00
RoosterDragon
8a285f9b19 Fix IDE0090 2023-04-08 16:51:51 +03:00
RoosterDragon
52fd564eac Fix some whitespace formatting issues: stray tabs or spaces.
Wrap some long lines on affected code.
2023-03-02 20:02:45 +02:00
Gustas
049d0283f9 Remove TiberianSunRefinery
Also add IDockClientBody interface,
move WithDockingOverlay cnc -> common,
remove HarvesterDockSequence implementing classes
2023-02-18 16:35:15 +01:00
abcdefg30
5bf7fe852c Remove the copyright year numbers 2023-01-11 11:58:54 +02:00
abcdefg30
6a31b1f9f3 Update the copyright header year 2022-05-28 00:35:10 -05:00
Eduardo Cáceres
79f321cb44 .Any(), .Count() -> .Count or .Length 2022-05-18 11:42:36 -05:00
Matthias Mailänder
0e7ad43425 Remove unused parameters. 2022-04-01 23:30:26 +02:00
Mustafa Alperen Seki
91f626c42a Make WithVoxelWalkerBody PausableConditional. 2022-02-18 12:24:23 +01:00
penev92
bf332b6619 Fixed fields missing the readonly modifier 2022-01-22 18:47:06 +00:00
Matthias Mailänder
07815143f1 Fix CA1825 warnings on empty array initialisation. 2021-12-06 13:19:28 +01:00
Andre Mohren
6810469634 Updated copyright years. 2021-06-29 18:33:21 -05:00
Paul Chote
5832ec76d4 Render integrated muzzle flashes as their own tint-ignoring animations. 2021-03-20 17:15:56 +01:00
Paul Chote
f661d1ba48 Remove OLDLST campaign overrides. 2021-02-14 18:13:21 +01:00
Paul Chote
82a9809192 Remove RenderSprites.Scale. 2021-01-21 18:22:11 +01:00
Paul Chote
7a7cd21578 Fix TD SAM Site facings being reset when damaged while closed. 2020-12-07 01:44:04 +01:00
teinarss
13581c030d Use in parameter for Target 2020-11-06 22:02:24 +01:00
RoosterDragon
2adee1e374 Use HasMovementType to avoid Enum.HasFlag allocations. 2020-10-17 23:48:48 +02:00
Paul Chote
ef69a3de66 Use nameof() in PaletteReference. 2020-08-15 13:41:45 +02:00
Paul Chote
75cb5c2166 Convert turret facings to WAngle relative to the body. 2020-08-09 19:43:53 +02:00
dnqbob
f67f8ed05e WithLandingCraftAnimation can stop on all movement 2020-08-09 13:22:56 +02:00
Andre Mohren
006a87692a Removed unused imports. 2020-07-28 18:22:51 +02:00
Paul Chote
aae497eff1 Pass pre-combined rotations into the rendering code. 2020-07-17 15:02:32 +02:00
Paul Chote
a2269e7ee7 Convert (Dynamic)FacingInit, (Dynamic)TurretFacingInit to WAngle. 2020-07-08 20:38:30 +02:00
Paul Chote
ae7cfa56b7 Restrict IActorPreviewInitInfo to ActorInit. 2020-06-19 17:57:56 +02:00
Paul Chote
b856613194 Add ISingleInstanceInit interface.
Inits that are logically singletons (e.g. actor
location or owner) should implement this interface
to avoid runtime inconsistencies.

Duplicate instances are rejected at init-time,
allowing simpler queries when they are used.
2020-06-19 17:57:56 +02:00
Paul Chote
6adf45bcb4 Convert IFacing.Facing and TurnSpeed to WAngle. 2020-06-12 18:35:41 +02:00
Paul Chote
b38018af9c Replace IActorInit with an abstract class.
A shared ValueActorInit<T> is introduced to reduce duplication
in the most common init cases, and an ActorInitActorReference
allow actors to be referenced by map.yaml name.
2020-06-08 19:18:38 +02:00
Paul Chote
c999b2d778 Convert QuantizeFacing to WAngle facings. 2020-05-28 21:23:51 +02:00
Paul Chote
7c6ec577dc Rewrite ActorInit queries. 2020-05-28 19:04:53 +02:00
Paul Chote
86f61298e6 Replace ITraitInfo interface with TraitInfo class. 2020-05-21 13:01:04 +02:00
Paul Chote
fe58ed1283 Animation facing -> WAngle. 2020-05-09 10:20:23 -05:00
Matthias Mailänder
86a7a0bd6c Move Render*Circle traits to their base traits. 2020-04-26 10:30:50 +02:00
Matthias Mailänder
b4edec215e Fix spy ignoring the target's faction. 2020-03-19 23:11:38 +01:00
Paul Chote
ce91c5a76f Fix WithDisguisingInfantryBody idle animation crash. 2020-03-01 14:43:12 +01:00
reaperrr
aa63696933 Update rule for WithPermanentInjury removal 2020-01-16 22:56:39 +01:00
Paul Chote
fe25fdf0ff Improve robustness of editor actor cell checks. 2020-01-12 18:30:50 +01:00
abcdefg30
23b3c237b7 Update the year numbers in all license headers to 2020 2020-01-05 17:00:34 +00:00
reaperrr
efc06a020b Move WithDeliveryAnimation to Mods.Common 2019-12-08 16:03:14 +00:00
Paul Chote
8e280ef0a7 Rename RangeCircleRenderable to RangeCircleAnnotationRenderable. 2019-10-20 23:46:33 +02:00
Paul Chote
0ff078968d Change IPlaceBuildingDecorationInfo to use annotations. 2019-10-20 23:46:33 +02:00
Paul Chote
1dc84f48de Migrate traits to IRenderAnnotations. 2019-10-20 23:46:33 +02:00
abcdefg30
1c965d812f Fix WithSpriteBody crashes 2019-05-29 20:58:45 +01:00
Paul Chote
78a70be0d4 Fix and enable SA1133, SA1134 style rules. 2019-05-24 10:47:57 +02:00
reaperrr
0eb0a5a2bd Add WithHarvesterSpriteBody
And move PrefixByFullness there.
Also put it into Mods.Cnc, as RA is the only shipping mod
using this.
2019-04-14 19:09:28 +02:00