Files
OpenRA/OpenRA.Mods.Common/Activities/Move/Move.cs
RoosterDragon 519be4374c Fixed pooling of layers used for pathfinding.
The previous implementation:
- Was failing to dispose of pooled layers.
- Was using a finalizer to allow undisposed layers to be reused.

This means all pooled layers are kept alive indefinitely until the map changes. If the finalizer is slow for any reason then the pathfiinder will allocate new layers when the pool runs out. Since these new layers are eventually stuffed back into the pool when the finalizer does run, this can theoretically leak unbounded memory until the pool goes out of scope. In practice it would leak tens of megabytes.

The new implementation ensures layers are disposed and pooled correctly to allow proper memory reuse. It also introduces some safeguards against memory leaks:
- A cap is set on the number of pooled layers. If more concurrent layers are needed than this, then the excess layers will not be pooled but instead be allowed to be garbage collected.
- No finalizer. An implementation that fails to call dispose simply allows the layer to be garbage collected instead.
2015-09-16 21:25:46 +01:00

458 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Pathfinder;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
public class Move : Activity
{
static readonly List<CPos> NoPath = new List<CPos>();
readonly Mobile mobile;
readonly IDisableMove[] moveDisablers;
readonly WDist nearEnough;
readonly Func<List<CPos>> getPath;
readonly Actor ignoredActor;
List<CPos> path;
CPos? destination;
// For dealing with blockers
bool hasWaited;
bool hasNotifiedBlocker;
int waitTicksRemaining;
// Scriptable move order
// Ignores lane bias and nearby units
public Move(Actor self, CPos destination)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
getPath = () =>
{
List<CPos> path;
using (var search =
PathSearch.FromPoint(self.World, mobile.Info, self, mobile.ToCell, destination, false)
.WithoutLaneBias())
path = self.World.WorldActor.Trait<IPathFinder>().FindPath(search);
return path;
};
this.destination = destination;
this.nearEnough = WDist.Zero;
}
// HACK: for legacy code
public Move(Actor self, CPos destination, int nearEnough)
: this(self, destination, WDist.FromCells(nearEnough)) { }
public Move(Actor self, CPos destination, WDist nearEnough)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
getPath = () => self.World.WorldActor.Trait<IPathFinder>()
.FindUnitPath(mobile.ToCell, destination, self);
this.destination = destination;
this.nearEnough = nearEnough;
}
public Move(Actor self, CPos destination, SubCell subCell, WDist nearEnough)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
getPath = () => self.World.WorldActor.Trait<IPathFinder>()
.FindUnitPathToRange(mobile.FromCell, subCell, self.World.Map.CenterOfSubCell(destination, subCell), nearEnough, self);
this.destination = destination;
this.nearEnough = nearEnough;
}
public Move(Actor self, CPos destination, Actor ignoredActor)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
getPath = () =>
{
List<CPos> path;
using (var search =
PathSearch.FromPoint(self.World, mobile.Info, self, mobile.ToCell, destination, false)
.WithIgnoredActor(ignoredActor))
path = self.World.WorldActor.Trait<IPathFinder>().FindPath(search);
return path;
};
this.destination = destination;
this.nearEnough = WDist.Zero;
this.ignoredActor = ignoredActor;
}
public Move(Actor self, Target target, WDist range)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
getPath = () =>
{
if (!target.IsValidFor(self))
return NoPath;
return self.World.WorldActor.Trait<IPathFinder>().FindUnitPathToRange(
mobile.ToCell, mobile.ToSubCell, target.CenterPosition, range, self);
};
destination = null;
nearEnough = range;
}
public Move(Actor self, Func<List<CPos>> getPath)
{
mobile = self.Trait<Mobile>();
moveDisablers = self.TraitsImplementing<IDisableMove>().ToArray();
this.getPath = getPath;
destination = null;
nearEnough = WDist.Zero;
}
static int HashList<T>(List<T> xs)
{
var hash = 0;
var n = 0;
foreach (var x in xs)
hash += n++ * x.GetHashCode();
return hash;
}
List<CPos> EvalPath()
{
var path = getPath().TakeWhile(a => a != mobile.ToCell).ToList();
mobile.PathHash = HashList(path);
return path;
}
public override Activity Tick(Actor self)
{
if (IsCanceled)
return NextActivity;
if (moveDisablers.Any(d => d.MoveDisabled(self)))
return this;
if (destination == mobile.ToCell)
return NextActivity;
if (path == null)
{
if (mobile.TicksBeforePathing > 0)
{
--mobile.TicksBeforePathing;
return this;
}
path = EvalPath();
SanityCheckPath(mobile);
}
if (path.Count == 0)
{
destination = mobile.ToCell;
return this;
}
destination = path[0];
var nextCell = PopPath(self);
if (nextCell == null)
return this;
var firstFacing = self.World.Map.FacingBetween(mobile.FromCell, nextCell.Value.First, mobile.Facing);
if (firstFacing != mobile.Facing)
{
path.Add(nextCell.Value.First);
return Util.SequenceActivities(new Turn(self, firstFacing), this);
}
else
{
mobile.SetLocation(mobile.FromCell, mobile.FromSubCell, nextCell.Value.First, nextCell.Value.Second);
var from = self.World.Map.CenterOfSubCell(mobile.FromCell, mobile.FromSubCell);
var to = Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) +
(self.World.Map.OffsetOfSubCell(mobile.FromSubCell) +
self.World.Map.OffsetOfSubCell(mobile.ToSubCell)) / 2;
var move = new MoveFirstHalf(
this,
from,
to,
mobile.Facing,
mobile.Facing,
0);
return move;
}
}
[Conditional("SANITY_CHECKS")]
void SanityCheckPath(Mobile mobile)
{
if (path.Count == 0)
return;
var d = path[path.Count - 1] - mobile.ToCell;
if (d.LengthSquared > 2)
throw new InvalidOperationException("(Move) Sanity check failed");
}
Pair<CPos, SubCell>? PopPath(Actor self)
{
if (path.Count == 0)
return null;
var nextCell = path[path.Count - 1];
// Next cell in the move is blocked by another actor
if (!mobile.CanMoveFreelyInto(nextCell, ignoredActor, true))
{
// Are we close enough?
var cellRange = nearEnough.Length / 1024;
if ((mobile.ToCell - destination.Value).LengthSquared <= cellRange * cellRange)
{
path.Clear();
return null;
}
// See if they will move
if (!hasNotifiedBlocker)
{
self.NotifyBlocker(nextCell);
hasNotifiedBlocker = true;
}
// Wait a bit to see if they leave
if (!hasWaited)
{
waitTicksRemaining = mobile.Info.WaitAverage + self.World.SharedRandom.Next(-mobile.Info.WaitSpread, mobile.Info.WaitSpread);
hasWaited = true;
}
if (--waitTicksRemaining >= 0)
return null;
if (mobile.TicksBeforePathing > 0)
{
--mobile.TicksBeforePathing;
return null;
}
// Calculate a new path
mobile.RemoveInfluence();
var newPath = EvalPath();
mobile.AddInfluence();
if (newPath.Count != 0)
path = newPath;
return null;
}
hasNotifiedBlocker = false;
hasWaited = false;
path.RemoveAt(path.Count - 1);
var subCell = mobile.GetAvailableSubCell(nextCell, SubCell.Any, ignoredActor);
return Pair.New(nextCell, subCell);
}
public override void Cancel(Actor self)
{
path = NoPath;
base.Cancel(self);
}
public override IEnumerable<Target> GetTargets(Actor self)
{
if (path != null)
return Enumerable.Reverse(path).Select(c => Target.FromCell(self.World, c));
if (destination != null)
return new Target[] { Target.FromCell(self.World, destination.Value) };
return Target.None;
}
abstract class MovePart : Activity
{
protected readonly Move Move;
protected readonly WPos From, To;
protected readonly int FromFacing, ToFacing;
protected readonly int MoveFractionTotal;
protected int moveFraction;
public MovePart(Move move, WPos from, WPos to, int fromFacing, int toFacing, int startingFraction)
{
Move = move;
From = from;
To = to;
FromFacing = fromFacing;
ToFacing = toFacing;
moveFraction = startingFraction;
MoveFractionTotal = (to - from).Length;
}
public override void Cancel(Actor self)
{
Move.Cancel(self);
base.Cancel(self);
}
public override void Queue(Activity activity)
{
Move.Queue(activity);
}
public override Activity Tick(Actor self)
{
var ret = InnerTick(self, Move.mobile);
Move.mobile.IsMoving = ret is MovePart;
if (moveFraction > MoveFractionTotal)
moveFraction = MoveFractionTotal;
UpdateCenterLocation(self, Move.mobile);
return ret;
}
Activity InnerTick(Actor self, Mobile mobile)
{
moveFraction += mobile.MovementSpeedForCell(self, mobile.ToCell);
if (moveFraction <= MoveFractionTotal)
return this;
var next = OnComplete(self, mobile, Move);
if (next != null)
return next;
return Move;
}
void UpdateCenterLocation(Actor self, Mobile mobile)
{
// avoid division through zero
if (MoveFractionTotal != 0)
mobile.SetVisualPosition(self, WPos.Lerp(From, To, moveFraction, MoveFractionTotal));
else
mobile.SetVisualPosition(self, To);
if (moveFraction >= MoveFractionTotal)
mobile.Facing = ToFacing & 0xFF;
else
mobile.Facing = int2.Lerp(FromFacing, ToFacing, moveFraction, MoveFractionTotal) & 0xFF;
}
protected abstract MovePart OnComplete(Actor self, Mobile mobile, Move parent);
public override IEnumerable<Target> GetTargets(Actor self)
{
return Move.GetTargets(self);
}
}
class MoveFirstHalf : MovePart
{
public MoveFirstHalf(Move move, WPos from, WPos to, int fromFacing, int toFacing, int startingFraction)
: base(move, from, to, fromFacing, toFacing, startingFraction) { }
static bool IsTurn(Mobile mobile, CPos nextCell)
{
return nextCell - mobile.ToCell !=
mobile.ToCell - mobile.FromCell;
}
protected override MovePart OnComplete(Actor self, Mobile mobile, Move parent)
{
var fromSubcellOffset = self.World.Map.OffsetOfSubCell(mobile.FromSubCell);
var toSubcellOffset = self.World.Map.OffsetOfSubCell(mobile.ToSubCell);
var nextCell = parent.PopPath(self);
if (nextCell != null)
{
if (IsTurn(mobile, nextCell.Value.First))
{
var nextSubcellOffset = self.World.Map.OffsetOfSubCell(nextCell.Value.Second);
var ret = new MoveFirstHalf(
Move,
Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) + (fromSubcellOffset + toSubcellOffset) / 2,
Util.BetweenCells(self.World, mobile.ToCell, nextCell.Value.First) + (toSubcellOffset + nextSubcellOffset) / 2,
mobile.Facing,
Util.GetNearestFacing(mobile.Facing, self.World.Map.FacingBetween(mobile.ToCell, nextCell.Value.First, mobile.Facing)),
moveFraction - MoveFractionTotal);
mobile.FinishedMoving(self);
mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, nextCell.Value.First, nextCell.Value.Second);
return ret;
}
parent.path.Add(nextCell.Value.First);
}
var ret2 = new MoveSecondHalf(
Move,
Util.BetweenCells(self.World, mobile.FromCell, mobile.ToCell) + (fromSubcellOffset + toSubcellOffset) / 2,
self.World.Map.CenterOfCell(mobile.ToCell) + toSubcellOffset,
mobile.Facing,
mobile.Facing,
moveFraction - MoveFractionTotal);
mobile.EnteringCell(self);
mobile.SetLocation(mobile.ToCell, mobile.ToSubCell, mobile.ToCell, mobile.ToSubCell);
return ret2;
}
}
class MoveSecondHalf : MovePart
{
public MoveSecondHalf(Move move, WPos from, WPos to, int fromFacing, int toFacing, int startingFraction)
: base(move, from, to, fromFacing, toFacing, startingFraction) { }
protected override MovePart OnComplete(Actor self, Mobile mobile, Move parent)
{
mobile.SetPosition(self, mobile.ToCell);
return null;
}
}
}
public static class ActorExtensionsForMove
{
public static bool IsMoving(this Actor self)
{
var a = self.GetCurrentActivity();
if (a == null)
return false;
// HACK: Dirty, but it suffices until we do something better:
if (a.GetType() == typeof(Move)) return true;
if (a.GetType() == typeof(MoveAdjacentTo)) return true;
if (a.GetType() == typeof(AttackMoveActivity)) return true;
// Not a move:
return false;
}
}
}