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path: root/src/sim/sim_manager/mod.rs
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use std::time::Instant;

use fxhash::FxHashMap;
use glam::IVec2;

use crate::{
    Config,
    config::{PHYSICS_DELTA_TIME, PHYSICS_FPS, SIM_FPS},
    sim::{
        cell::Cell,
        cell_manager::manager::CellManager,
        entity::{Entity, EntityDef},
        particle_manager::ParticleManager,
        rb_manager::RbManager,
        sim_manager::utils::write_entity_to_world,
    },
};

mod utils;

pub struct SimManager {
    // timing
    pub paused: bool,
    pub ignore_pause_next_tick: bool,
    pub last_cell_update: Instant,
    pub cell_updates_due: f32,
    pub last_physics_update: Instant,
    pub physics_updates_due: f32,

    // systems
    pub cell_manager: CellManager,
    pub rb_manager: RbManager,
    pub particle_manager: ParticleManager,

    // entities
    // TODO entity manager?
    next_entity_id: u32,
    pub entities: FxHashMap<u32, Entity>,
}

pub struct SimCtx<'a> {
    pub cell_manager: &'a mut CellManager,
    pub rb_manager: &'a mut RbManager,
    pub particle_manager: &'a mut ParticleManager,
}

impl SimManager {
    pub fn create_entity(&mut self, def: EntityDef) -> u32 {
        let (rb_h, collider_h) = if let Some(rb) = def.rb {
            let rb_h = self.rb_manager.physics_manager.world.insert_body(rb);

            if let Some(collider) = def.collider {
                let collider_h = self
                    .rb_manager
                    .physics_manager
                    .world
                    .insert_collider(collider, Some(rb_h));
                (Some(rb_h), Some(collider_h))
            } else {
                (Some(rb_h), None)
            }
        } else if let Some(collider) = def.collider {
            let collider_h = self
                .rb_manager
                .physics_manager
                .world
                .insert_collider(collider, None);
            (None, Some(collider_h))
        } else {
            (None, None)
        };

        let entity = Entity::new(
            self.next_entity_id,
            rb_h,
            collider_h,
            def.cells,
            def.behaviour,
        );

        let id = self.next_entity_id;
        self.entities.insert(id, entity);
        self.next_entity_id += 1;
        id
    }

    pub fn destroy_entity(&mut self, id: u32) {
        if let Some(entity) = self.entities.get(&id) {
            if let Some(rb_h) = entity.data.rb_h {
                self.rb_manager.physics_manager.world.remove_body(rb_h);
            } else if let Some(collider_h) = entity.data.collider_h {
                self.rb_manager
                    .physics_manager
                    .world
                    .remove_collider(collider_h);
            }

            self.entities.remove(&id);
        }
    }

    fn cell_update(&mut self, config: &Config, delta_time: f32) {
        // before we tick, write all the entities into the sim world
        // TODO optimize
        let entity_ids: Vec<u32> = self.entities.keys().copied().collect();
        let mut cells_written_by_entity: Vec<(u32, Vec<(u8, u8, i32, i32)>)> = Vec::new();

        for entity_id in entity_ids {
            let cells_written = write_entity_to_world(self, entity_id, self.cell_manager.seqno);
            cells_written_by_entity.push((entity_id, cells_written));
        }

        self.cell_manager.tick(config.use_threading);

        let entity_ids: Vec<u32> = self.entities.keys().cloned().collect();
        for id in entity_ids {
            let entity = self.entities.get_mut(&id);
            let mut ctx = SimCtx {
                cell_manager: &mut self.cell_manager,
                rb_manager: &mut self.rb_manager,
                particle_manager: &mut self.particle_manager,
            };
            if let Some(entity) = entity
                && let Some(result) = entity.update(&mut ctx, delta_time)
            {
                for d in result.deferred_destructions {
                    self.destroy_entity(d);
                }
            }
        }

        // after we tick, remove the written entity cells and update the entities
        // TODO optimize
        for (entity_id, cells_written) in cells_written_by_entity {
            if let Some(entity) = self.entities.get_mut(&entity_id) {
                let entity_cells = entity.data.cells.as_mut().unwrap();
                let mut should_update_entity = false;

                for (lx, ly, x, y) in cells_written {
                    // update the entity
                    // TODO optimize
                    let new_local_cell =
                        self.cell_manager.get_cell_from_game_position(x, y).unwrap();
                    if !new_local_cell.entity_integrated() {
                        // this means that the entity changed in some way, so we should recompute its shape
                        // TODO wait N frames to debounce this
                        should_update_entity = true;
                    }
                    // we do this unconditionally because it's cheaper than checking if it actually needs to be updated
                    // and because we don't have a good way to track changes to cell state
                    entity_cells.set_cell_at_local_position(
                        IVec2::new(lx as i32, ly as i32),
                        new_local_cell,
                    );

                    // update the world
                    // TODO optimize
                    self.cell_manager
                        .set_cell_from_game_position(x, y, Cell::void(), false);
                }

                if should_update_entity {
                    if let Some(new_collider) = entity.compute_collider() {
                        self.rb_manager
                            .physics_manager
                            .world
                            .remove_collider(entity.data.collider_h.unwrap());

                        let new_handle = self
                            .rb_manager
                            .physics_manager
                            .world
                            .insert_collider(new_collider, Some(entity.data.rb_h.unwrap()));

                        entity.data.collider_h = Some(new_handle);
                    }
                }
            }
        }
    }

    fn physics_update(&mut self, delta_time: f32) {
        let entity_ids: Vec<u32> = self.entities.keys().cloned().collect();
        for id in entity_ids {
            let entity = self.entities.get_mut(&id);
            let mut ctx = SimCtx {
                cell_manager: &mut self.cell_manager,
                rb_manager: &mut self.rb_manager,
                particle_manager: &mut self.particle_manager,
            };
            if let Some(entity) = entity
                && let Some(result) = entity.physics_update(&mut ctx, delta_time)
            {
                for d in result.deferred_destructions {
                    self.destroy_entity(d);
                }
            }
        }
        // before we move the rigidbodies, upsert the current terrain state
        // TODO make this range dynamic
        for cx in -5..5 {
            for cy in -5..5 {
                if let Some(chunk) = self
                    .cell_manager
                    .chunk_position_to_chunk_idx
                    .get(&(cx, cy))
                    .map(|&idx| &self.cell_manager.chunks[idx])
                    && !chunk.sleeping
                {
                    self.rb_manager.upsert_chunk_collider(cx, cy, chunk);
                }
            }
        }

        // move the rbs
        self.rb_manager.tick(delta_time);

        // move the particles
        self.particle_manager
            .tick(&mut self.cell_manager, delta_time);
    }

    pub fn update(&mut self, config: &Config, delta_time: f32) {
        let now = Instant::now();
        let secs_since_last_cell_update = (now - self.last_cell_update).as_secs_f32();
        let expected_secs_since_last_cell_update = 1.0 / SIM_FPS as f32;

        self.last_cell_update = now;
        if self.paused && self.ignore_pause_next_tick {
            self.cell_update(config, delta_time);
        } else if !self.paused {
            self.cell_updates_due +=
                secs_since_last_cell_update / expected_secs_since_last_cell_update;
            let mut cell_updates_done = 0;
            // don't ever update more than 3 times per frame, or else we can get a pseudo deadlock
            while self.cell_updates_due >= 1.0 && cell_updates_done < 3 {
                self.cell_update(config, delta_time);
                self.cell_updates_due -= 1.0;
                cell_updates_done += 1;
            }
            self.cell_updates_due = self.cell_updates_due.min(3.0);
        }

        // PHYSICS UPDATE
        let secs_since_last_physics_update = (now - self.last_physics_update).as_secs_f32();
        let expected_secs_since_last_physics_update = 1.0 / PHYSICS_FPS as f32;

        self.last_physics_update = now;
        if self.paused && self.ignore_pause_next_tick {
            self.physics_update(PHYSICS_DELTA_TIME);
        } else if !self.paused {
            self.physics_updates_due +=
                secs_since_last_physics_update / expected_secs_since_last_physics_update;
            let mut updates_done = 0;
            // don't ever update more than 3 times per frame, or else we can get a pseudo deadlock
            while self.physics_updates_due >= 1.0 && updates_done < 3 {
                self.physics_update(PHYSICS_DELTA_TIME);
                self.physics_updates_due -= 1.0;
                updates_done += 1;
            }
            self.physics_updates_due = self.physics_updates_due.min(3.0);
        }

        self.ignore_pause_next_tick = false;
    }

    pub fn new() -> Self {
        SimManager {
            paused: false,
            ignore_pause_next_tick: false,
            last_cell_update: Instant::now(),
            cell_updates_due: 0.0,
            last_physics_update: Instant::now(),
            physics_updates_due: 0.0,

            cell_manager: CellManager::from_default_size(),
            rb_manager: RbManager::new(),
            particle_manager: ParticleManager::new(),

            next_entity_id: 0,
            entities: FxHashMap::default(),
        }
    }
}