optimize (not done yet)

- alpha-alpha implementation of CachedView in csflow.

- MUCH faster entity cache build time thanks to two professionally engineered functions 😎
This commit is contained in:
Janek
2024-01-05 00:31:11 +01:00
parent 50677fafef
commit f186b19255
14 changed files with 417 additions and 129 deletions

View File

@@ -1,4 +1,4 @@
use csflow::{memflow::Address, enums::PlayerType, structs::{GlobalVars, GameRules}, traits::MemoryClass};
use csflow::{memflow::Address, enums::PlayerType, structs::{GlobalVars, GameRules, CBaseEntity}, traits::{MemoryClass, BaseEntity}, CheatCtx};
#[derive(Clone, Copy)]
pub enum CachedEntity {
@@ -18,7 +18,7 @@ pub struct Cache {
impl Cache {
pub fn is_valid(&self) -> bool {
if self.valid {
if self.timestamp.elapsed() > std::time::Duration::from_secs(10) {
if self.timestamp.elapsed() > std::time::Duration::from_secs(60 * 3) {
log::info!("Invalidated cache! Reason: time");
return false
}
@@ -57,6 +57,107 @@ impl Cache {
pub fn gamerules(&self) -> GameRules {
self.gamerules
}
pub fn build(&self, ctx: &mut CheatCtx) -> anyhow::Result<Self> {
let mut cached_entities = Vec::new();
let globals = ctx.get_globals()?;
let highest_index = ctx.highest_entity_index()?;
let entity_list = ctx.get_entity_list()?;
let gamerules = ctx.get_gamerules()?;
let local = ctx.get_local()?;
if local.get_pawn(ctx, entity_list)?.is_some() {
cached_entities.push(CachedEntity::Player {
ptr: local.ptr(),
player_type: PlayerType::Local,
});
// If the bomb is dropped, do a reverse entity list loop with early exit when we found the bomb.
if gamerules.bomb_dropped(ctx)? {
for idx in (0..=highest_index).rev() {
if let Some(entity) = CBaseEntity::from_index(ctx, entity_list, idx)? {
if entity.is_dropped_c4(ctx)? {
cached_entities.push(CachedEntity::Bomb {
ptr: entity.ptr()
});
break;
}
}
}
}
//let mut next = local.next_by_class(ctx)?;
//println!("next: {:X}", next.ptr());
for idx in 0..=64 {
if let Some(entity) = CBaseEntity::from_index(ctx, entity_list, idx)? {
if entity.is_cs_player_controller(ctx)? {
let controller = entity.to_player_controller();
let player_type = {
match controller.get_player_type(ctx, &local)? {
Some(t) => {
if t == PlayerType::Spectator {
continue;
} else { t }
},
None => {
continue;
},
}
};
cached_entities.push(CachedEntity::Player {
ptr: entity.ptr(),
player_type
});
}
}
}
/*
while !next.ptr().is_null() && next.ptr().is_valid() {
let player_type = {
match next.get_player_type(ctx, &local)? {
Some(t) => {
if t == PlayerType::Spectator {
next = next.next_by_class(ctx)?;
continue;
} else { t }
},
None => {
next = next.next_by_class(ctx)?;
continue;
},
}
};
cached_entities.push(CachedEntity::Player {
ptr: next.ptr(),
player_type,
});
next = next.next_by_class(ctx)?;
println!("next: {:X}", next.ptr());
}
*/
}
let cache = CacheBuilder::new()
.entity_cache(cached_entities)
.entity_list(entity_list)
.globals(globals)
.gamerules(gamerules)
.build()?;
log::info!("Rebuilt cache.");
Ok(cache)
}
}
pub struct CacheBuilder {

View File

@@ -1,9 +1,9 @@
use std::sync::Arc;
use csflow::{CheatCtx, Connector, memflow::Process, traits::{MemoryClass, BaseEntity}, enums::PlayerType, structs::{CBaseEntity, CPlayerController}};
use csflow::{CheatCtx, Connector, memflow::Process, traits::{MemoryClass, BaseEntity}, structs::{CBaseEntity, CPlayerController}, enums::{PlayerType, TeamID}};
use tokio::{sync::RwLock, time::Duration};
use crate::{comms::{RadarData, EntityData, BombData, PlayerData}, dma::cache::CacheBuilder};
use crate::comms::{RadarData, EntityData, BombData, PlayerData};
use self::cache::Cache;
@@ -32,66 +32,20 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
}
if !cache.is_valid() {
let mut cached_entities = Vec::new();
let globals = ctx.get_globals()?;
let highest_index = ctx.highest_entity_index()?;
let entity_list = ctx.get_entity_list()?;
let gamerules = ctx.get_gamerules()?;
let local = ctx.get_local()?;
if local.get_pawn(&mut ctx, entity_list)?.is_some() {
cached_entities.push(cache::CachedEntity::Player {
ptr: local.ptr(),
player_type: PlayerType::Local
});
for idx in 1..=highest_index {
if let Some(entity) = CBaseEntity::from_index(&mut ctx, entity_list, idx)? {
let class_name = entity.class_name(&mut ctx)?;
match class_name.as_str() {
"weapon_c4" => {
cached_entities.push(cache::CachedEntity::Bomb {
ptr: entity.ptr()
})
},
"cs_player_controller" => {
let controller = entity.to_player_controller();
let player_type = {
match controller.get_player_type(&mut ctx, &local)? {
Some(t) => {
if t == PlayerType::Spectator { continue } else { t }
},
None => { continue },
}
};
cached_entities.push(cache::CachedEntity::Player {
ptr: entity.ptr(),
player_type,
})
}
_ => {}
}
}
}
}
cache = CacheBuilder::new()
.entity_cache(cached_entities)
.entity_list(entity_list)
.globals(globals)
.gamerules(gamerules)
.build()?;
log::info!("Rebuilt cache.");
log::debug!("Rebuilding cache!");
let cache_start_stamp = tokio::time::Instant::now();
cache = cache.build(&mut ctx)?;
let elapsed = cache_start_stamp.elapsed();
log::info!("cache rebuild rate: {:.2}Hz", SECOND_AS_NANO as f64 / start_stamp.elapsed().as_nanos() as f64);
log::info!("cache rebuilt took: {}ns", elapsed.as_nanos());
log::info!("loop target: {}ns", target_interval.as_nanos());
}
if ctx.network_is_ingame()? {
let cur_tickcount = cache.globals().tick_count(&mut ctx)?;
//println!("tick_count: {}", tick_count);
ctx.cache_controller.set_tick_count(cur_tickcount);
// Check if mapname is "<empty>"
// That means we are not in-game, so we can just write empty radar data and run the next loop.
let map_name = cache.globals().map_name(&mut ctx)?;
@@ -102,11 +56,9 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
let mut data = data_lock.write().await;
*data = RadarData::empty();
continue;
} else if map_name.is_empty() { // Check if mapname is empty, this usually means a bad globals pointer -> rebuild our cache
cache.invalidate();
log::info!("Invalidated cache! Reason: invalid globals pointer");
continue;
}
let cur_round = cache.gamerules().total_rounds_played(&mut ctx)?;
@@ -116,7 +68,6 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
last_round = cur_round;
cache.invalidate();
log::info!("Invalidated cache! Reason: new round");
continue;
}
let cur_gamephase = cache.gamerules().game_phase(&mut ctx)?;
@@ -126,7 +77,6 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
last_gamephase = cur_gamephase;
cache.invalidate();
log::info!("Invalidated cache! Reason: new gamephase");
continue;
}
let cur_bomb_dropped = cache.gamerules().bomb_dropped(&mut ctx)?;
@@ -135,12 +85,8 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
last_bomb_dropped = cur_bomb_dropped;
cache.invalidate();
log::info!("Invalidated cache! Reason: bomb drop status changed");
continue;
}
let cur_tickcount = cache.globals().tick_count(&mut ctx)?;
// New tick, now we want to fetch our data
if cur_tickcount != last_tickcount {
// We don't expect more than 16 entries in our radar data.
let mut radar_data = Vec::with_capacity(16);
@@ -155,7 +101,7 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
))
);
}
for cached_data in cache.entity_cache() {
match cached_data {
cache::CachedEntity::Bomb { ptr } => {
@@ -179,8 +125,13 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
if pawn.is_alive(&mut ctx)? {
let pos = pawn.pos(&mut ctx)?;
let yaw = pawn.angles(&mut ctx)?.y;
let has_bomb = pawn.has_c4(&mut ctx, cache.entity_list())?;
let has_bomb = {
if controller.get_team(&mut ctx)? == Some(TeamID::T) {
pawn.has_c4(&mut ctx, cache.entity_list())?
} else {false}
};
radar_data.push(
EntityData::Player(
PlayerData::new(
@@ -197,14 +148,14 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
}
}
last_tickcount = cur_tickcount;
let mut data = data_lock.write().await;
*data = RadarData::new(
true,
map_name,
radar_data
);
last_tickcount = cur_tickcount;
}
}
@@ -215,16 +166,18 @@ pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<R
// This gives us the remaining time we can sleep in our loop
Some(t) => t,
// No time left, start next loop.
None => continue
None => { Duration::ZERO }
};
// On linux we may use tokio_timerfd for a more finely grained sleep function
#[cfg(target_os = "linux")]
tokio_timerfd::sleep(remaining).await?;
// On non linux build targets we need to use the regular sleep function, this one is only accurate to millisecond precision
#[cfg(not(target_os = "linux"))]
tokio::time::sleep(remaining).await;
if !remaining.is_zero() || true {
// On linux we may use tokio_timerfd for a more finely grained sleep function
#[cfg(target_os = "linux")]
tokio_timerfd::sleep(remaining).await?;
// On non linux build targets we need to use the regular sleep function, this one is only accurate to millisecond precision
#[cfg(not(target_os = "linux"))]
tokio::time::sleep(remaining).await;
}
log::debug!("poll rate: {:.2}Hz", SECOND_AS_NANO as f64 / start_stamp.elapsed().as_nanos() as f64);
log::debug!("elapsed: {}ns", elapsed.as_nanos());