Files
sbox-public/engine/Sandbox.Engine/Scene/GameObjectSystems/NavMeshAgentSystem.cs
Lorenz Junglas 7258b356f8 Improve performance timing scopes (#4176)
Fixes timing scopes to more accurately represent a per-frame main thread breakdown, and prevents spikes when GC is executed.

- **GcPause**
  - New separate timing scope showing time spent in GC per frame
  - GC pause time is subtracted from all other scopes, so each scope now only tracks its own code execution and no longer includes GC overhead
  - e.g. when GC occurs during the audio scope, the audio scope no longer spikes to 20ms
- **AudioMixingThread** removed from the main scopes
  - Runs on a separate thread, so its timings are effectively meaningless in the main thread view
  - All other scopes are main thread only
  - No longer relevant given the audio optimisation work done over the past months
- **Scene** scope removed
  - Didn't make much sense as it was an aggregate wrapping many other timing scopes
  - Replaced with a finer `Update` scope that tracks `Component.FixedUpdate`/`Update`
- **Editor** scope no longer shows in-game
- Scopes reschuffled
  - e.g. verlet rope physics traces are now tracked under the physics scope
  - Audio occlusion queries are now tracked under the audio scope

https://files.facepunch.com/lolleko/2026/March/02_12-59-QuixoticMarten.png
2026-03-02 13:05:45 +01:00

121 lines
3.2 KiB
C#

using System.Collections.Concurrent;
namespace Sandbox;
/// <summary>
/// Updates NavMeshAgent ground positions in parallel during PrePhysicsStep.
/// </summary>
internal sealed class NavMeshGameSystem : GameObjectSystem
{
private readonly List<NavMeshAgent> _agents = new();
public NavMeshGameSystem( Scene scene ) : base( scene )
{
// Listen to StartFixedUpdate to run before physics
Listen( Stage.StartFixedUpdate, -100, UpdateAgentGoundZ, "UpdateAgentGroundZ" );
}
void UpdateAgentGoundZ()
{
using var _ = PerformanceStats.Timings.NavMesh.Scope();
_agents.Clear();
Scene.GetAll<NavMeshAgent>( _agents );
if ( _agents.Count == 0 ) return;
System.Threading.Tasks.Parallel.ForEach( Partitioner.Create( _agents, loadBalance: true ), FindPhysicsGroundZ );
}
/// <summary>
/// We are tracing in the following interval (scale not accurate)
/// x
/// |
/// | We start a certain distance above the agents capsules center
/// |
/// |
/// |
/// -------
/// | | |
/// | x | -- Trace Start (in lower third)
/// | | |
/// -------
/// |
/// |
/// ~~~~~~~ -- Potential ground
/// |
/// |
/// |
/// x We trace down the same distance
///
/// In case of multiple hits we prefer the once closest to the agent's capsule center
/// </summary>
private void FindPhysicsGroundZ( NavMeshAgent agent )
{
if ( agent.agentInternal == null ) return;
if ( agent.timeUntilNextGroundTrace > 0f )
{
return;
}
// Introduce some random jitter so not all agents trace on the same frame
agent.timeUntilNextGroundTrace = Random.Shared.Int( 2, 4 ) * Time.Delta;
var footRadius = agent.agentInternal.option.radius * 0.1f;
var traceStartOffset = MathF.Max( 64f, Scene.NavMesh.AgentHeight ) * 8f;
var navMeshPos = agent.AgentPosition;
var traceStart = navMeshPos + Vector3.Up * Scene.NavMesh.AgentHeight * 0.3f;
var baseTrace =
Scene.Trace
.IgnoreDynamic()
.IgnoreGameObjectHierarchy( agent.GameObject )
.WithAnyTags( Scene.NavMesh.IncludedBodies )
.WithCollisionRules( agent.Tags )
.WithoutTags( Scene.NavMesh.ExcludedBodies );
if ( !Scene.NavMesh.IncludeStaticBodies )
{
baseTrace = baseTrace.IgnoreStatic();
}
if ( !Scene.NavMesh.IncludeKeyframedBodies )
{
baseTrace = baseTrace.IgnoreKeyframed();
}
var downTrace = baseTrace.Sphere( footRadius, traceStart, traceStart + Vector3.Down * traceStartOffset );
var upTrace = baseTrace.Sphere( footRadius, traceStart, traceStart + Vector3.Up * traceStartOffset );
var downResult = downTrace.Run();
var upResult = upTrace.Run();
var bestZ = 0f;
var closestDistanceToTraceStart = float.MaxValue;
// Process downTrace result
if ( downResult.Hit )
{
var distance = MathF.Abs( downResult.HitPosition.z - traceStart.z );
if ( distance < closestDistanceToTraceStart )
{
bestZ = downResult.HitPosition.z;
closestDistanceToTraceStart = distance;
}
}
// Process upTrace result
if ( upResult.Hit )
{
var distance = MathF.Abs( upResult.HitPosition.z - traceStart.z );
if ( distance < closestDistanceToTraceStart )
{
bestZ = upResult.HitPosition.z;
}
}
agent.groundTraceZ = bestZ;
}
}