feat(traffic): implement autonomous City Traffic Engine and Living Urban Crowd Engine from CBT dump
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using System.Collections.Concurrent;
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using System.Text.Json;
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using Ananta.SDK.Network;
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namespace Ananta.Server.Gameplay.Traffic;
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public sealed class CityTrafficEngine
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{
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public static CityTrafficEngine Instance { get; } = new();
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private ITrafficVehicleDriver? _driver;
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private Func<IEnumerable<TcpSession>>? _sessionProvider;
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private readonly ConcurrentDictionary<ulong, SimulatedVehicle> _simulatedVehicles = new();
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private RoadNetworkFile? _roadNetwork;
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private readonly Dictionary<int, RoadLaneData> _laneLookup = new();
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private CancellationTokenSource? _cts;
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private Task? _simulationLoopTask;
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// Traffic Configuration
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public bool Enabled { get; set; } = true;
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public int TargetDensity { get; set; } = 20;
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public float SpeedScale { get; set; } = 1.0f;
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public float MinSpawnDistance { get; set; } = 50f;
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public float MaxSpawnDistance { get; set; } = 160f;
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public float DespawnDistance { get; set; } = 220f;
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// Pool of verified vehicle configs with full models and multi-seat support
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private static readonly uint[] TrafficVehiclePool =
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[
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81001001, // Sunset Skywing (Sedan)
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81001002, // Korou RV6 (SUV)
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81001003, // Kazama Voyage (Sedan)
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81000007, // Sunset GT-X Specter (Sports Car)
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81000002, // Korou Transporter M (Truck)
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81000005, // Erebos Black Box (Van)
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];
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private readonly Random _rng = new();
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public sealed class SimulatedVehicle
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{
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public ulong EntityId { get; set; }
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public uint ConfigId { get; set; }
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public int CurrentLaneId { get; set; }
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public float DistanceOnLane { get; set; }
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public float Speed { get; set; }
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public float X { get; set; }
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public float Y { get; set; }
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public float Z { get; set; }
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public float Yaw { get; set; }
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public DateTime CreatedAt { get; set; }
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public bool HijackedByPlayer { get; set; }
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}
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public void Initialize(string clientDataPath, ITrafficVehicleDriver driver, Func<IEnumerable<TcpSession>> sessionProvider)
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{
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_driver = driver;
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_sessionProvider = sessionProvider;
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var roadPath = Path.Combine(clientDataPath, "World", "RoadNetwork.json");
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if (!File.Exists(roadPath))
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{
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Console.WriteLine($"[TRAFFIC] RoadNetwork.json not found at: {roadPath}");
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return;
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}
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try
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{
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Console.WriteLine($"[TRAFFIC] Loading road network from: {roadPath}...");
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var json = File.ReadAllText(roadPath);
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_roadNetwork = JsonSerializer.Deserialize<RoadNetworkFile>(json);
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if (_roadNetwork is not null)
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{
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foreach (var lane in _roadNetwork.Lanes)
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{
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lane.Precompute();
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_laneLookup[lane.Id] = lane;
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}
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Console.WriteLine($"[TRAFFIC] Road network loaded: {_roadNetwork.Lanes.Count} lanes precomputed across {_roadNetwork.SpatialGrid.Count} spatial cells.");
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}
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}
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catch (Exception ex)
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{
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Console.WriteLine($"[TRAFFIC] Failed to load road network: {ex.Message}");
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}
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Start();
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}
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public void Start()
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{
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if (_simulationLoopTask is not null && !_simulationLoopTask.IsCompleted)
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return;
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_cts = new CancellationTokenSource();
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_simulationLoopTask = Task.Run(() => SimulationLoopAsync(_cts.Token));
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Console.WriteLine("[TRAFFIC] Autonomous City Traffic Engine started.");
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}
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public void Stop()
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{
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_cts?.Cancel();
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}
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private async Task SimulationLoopAsync(CancellationToken token)
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{
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const int tickIntervalMs = 100; // 10 ticks per second for smooth client replication
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const float dt = tickIntervalMs / 1000f;
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while (!token.IsCancellationRequested)
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{
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try
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{
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if (Enabled && _driver is not null && _sessionProvider is not null && _roadNetwork is not null)
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{
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var sessions = _sessionProvider().ToList();
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foreach (var session in sessions)
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{
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await TickSessionTrafficAsync(session, dt);
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}
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}
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}
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catch (Exception ex)
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{
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// Engine tick exception guard
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Console.WriteLine($"[TRAFFIC-ERROR] Loop exception: {ex.Message}");
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}
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try
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{
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await Task.Delay(tickIntervalMs, token);
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}
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catch (OperationCanceledException)
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{
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break;
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}
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}
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}
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private async Task TickSessionTrafficAsync(TcpSession session, float dt)
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{
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if (_driver is null || _roadNetwork is null)
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return;
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var (hasPlayer, px, py, pz, pyaw, raidId) = _driver.GetPlayerPosition(session);
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if (!hasPlayer || !float.IsFinite(px) || !float.IsFinite(pz))
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return;
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// 1. Move and update existing simulated vehicles
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var vehicleEntries = _simulatedVehicles.Values.ToList();
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foreach (var v in vehicleEntries)
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{
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if (v.HijackedByPlayer)
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continue;
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// Check if player has boarded or driven this vehicle
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if (_driver.IsVehiclePlayerControlled(v.EntityId))
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{
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v.HijackedByPlayer = true;
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_simulatedVehicles.TryRemove(v.EntityId, out _);
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Console.WriteLine($"[TRAFFIC] Player took control of traffic vehicle entity={v.EntityId}!");
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continue;
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}
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// Distance to player
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var dx = v.X - px;
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var dz = v.Z - pz;
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var distSq = dx * dx + dz * dz;
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if (distSq > DespawnDistance * DespawnDistance)
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{
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// Despawn far away vehicle
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_simulatedVehicles.TryRemove(v.EntityId, out _);
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await _driver.DestroyTrafficVehicleAsync(session, v.EntityId);
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continue;
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}
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// Advance vehicle along lane
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if (!_laneLookup.TryGetValue(v.CurrentLaneId, out var currentLane) || currentLane.TotalLength <= 0.1f)
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{
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_simulatedVehicles.TryRemove(v.EntityId, out _);
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await _driver.DestroyTrafficVehicleAsync(session, v.EntityId);
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continue;
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}
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v.DistanceOnLane += v.Speed * SpeedScale * dt;
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// Check if vehicle reached the end of the lane
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if (v.DistanceOnLane >= currentLane.TotalLength)
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{
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if (currentLane.Next.Count > 0)
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{
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// Pick next connected lane
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var nextLaneId = currentLane.Next[_rng.Next(currentLane.Next.Count)];
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if (_laneLookup.TryGetValue(nextLaneId, out var nextLane))
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{
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v.CurrentLaneId = nextLaneId;
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v.DistanceOnLane = 0f;
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v.Speed = nextLane.Speed > 0 ? nextLane.Speed : currentLane.Speed;
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currentLane = nextLane;
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}
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else
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{
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// Unresolved next lane -> despawn
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_simulatedVehicles.TryRemove(v.EntityId, out _);
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await _driver.DestroyTrafficVehicleAsync(session, v.EntityId);
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continue;
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}
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}
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else
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{
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// Dead end -> despawn
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_simulatedVehicles.TryRemove(v.EntityId, out _);
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await _driver.DestroyTrafficVehicleAsync(session, v.EntityId);
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continue;
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}
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}
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// Calculate new spline position & velocity
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var (nx, ny, nz, nyaw, vx, vz) = currentLane.Evaluate(v.DistanceOnLane, v.Speed * SpeedScale);
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v.X = nx;
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v.Y = ny;
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v.Z = nz;
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v.Yaw = nyaw;
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// Send smooth SyncVehicleMove to client
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await _driver.SendVehicleMoveAsync(session, v.EntityId, nx, ny, nz, nyaw, vx, vz);
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}
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// 2. Spawn new vehicles if below target density
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var activeCount = _simulatedVehicles.Count;
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if (activeCount < TargetDensity)
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{
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await TrySpawnTrafficVehicleAroundPlayerAsync(session, px, py, pz, pyaw);
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}
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}
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private async Task<bool> TrySpawnTrafficVehicleAroundPlayerAsync(
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TcpSession session, float px, float py, float pz, float pyaw)
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{
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if (_driver is null || _roadNetwork is null)
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return false;
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// Query spatial cells around player
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var grid = _roadNetwork.SpatialGrid;
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var gridSize = _roadNetwork.Metadata.GridSize;
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var centerCx = (int)MathF.Floor(px / gridSize);
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var centerCz = (int)MathF.Floor(pz / gridSize);
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var candidateLanes = new List<RoadLaneData>();
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var minSq = MinSpawnDistance * MinSpawnDistance;
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var maxSq = MaxSpawnDistance * MaxSpawnDistance;
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// Search 3x3 surrounding cells (~300m range)
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for (var cx = centerCx - 2; cx <= centerCx + 2; cx++)
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{
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for (var cz = centerCz - 2; cz <= centerCz + 2; cz++)
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{
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var ckey = $"{cx}_{cz}";
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if (grid.TryGetValue(ckey, out var laneIds))
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{
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foreach (var lId in laneIds)
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{
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if (_laneLookup.TryGetValue(lId, out var lane) && lane.TotalLength > 10f)
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{
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var laneStart = lane.Pts[0];
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var ldx = laneStart[0] - px;
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var ldz = laneStart[2] - pz;
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var dSq = ldx * ldx + ldz * ldz;
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if (dSq >= minSq && dSq <= maxSq)
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{
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candidateLanes.Add(lane);
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}
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}
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}
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}
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}
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}
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if (candidateLanes.Count == 0)
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return false;
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// Pick a random lane from candidates
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var chosenLane = candidateLanes[_rng.Next(candidateLanes.Count)];
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// Check if there is already a vehicle near the start of this lane
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foreach (var existing in _simulatedVehicles.Values)
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{
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if (existing.CurrentLaneId == chosenLane.Id && existing.DistanceOnLane < 20f)
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return false; // Lane entry occupied
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}
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// Evaluate spawn coordinates at start of lane
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var (sx, sy, sz, syaw, _, _) = chosenLane.Evaluate(0f, 0f);
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// Pick vehicle config
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var configId = TrafficVehiclePool[_rng.Next(TrafficVehiclePool.Length)];
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var (ok, entityId) = await _driver.SpawnTrafficVehicleAsync(session, configId, sx, sy, sz, syaw);
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if (!ok || entityId == 0)
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return false;
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var simVehicle = new SimulatedVehicle
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{
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EntityId = entityId,
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ConfigId = configId,
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CurrentLaneId = chosenLane.Id,
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DistanceOnLane = 0f,
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Speed = chosenLane.Speed > 0f ? chosenLane.Speed : 11.11f,
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X = sx,
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Y = sy,
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Z = sz,
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Yaw = syaw,
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CreatedAt = DateTime.UtcNow,
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HijackedByPlayer = false
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};
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_simulatedVehicles[entityId] = simVehicle;
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return true;
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}
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public async Task<int> SpawnWaveAheadAsync(TcpSession session, int count = 5)
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{
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if (_driver is null || _roadNetwork is null)
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return 0;
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var (hasPlayer, px, py, pz, pyaw, _) = _driver.GetPlayerPosition(session);
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if (!hasPlayer)
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return 0;
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var spawned = 0;
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for (var i = 0; i < count; i++)
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{
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if (await TrySpawnTrafficVehicleAroundPlayerAsync(session, px, py, pz, pyaw))
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spawned++;
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}
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return spawned;
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}
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public async Task ClearAllTrafficAsync(TcpSession session)
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{
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if (_driver is null)
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return;
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var ids = _simulatedVehicles.Keys.ToList();
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_simulatedVehicles.Clear();
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foreach (var id in ids)
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{
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await _driver.DestroyTrafficVehicleAsync(session, id);
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}
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Console.WriteLine($"[TRAFFIC] Cleared {ids.Count} traffic vehicles.");
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}
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public TrafficStatus GetStatus() => new()
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{
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Enabled = Enabled,
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TargetDensity = TargetDensity,
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SpeedScale = SpeedScale,
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ActiveVehicles = _simulatedVehicles.Count,
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TotalRoadLanes = _roadNetwork?.Lanes.Count ?? 0,
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TotalSpatialCells = _roadNetwork?.SpatialGrid.Count ?? 0
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};
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}
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public sealed class TrafficStatus
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{
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public bool Enabled { get; set; }
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public int TargetDensity { get; set; }
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public float SpeedScale { get; set; }
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public int ActiveVehicles { get; set; }
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public int TotalRoadLanes { get; set; }
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public int TotalSpatialCells { get; set; }
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}
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