Predict general interactions. (#6856)

This commit is contained in:
Leon Friedrich
2022-03-09 20:12:17 +13:00
committed by GitHub
parent 60e7ef6073
commit 0f435f31c8
10 changed files with 283 additions and 256 deletions

View File

@@ -1,4 +1,3 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Administration.Logs;
@@ -6,13 +5,11 @@ using Content.Server.CombatMode;
using Content.Server.Hands.Components;
using Content.Server.Pulling;
using Content.Server.Storage.Components;
using Content.Server.Timing;
using Content.Shared.ActionBlocker;
using Content.Shared.Database;
using Content.Shared.DragDrop;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Item;
using Content.Shared.Pulling.Components;
using Content.Shared.Timing;
@@ -20,11 +17,7 @@ using Content.Shared.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
@@ -39,7 +32,6 @@ namespace Content.Server.Interaction
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
@@ -48,12 +40,8 @@ namespace Content.Server.Interaction
SubscribeNetworkEvent<DragDropRequestEvent>(HandleDragDropRequestEvent);
CommandBinds.Builder
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUseInteraction))
.Bind(ContentKeyFunctions.WideAttack,
new PointerInputCmdHandler(HandleWideAttack))
.Bind(ContentKeyFunctions.ActivateItemInWorld,
new PointerInputCmdHandler(HandleActivateItemInWorld))
.Bind(ContentKeyFunctions.TryPullObject,
new PointerInputCmdHandler(HandleTryPullObject))
.Register<InteractionSystem>();
@@ -86,11 +74,6 @@ namespace Content.Server.Interaction
return storage.SubscribedSessions.Contains(actor.PlayerSession);
}
protected override void BeginDelay(UseDelayComponent? component = null)
{
_useDelay.BeginDelay(component);
}
#region Drag drop
private void HandleDragDropRequestEvent(DragDropRequestEvent msg, EntitySessionEventArgs args)
{
@@ -146,23 +129,6 @@ namespace Content.Server.Interaction
}
#endregion
#region ActivateItemInWorld
private bool HandleActivateItemInWorld(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var user))
{
Logger.InfoS("system.interaction", $"ActivateItemInWorld input validation failed");
return false;
}
if (Deleted(uid))
return false;
InteractionActivate(user.Value, uid);
return true;
}
#endregion
private bool HandleWideAttack(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
@@ -193,20 +159,6 @@ namespace Content.Server.Interaction
UserInteraction(entity, coords, uid);
}
public bool HandleUseInteraction(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Logger.InfoS("system.interaction", $"Use input validation failed");
return true;
}
UserInteraction(userEntity.Value, coords, !Deleted(uid) ? uid : null);
return true;
}
private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var userEntity))
@@ -230,68 +182,6 @@ namespace Content.Server.Interaction
return _pullSystem.TogglePull(userEntity.Value, pull);
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds components with the InteractHand interface and calls their function
/// NOTE: Does not have any range or can-interact checks. These should all have been done before this function is called.
/// </summary>
public override void InteractHand(EntityUid user, EntityUid target)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
// all interactions should only happen when in range / unobstructed, so no range check is needed
var message = new InteractHandEvent(user, target);
RaiseLocalEvent(target, message);
_adminLogSystem.Add(LogType.InteractHand, LogImpact.Low, $"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target}");
if (message.Handled)
return;
var interactHandEventArgs = new InteractHandEventArgs(user, target);
var interactHandComps = AllComps<IInteractHand>(target).ToList();
foreach (var interactHandComp in interactHandComps)
{
// If an InteractHand returns a status completion we finish our interaction
#pragma warning disable 618
if (interactHandComp.InteractHand(interactHandEventArgs))
#pragma warning restore 618
return;
}
// Else we run Activate.
InteractionActivate(user, target,
checkCanInteract: false,
checkUseDelay: true,
checkAccess: false);
}
/// <summary>
/// Will have two behaviors, either "uses" the used entity at range on the target entity if it is capable of accepting that action
/// Or it will use the used entity itself on the position clicked, regardless of what was there
/// </summary>
public override void InteractUsingRanged(
EntityUid user,
EntityUid used,
EntityUid? target,
EntityCoordinates clickLocation,
bool inRangeUnobstructed)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
if (RangedInteractDoBefore(user, used, target, clickLocation, inRangeUnobstructed))
return;
if (target != null)
{
var rangedMsg = new RangedInteractEvent(user, used, target.Value, clickLocation);
RaiseLocalEvent(target.Value, rangedMsg);
if (rangedMsg.Handled)
return;
}
InteractDoAfter(user, used, target, clickLocation, inRangeUnobstructed);
}
public override void DoAttack(EntityUid user, EntityCoordinates coordinates, bool wideAttack, EntityUid? target = null)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.