More DoAfter Changes (#14609)

* DoAfters

* Compact Clone()

* Fix mice and cuffables

* Try generalize attempt events

* moves climbabledoafter event to shared, fixes issue with climbable target

* Fix merge (cuffing)

* Make all events netserializable

* handful of doafter events moved

* moves the rest of the events to their respective shared folders

* Changes all mentions of server doafter to shared

* stop stripping cancellation

* fix merge errors

* draw paused doafters

* handle unpausing

* missing netserializable ref

* removes break on stun reference

* removes cuffing state reference

* Fix tools

* Fix door prying.

* Fix construction

* Fix dumping

* Fix wielding assert

* fix rev

* Fix test

* more test fixes

---------

Co-authored-by: keronshb <keronshb@live.com>
This commit is contained in:
Leon Friedrich
2023-04-03 13:13:48 +12:00
committed by GitHub
parent 9e66fac805
commit 19277a2276
170 changed files with 3042 additions and 2954 deletions

View File

@@ -1,405 +1,361 @@
using System.Linq;
using System.Threading;
using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs;
using Content.Shared.Stunnable;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
public abstract class SharedDoAfterSystem : EntitySystem
public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// We cache the list as to not allocate every update tick...
private readonly Queue<DoAfter> _pending = new();
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
}
public bool DoAfterExists(EntityUid uid, DoAfter doAFter, DoAfterComponent? component = null)
=> DoAfterExists(uid, doAFter.ID, component);
public bool DoAfterExists(EntityUid uid, byte id, DoAfterComponent? component = null)
private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
{
if (!Resolve(uid, ref component))
return false;
foreach (var doAfter in component.DoAfters.Values)
{
doAfter.StartTime += args.PausedTime;
if (doAfter.CancelledTime != null)
doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
}
return component.DoAfters.ContainsKey(id);
}
private void Add(EntityUid entity, DoAfterComponent component, DoAfter doAfter)
{
doAfter.ID = component.RunningIndex;
doAfter.Delay = doAfter.EventArgs.Delay;
component.DoAfters.Add(component.RunningIndex, doAfter);
EnsureComp<ActiveDoAfterComponent>(entity);
component.RunningIndex++;
Dirty(component);
}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent component, ref ComponentGetState args)
{
args.State = new DoAfterComponentState(component.DoAfters);
}
private void Cancelled(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.TryGetValue(doAfter.ID, out var index))
return;
component.DoAfters.Remove(doAfter.ID);
if (component.DoAfters.Count == 0)
RemComp<ActiveDoAfterComponent>(component.Owner);
RaiseNetworkEvent(new CancelledDoAfterMessage(component.Owner, index.ID));
}
/// <summary>
/// Call when the particular DoAfter is finished.
/// Client should be tracking this independently.
/// </summary>
private void Finished(DoAfterComponent component, DoAfter doAfter)
{
if (!component.DoAfters.ContainsKey(doAfter.ID))
return;
component.DoAfters.Remove(doAfter.ID);
if (component.DoAfters.Count == 0)
RemComp<ActiveDoAfterComponent>(component.Owner);
}
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
{
if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical)
return;
foreach (var (_, doAfter) in component.DoAfters)
foreach (var doAfter in component.DoAfters.Values)
{
Cancel(uid, doAfter, component);
InternalCancel(doAfter, component);
}
Dirty(component);
}
/// <summary>
/// Cancels DoAfter if it breaks on damage and it meets the threshold
/// </summary>
/// <param name="uid">The EntityUID of the user</param>
/// <param name="component"></param>
/// <param name="args"></param>
private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
{
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null)
return;
var delta = args.DamageDelta?.Total;
var dirty = false;
foreach (var doAfter in component.DoAfters.Values)
{
if (doAfter.EventArgs.BreakOnDamage && args.DamageDelta?.Total.Float() > doAfter.EventArgs.DamageThreshold)
Cancel(uid, doAfter, component);
if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
{
InternalCancel(doAfter, component);
dirty = true;
}
}
if (dirty)
Dirty(component);
}
public override void Update(float frameTime)
private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
{
base.Update(frameTime);
var ev = doAfter.Args.Event;
ev.DoAfter = doAfter;
foreach (var (_, comp) in EntityManager.EntityQuery<ActiveDoAfterComponent, DoAfterComponent>())
{
//Don't run the doafter if its comp or owner is deleted.
if (EntityManager.Deleted(comp.Owner) || comp.Deleted)
continue;
if (Exists(doAfter.Args.EventTarget))
RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
else if (doAfter.Args.Broadcast)
RaiseLocalEvent((object)ev);
foreach (var doAfter in comp.DoAfters.Values.ToArray())
{
Run(comp.Owner, comp, doAfter);
switch (doAfter.Status)
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
_pending.Enqueue(doAfter);
break;
case DoAfterStatus.Finished:
_pending.Enqueue(doAfter);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
while (_pending.TryDequeue(out var doAfter))
{
if (doAfter.Status == DoAfterStatus.Cancelled)
{
Cancelled(comp, doAfter);
if (doAfter.Done != null)
doAfter.Done(true);
}
if (doAfter.Status == DoAfterStatus.Finished)
{
Finished(comp, doAfter);
if (doAfter.Done != null)
doAfter.Done(false);
}
}
}
if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
{
args.State = new DoAfterComponentState(comp);
}
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
{
if (args.Current is not DoAfterComponentState state)
return;
// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
// the contents of the do-after data are correct. So this just takes the brute force approach and completely
// overwrites the state.
comp.DoAfters.Clear();
foreach (var (id, doAfter) in state.DoAfters)
{
comp.DoAfters.Add(id, new(doAfter));
}
comp.NextId = state.NextId;
DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
if (comp.DoAfters.Count == 0)
RemCompDeferred<ActiveDoAfterComponent>(uid);
else
EnsureComp<ActiveDoAfterComponent>(uid);
}
#region Creation
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
/// <param name="eventArgs"></param>
// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
[Obsolete("Use the synchronous version instead.")]
public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
{
if (!Resolve(doAfter.User, ref component))
return DoAfterStatus.Cancelled;
if (!TryStartDoAfter(doAfter, out var id, component))
return DoAfterStatus.Cancelled;
var tcs = new TaskCompletionSource<DoAfterStatus>();
component.AwaitedDoAfters.Add(id.Value.Index, tcs);
return await tcs.Task;
}
/// <summary>
/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="args">The DoAfter arguments</param>
/// <param name="component">The user's DoAfter component</param>
/// <returns></returns>
[Obsolete("Use the synchronous version instead, DoAfter")]
public async Task<DoAfterStatus> WaitDoAfter(DoAfterEventArgs eventArgs)
{
var doAfter = CreateDoAfter(eventArgs);
await doAfter.AsTask;
return doAfter.Status;
}
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
=> TryStartDoAfter(args, out _, component);
/// <summary>
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
/// These can be potentially cancelled by the user moving or when other things happen.
/// Use this when you need to send extra data with the DoAfter
/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="eventArgs">The DoAfterEventArgs</param>
/// <param name="data">The extra data sent over </param>
public DoAfter DoAfter<T>(DoAfterEventArgs eventArgs, T data)
/// <param name="args">The DoAfter arguments</param>
/// <param name="id">The Id of the newly started DoAfter</param>
/// <param name="comp">The user's DoAfter component</param>
/// <returns></returns>
public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
{
var doAfter = CreateDoAfter(eventArgs);
doAfter.Done = cancelled => { Send(data, cancelled, eventArgs, doAfter.ID); };
return doAfter;
}
DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
$"Do after event is not serializable. Event: {args.Event.GetType()}");
/// <summary>
/// Creates a DoAfter without waiting for it to finish. You can use events with this.
/// These can be potentially cancelled by the user moving or when other things happen.
/// Use this if you don't have any extra data to send with the DoAfter
/// </summary>
/// <param name="eventArgs">The DoAfterEventArgs</param>
public DoAfter DoAfter(DoAfterEventArgs eventArgs)
{
var doAfter = CreateDoAfter(eventArgs);
doAfter.Done = cancelled => { Send(cancelled, eventArgs, doAfter.ID); };
return doAfter;
}
private DoAfter CreateDoAfter(DoAfterEventArgs eventArgs)
{
// Setup
var doAfter = new DoAfter(eventArgs, EntityManager);
// Caller's gonna be responsible for this I guess
var doAfterComponent = Comp<DoAfterComponent>(eventArgs.User);
doAfter.ID = doAfterComponent.RunningIndex;
doAfter.StartTime = GameTiming.CurTime;
Add(eventArgs.User, doAfterComponent, doAfter);
return doAfter;
}
private void Run(EntityUid entity, DoAfterComponent comp, DoAfter doAfter)
{
switch (doAfter.Status)
if (!Resolve(args.User, ref comp))
{
case DoAfterStatus.Running:
break;
case DoAfterStatus.Cancelled:
case DoAfterStatus.Finished:
return;
default:
throw new ArgumentOutOfRangeException();
}
doAfter.Elapsed = GameTiming.CurTime - doAfter.StartTime;
if (IsFinished(doAfter))
{
if (!TryPostCheck(doAfter))
{
Cancel(entity, doAfter, comp);
}
else
{
doAfter.Tcs.SetResult(DoAfterStatus.Finished);
}
return;
}
if (IsCancelled(doAfter))
{
Cancel(entity, doAfter, comp);
}
}
private bool TryPostCheck(DoAfter doAfter)
{
return doAfter.EventArgs.PostCheck?.Invoke() != false;
}
private bool IsFinished(DoAfter doAfter)
{
var delay = TimeSpan.FromSeconds(doAfter.EventArgs.Delay);
if (doAfter.Elapsed <= delay)
Logger.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
id = null;
return false;
}
// Duplicate blocking & cancellation.
if (!ProcessDuplicates(args, comp))
{
id = null;
return false;
}
id = new DoAfterId(args.User, comp.NextId++);
var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
if (args.BreakOnUserMove)
doAfter.UserPosition = Transform(args.User).Coordinates;
if (args.Target != null && args.BreakOnTargetMove)
// Target should never be null if the bool is set.
doAfter.TargetPosition = Transform(args.Target.Value).Coordinates;
// For this we need to stay on the same hand slot and need the same item in that hand slot
// (or if there is no item there we need to keep it free).
if (args.NeedHand && args.BreakOnHandChange)
{
if (!TryComp(args.User, out SharedHandsComponent? handsComponent))
return false;
doAfter.InitialHand = handsComponent.ActiveHand?.Name;
doAfter.InitialItem = handsComponent.ActiveHandEntity;
}
// Inital checks
if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<SharedHandsComponent>()))
return false;
if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
return false;
if (args.Delay <= TimeSpan.Zero)
{
RaiseDoAfterEvents(doAfter, comp);
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
return true;
}
comp.DoAfters.Add(doAfter.Index, doAfter);
EnsureComp<ActiveDoAfterComponent>(args.User);
Dirty(comp);
args.Event.DoAfter = doAfter;
return true;
}
/// <summary>
/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
/// </summary>
private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
{
var blocked = false;
foreach (var existing in component.DoAfters.Values)
{
if (existing.Cancelled || existing.Completed)
continue;
if (!IsDuplicate(existing.Args, args))
continue;
blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
if (args.CancelDuplicate || existing.Args.CancelDuplicate)
Cancel(args.User, existing.Index, component);
}
return !blocked;
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
{
if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
return true;
if (args.DuplicateCondition == otherArgs.DuplicateCondition)
return false;
return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
{
if ((conditions & DuplicateConditions.SameTarget) != 0
&& args.Target != otherArgs.Target)
{
return false;
}
if ((conditions & DuplicateConditions.SameTool) != 0
&& args.Used != otherArgs.Used)
{
return false;
}
if ((conditions & DuplicateConditions.SameEvent) != 0
&& args.Event.GetType() != otherArgs.Event.GetType())
{
return false;
}
return true;
}
private bool IsCancelled(DoAfter doAfter)
#endregion
#region Cancellation
/// <summary>
/// Cancels an active DoAfter.
/// </summary>
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
{
var eventArgs = doAfter.EventArgs;
var xForm = GetEntityQuery<TransformComponent>();
if (!Exists(eventArgs.User) || eventArgs.Target is { } target && !Exists(target))
return true;
if (eventArgs.CancelToken.IsCancellationRequested)
return true;
//TODO: Handle Inertia in space
if (eventArgs.BreakOnUserMove && !xForm.GetComponent(eventArgs.User).Coordinates
.InRange(EntityManager, doAfter.UserGrid, eventArgs.MovementThreshold))
return true;
if (eventArgs.Target != null && eventArgs.BreakOnTargetMove && !xForm.GetComponent(eventArgs.Target!.Value)
.Coordinates.InRange(EntityManager, doAfter.TargetGrid, eventArgs.MovementThreshold))
return true;
if (eventArgs.ExtraCheck != null && !eventArgs.ExtraCheck.Invoke())
return true;
if (eventArgs.BreakOnStun && HasComp<StunnedComponent>(eventArgs.User))
return true;
if (eventArgs.NeedHand)
{
if (!TryComp<SharedHandsComponent>(eventArgs.User, out var handsComp))
{
//TODO: Figure out active hand and item values
// If we had a hand but no longer have it that's still a paddlin'
if (doAfter.ActiveHand != null)
return true;
}
else
{
var currentActiveHand = handsComp.ActiveHand?.Name;
if (doAfter.ActiveHand != currentActiveHand)
return true;
var currentItem = handsComp.ActiveHandEntity;
if (doAfter.ActiveItem != currentItem)
return true;
}
}
if (eventArgs.DistanceThreshold != null)
{
var userXform = xForm.GetComponent(eventArgs.User);
if (eventArgs.Target != null && !eventArgs.User.Equals(eventArgs.Target))
{
//recalculate Target location in case Target has also moved
var targetCoords = xForm.GetComponent(eventArgs.Target.Value).Coordinates;
if (!userXform.Coordinates.InRange(EntityManager, targetCoords, eventArgs.DistanceThreshold.Value))
return true;
}
if (eventArgs.Used != null)
{
var usedCoords = xForm.GetComponent(eventArgs.Used.Value).Coordinates;
if (!userXform.Coordinates.InRange(EntityManager, usedCoords, eventArgs.DistanceThreshold.Value))
return true;
}
}
return false;
if (id != null)
Cancel(id.Value.Uid, id.Value.Index, comp);
}
public void Cancel(EntityUid entity, DoAfter doAfter, DoAfterComponent? comp = null)
/// <summary>
/// Cancels an active DoAfter.
/// </summary>
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
{
if (!Resolve(entity, ref comp, false))
return;
if (comp.CancelledDoAfters.ContainsKey(doAfter.ID))
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
{
Logger.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
return;
}
InternalCancel(doAfter, comp);
Dirty(comp);
}
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
{
if (doAfter.Cancelled || doAfter.Completed)
return;
if (!comp.DoAfters.ContainsKey(doAfter.ID))
return;
doAfter.Cancelled = true;
// Caller is responsible for dirtying the component.
doAfter.CancelledTime = GameTiming.CurTime;
RaiseDoAfterEvents(doAfter, component);
}
#endregion
var doAfterMessage = comp.DoAfters[doAfter.ID];
comp.CancelledDoAfters.Add(doAfter.ID, doAfterMessage);
if (doAfter.Status == DoAfterStatus.Running)
{
doAfter.Tcs.SetResult(DoAfterStatus.Cancelled);
}
#region Query
/// <summary>
/// Returns the current status of a DoAfter
/// </summary>
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
{
if (id != null)
return GetStatus(id.Value.Uid, id.Value.Index, comp);
else
return DoAfterStatus.Invalid;
}
/// <summary>
/// Send the DoAfter event, used where you don't need any extra data to send.
/// Returns the current status of a DoAfter
/// </summary>
/// <param name="cancelled"></param>
/// <param name="args"></param>
private void Send(bool cancelled, DoAfterEventArgs args, byte Id)
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
{
var ev = new DoAfterEvent(cancelled, args, Id);
if (!Resolve(entity, ref comp, false))
return DoAfterStatus.Invalid;
RaiseDoAfterEvent(ev, args);
}
/// <summary>
/// Send the DoAfter event, used where you need extra data to send
/// </summary>
/// <param name="data"></param>
/// <param name="cancelled"></param>
/// <param name="args"></param>
/// <typeparam name="T"></typeparam>
private void Send<T>(T data, bool cancelled, DoAfterEventArgs args, byte id)
{
var ev = new DoAfterEvent<T>(data, cancelled, args, id);
RaiseDoAfterEvent(ev, args);
}
private void RaiseDoAfterEvent<TEvent>(TEvent ev, DoAfterEventArgs args) where TEvent : notnull
{
if (args.RaiseOnUser && Exists(args.User))
RaiseLocalEvent(args.User, ev, args.Broadcast);
if (args.RaiseOnTarget && args.Target is { } target && Exists(target))
{
DebugTools.Assert(!args.RaiseOnUser || args.Target != args.User);
DebugTools.Assert(!args.RaiseOnUsed || args.Target != args.Used);
RaiseLocalEvent(target, ev, args.Broadcast);
}
if (args.RaiseOnUsed && args.Used is { } used && Exists(used))
{
DebugTools.Assert(!args.RaiseOnUser || args.Used != args.User);
RaiseLocalEvent(used, ev, args.Broadcast);
}
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
return DoAfterStatus.Invalid;
if (doAfter.Cancelled)
return DoAfterStatus.Cancelled;
if (GameTiming.CurTime - doAfter.StartTime < doAfter.Args.Delay)
return DoAfterStatus.Running;
// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
// networking whether a do-after has raised its events or not.
return DoAfterStatus.Finished;
}
#endregion
}