Airlock / firelock code refactor, pseudo-prediction implementation (#3037)
* splits off airlocks, firelocks * adds airlock prediction. anims broken though * fixes animation weirdness * removes opacity prediction because it looked odd * Now firelocks don't visually start open. Argh. * Fixes firelock weirdness, saneifies _state var. * Documentation changes, code shuffle. * Lets firelocks crush people. * Stops open-hand opening/closing firelocks. * updates serializable, netserializable attributes * Addresses reviews... hopefully. * updates submodule? * nullability * fuck fuck fuck fuck * fucking finally
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#nullable enable
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using Content.Shared.GameObjects.Components.Doors;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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using System;
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namespace Content.Client.GameObjects.Components.Doors
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{
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/// <summary>
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/// Bare-bones client-side door component; used to stop door-based mispredicts.
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/// </summary>
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[UsedImplicitly]
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[RegisterComponent]
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[ComponentReference(typeof(SharedDoorComponent))]
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public class ClientDoorComponent : SharedDoorComponent
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{
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private bool _stateChangeHasProgressed = false;
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private TimeSpan _timeOffset;
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public override DoorState State
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{
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protected set
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{
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if (State == value)
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{
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return;
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}
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base.State = value;
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new DoorStateMessage(this, State));
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not DoorComponentState doorCompState)
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{
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return;
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}
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CurrentlyCrushing = doorCompState.CurrentlyCrushing;
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StateChangeStartTime = doorCompState.StartTime;
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State = doorCompState.DoorState;
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if (StateChangeStartTime == null)
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{
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return;
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}
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_timeOffset = State switch
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{
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DoorState.Opening => OpenTimeOne,
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DoorState.Closing => CloseTimeOne,
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_ => throw new ArgumentOutOfRangeException(),
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};
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if (doorCompState.CurTime >= StateChangeStartTime + _timeOffset)
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{
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_stateChangeHasProgressed = true;
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return;
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}
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_stateChangeHasProgressed = false;
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}
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public void OnUpdate()
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{
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if (!_stateChangeHasProgressed)
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{
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if (GameTiming.CurTime < StateChangeStartTime + _timeOffset) return;
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if (State == DoorState.Opening)
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{
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OnPartialOpen();
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}
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else
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{
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OnPartialClose();
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}
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_stateChangeHasProgressed = true;
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Dirty();
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}
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}
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}
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public sealed class DoorStateMessage : EntitySystemMessage
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{
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public ClientDoorComponent Component { get; }
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public SharedDoorComponent.DoorState State { get; }
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public DoorStateMessage(ClientDoorComponent component, SharedDoorComponent.DoorState state)
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{
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Component = component;
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State = state;
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}
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}
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}
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