Remove explosion networking jank (#12733)

This commit is contained in:
Leon Friedrich
2022-11-27 23:24:35 +13:00
committed by GitHub
parent 85ce28c0a2
commit 2dc7663d1a
12 changed files with 237 additions and 326 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Explosion;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
@@ -10,26 +11,10 @@ namespace Content.Client.Explosion;
[UsedImplicitly]
public sealed class ExplosionOverlay : Overlay
{
/// <summary>
/// The explosion that needs to be drawn. This explosion is currently being processed by the server and
/// expanding outwards.
/// </summary>
internal Explosion? ActiveExplosion;
/// <summary>
/// This index specifies what parts of the currently expanding explosion should be drawn.
/// </summary>
public int Index;
/// <summary>
/// These explosions have finished expanding, but we will draw for a few more frames. This is important for
/// small explosions, as otherwise they disappear far too quickly.
/// </summary>
internal List<Explosion> CompletedExplosions = new ();
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
@@ -38,7 +23,7 @@ public sealed class ExplosionOverlay : Overlay
public ExplosionOverlay()
{
IoCManager.InjectDependencies(this);
_shader = IoCManager.Resolve<IPrototypeManager>().Index<ShaderPrototype>("unshaded").Instance();
_shader = _proto.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
@@ -48,22 +33,20 @@ public sealed class ExplosionOverlay : Overlay
var xforms = _entMan.GetEntityQuery<TransformComponent>();
if (ActiveExplosion != null && ActiveExplosion.Map == args.Viewport.Eye?.Position.MapId)
foreach (var (comp, appearance) in _entMan.EntityQuery<ExplosionVisualsComponent, AppearanceComponent>(true))
{
DrawExplosion(drawHandle, args.WorldBounds, ActiveExplosion, Index, xforms);
}
if (!appearance.TryGetData(ExplosionAppearanceData.Progress, out int index))
continue;
foreach (var exp in CompletedExplosions)
{
if (exp.Map == args.Viewport.Eye?.Position.MapId)
DrawExplosion(drawHandle, args.WorldBounds, exp, exp.Intensity.Count, xforms);
index = Math.Min(index, comp.Intensity.Count - 1);
DrawExplosion(drawHandle, args.WorldBounds, comp, index, xforms);
}
drawHandle.SetTransform(Matrix3.Identity);
drawHandle.UseShader(null);
}
private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, Explosion exp, int index, EntityQuery<TransformComponent> xforms)
private void DrawExplosion(DrawingHandleWorld drawHandle, Box2Rotated worldBounds, ExplosionVisualsComponent exp, int index, EntityQuery<TransformComponent> xforms)
{
Box2 gridBounds;
foreach (var (gridId, tiles) in exp.Tiles)
@@ -94,10 +77,10 @@ public sealed class ExplosionOverlay : Overlay
Box2 gridBounds,
int index,
Dictionary<int, List<Vector2i>> tileSets,
Explosion exp,
ExplosionVisualsComponent exp,
ushort tileSize)
{
for (var j = 0; j < index; j++)
for (var j = 0; j <= index; j++)
{
if (!tileSets.TryGetValue(j, out var tiles))
continue;

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@@ -1,11 +1,8 @@
using Content.Shared.CCVar;
using Content.Shared.Explosion;
using Content.Shared.GameTicking;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Client.Explosion;
@@ -16,12 +13,9 @@ namespace Content.Client.Explosion;
/// </summary>
public sealed class ExplosionOverlaySystem : EntitySystem
{
private ExplosionOverlay _overlay = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IMapManager _mapMan = default!;
[Dependency] private readonly IResourceCache _resCache = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IOverlayManager _overlayMan = default!;
/// <summary>
/// For how many seconds should an explosion stay on-screen once it has finished expanding?
@@ -32,209 +26,57 @@ public sealed class ExplosionOverlaySystem : EntitySystem
{
base.Initialize();
SubscribeNetworkEvent<ExplosionEvent>(OnExplosion);
SubscribeNetworkEvent<ExplosionOverlayUpdateEvent>(HandleExplosionUpdate);
SubscribeLocalEvent<MapChangedEvent>(OnMapChanged);
SubscribeAllEvent<RoundRestartCleanupEvent>(OnReset);
_cfg.OnValueChanged(CCVars.ExplosionPersistence, SetExplosionPersistence, true);
var overlayManager = IoCManager.Resolve<IOverlayManager>();
_overlay = new ExplosionOverlay();
if (!overlayManager.HasOverlay<ExplosionOverlay>())
overlayManager.AddOverlay(_overlay);
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentInit>(OnExplosionInit);
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentRemove>(OnCompRemove);
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentHandleState>(OnExplosionHandleState);
_overlayMan.AddOverlay(new ExplosionOverlay());
}
private void OnReset(RoundRestartCleanupEvent ev)
private void OnExplosionHandleState(EntityUid uid, ExplosionVisualsComponent component, ref ComponentHandleState args)
{
// Not sure if round restart cleans up client-side entities, but better safe than sorry.
foreach (var exp in _overlay.CompletedExplosions)
{
QueueDel(exp.LightEntity);
}
if (_overlay.ActiveExplosion != null)
QueueDel(_overlay.ActiveExplosion.LightEntity);
_overlay.CompletedExplosions.Clear();
_overlay.ActiveExplosion = null;
_overlay.Index = 0;
}
private void OnMapChanged(MapChangedEvent ev)
{
if (ev.Created)
if (args.Current is not ExplosionVisualsState state)
return;
if (_overlay.ActiveExplosion?.Map == ev.Map)
_overlay.ActiveExplosion = null;
_overlay.CompletedExplosions.RemoveAll(exp => exp.Map == ev.Map);
component.Epicenter = state.Epicenter;
component.SpaceTiles = state.SpaceTiles;
component.Tiles = state.Tiles;
component.Intensity = state.Intensity;
component.ExplosionType = state.ExplosionType;
component.SpaceMatrix = state.SpaceMatrix;
component.SpaceTileSize = state.SpaceTileSize;
}
private void SetExplosionPersistence(float value) => ExplosionPersistence = value;
public override void FrameUpdate(float frameTime)
private void OnCompRemove(EntityUid uid, ExplosionVisualsComponent component, ComponentRemove args)
{
base.FrameUpdate(frameTime);
// increment the lifetime of completed explosions, and remove them if they have been ons screen for more
// than ExplosionPersistence seconds
for (int i = _overlay.CompletedExplosions.Count - 1; i>= 0; i--)
{
var explosion = _overlay.CompletedExplosions[i];
if (_mapMan.IsMapPaused(explosion.Map))
continue;
explosion.Lifetime += frameTime;
if (explosion.Lifetime >= ExplosionPersistence)
{
EntityManager.QueueDeleteEntity(explosion.LightEntity);
// Remove-swap
_overlay.CompletedExplosions[i] = _overlay.CompletedExplosions[^1];
_overlay.CompletedExplosions.RemoveAt(_overlay.CompletedExplosions.Count - 1);
}
}
QueueDel(component.LightEntity);
}
/// <summary>
/// The server has processed some explosion. This updates the client-side overlay so that the area covered
/// by the fire-visual matches up with the area that the explosion has affected.
/// </summary>
private void HandleExplosionUpdate(ExplosionOverlayUpdateEvent args)
private void OnExplosionInit(EntityUid uid, ExplosionVisualsComponent component, ComponentInit args)
{
if (args.ExplosionId != _overlay.ActiveExplosion?.Explosionid && !IsNewer(args.ExplosionId))
{
// out of order events. Ignore.
return;
}
_overlay.Index = args.Index;
if (_overlay.ActiveExplosion == null)
{
// no active explosion... events out of order?
return;
}
if (args.Index != int.MaxValue)
if (!_protoMan.TryIndex(component.ExplosionType, out ExplosionPrototype? type))
return;
// the explosion has finished expanding
_overlay.Index = 0;
_overlay.CompletedExplosions.Add(_overlay.ActiveExplosion);
_overlay.ActiveExplosion = null;
}
/// <summary>
/// A new explosion occurred. This prepares the client-side light entity and stores the
/// explosion/fire-effect overlay data.
/// </summary>
private void OnExplosion(ExplosionEvent args)
{
if (!_protoMan.TryIndex(args.TypeID, out ExplosionPrototype? type))
return;
// spawn in a light source at the epicenter
var lightEntity = Spawn("ExplosionLight", args.Epicenter);
// spawn in a client-side light source at the epicenter
var lightEntity = Spawn("ExplosionLight", component.Epicenter);
var light = EnsureComp<PointLightComponent>(lightEntity);
light.Energy = light.Radius = args.Intensity.Count;
light.Energy = light.Radius = component.Intensity.Count;
light.Color = type.LightColor;
component.LightEntity = lightEntity;
component.FireColor = type.FireColor;
component.IntensityPerState = type.IntensityPerState;
if (_overlay.ActiveExplosion == null)
var fireRsi = _resCache.GetResource<RSIResource>(type.TexturePath).RSI;
foreach (var state in fireRsi)
{
_overlay.ActiveExplosion = new(args, type, lightEntity, _resCache);
return;
component.FireFrames.Add(state.GetFrames(RSI.State.Direction.South));
if (component.FireFrames.Count == type.FireStates)
break;
}
// we have a currently active explosion. Can happen when events are received out of order. either multiple
// explosions are happening in one tick, or a new explosion was received before the event telling us the old one
// finished got through.
if (IsNewer(args.ExplosionId))
{
// This is a newer explosion. Add the old-currently-active explosions to the completed list
_overlay.CompletedExplosions.Add(_overlay.ActiveExplosion);
_overlay.ActiveExplosion = new(args, type, lightEntity, _resCache);
}
else
{
// explosions were out of order. keep the active one, and directly add the received one to the completed
// list.
_overlay.CompletedExplosions.Add(new(args, type, lightEntity, _resCache));
return;
}
}
public bool IsNewer(int explosionId)
{
if (_overlay.ActiveExplosion == null)
return true;
// If we ever get servers stable enough to live this long, the explosion Id int might overflow.
return _overlay.ActiveExplosion.Explosionid < explosionId
|| _overlay.ActiveExplosion.Explosionid > int.MaxValue/2 && explosionId < int.MinValue/2;
}
public override void Shutdown()
{
base.Shutdown();
_cfg.UnsubValueChanged(CCVars.ExplosionPersistence, SetExplosionPersistence);
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (overlayManager.HasOverlay<ExplosionOverlay>())
overlayManager.RemoveOverlay<ExplosionOverlay>();
}
}
internal sealed class Explosion
{
public readonly Dictionary<int, List<Vector2i>>? SpaceTiles;
public readonly Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> Tiles;
public readonly List<float> Intensity;
public readonly EntityUid LightEntity;
public readonly MapId Map;
public readonly int Explosionid;
public readonly ushort SpaceTileSize;
public readonly float IntensityPerState;
public readonly Matrix3 SpaceMatrix;
/// <summary>
/// How long have we been drawing this explosion, starting from the time the explosion was fully drawn.
/// </summary>
public float Lifetime;
/// <summary>
/// The textures used for the explosion fire effect. Each fire-state is associated with an explosion
/// intensity range, and each stat itself has several textures.
/// </summary>
public readonly List<Texture[]> FireFrames = new();
public readonly Color? FireColor;
internal Explosion(ExplosionEvent args, ExplosionPrototype type, EntityUid lightEntity, IResourceCache resCache)
{
Map = args.Epicenter.MapId;
SpaceTiles = args.SpaceTiles;
Tiles = args.Tiles;
Intensity = args.Intensity;
SpaceMatrix = args.SpaceMatrix;
Explosionid = args.ExplosionId;
FireColor = type.FireColor;
LightEntity = lightEntity;
SpaceTileSize = args.SpaceTileSize;
IntensityPerState = type.IntensityPerState;
var fireRsi = resCache.GetResource<RSIResource>(type.TexturePath).RSI;
foreach (var state in fireRsi)
{
FireFrames.Add(state.GetFrames(RSI.State.Direction.South));
if (FireFrames.Count == type.FireStates)
break;
}
_overlayMan.RemoveOverlay<ExplosionOverlay>();
}
}

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@@ -0,0 +1,25 @@
using Content.Shared.Explosion;
using Robust.Client.Graphics;
namespace Content.Client.Explosion;
[RegisterComponent]
[ComponentReference(typeof(SharedExplosionVisualsComponent))]
public sealed class ExplosionVisualsComponent : SharedExplosionVisualsComponent
{
public EntityUid LightEntity;
/// <summary>
/// How long have we been drawing this explosion, starting from the time the explosion was fully drawn.
/// </summary>
public float Lifetime;
public float IntensityPerState;
/// <summary>
/// The textures used for the explosion fire effect. Each fire-state is associated with an explosion
/// intensity range, and each stat itself has several textures.
/// </summary>
public List<Texture[]> FireFrames = new();
public Color? FireColor;
}

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@@ -0,0 +1,9 @@
using Content.Shared.Explosion;
namespace Content.Server.Explosion;
[RegisterComponent]
[ComponentReference(typeof(SharedExplosionVisualsComponent))]
public sealed class ExplosionVisualsComponent : SharedExplosionVisualsComponent
{
}

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@@ -1,8 +1,10 @@
using System.Linq;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Explosion;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Spawners.Components;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
@@ -15,16 +17,6 @@ namespace Content.Server.Explosion.EntitySystems;
public sealed partial class ExplosionSystem : EntitySystem
{
/// <summary>
/// Used to identify explosions when communicating with the client. Might be needed if more than one explosion is spawned in a single tick.
/// </summary>
/// <remarks>
/// Overflowing back to 0 should cause no issue, as long as you don't have more than 256 explosions happening in a single tick.
/// </remarks>
private int _explosionCounter = 0;
// maybe should just use a UID/explosion-entity and a state to convey information?
// but then need to ignore PVS? Eeehh this works well enough for now.
/// <summary>
/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
/// </summary>
@@ -63,6 +55,7 @@ public sealed partial class ExplosionSystem : EntitySystem
if (_activeExplosion?.Epicenter.MapId != ev.Map)
return;
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
@@ -103,7 +96,6 @@ public sealed partial class ExplosionSystem : EntitySystem
if (_activeExplosion == null)
continue;
_explosionCounter++;
_previousTileIteration = 0;
// just a lil nap
@@ -131,14 +123,20 @@ public sealed partial class ExplosionSystem : EntitySystem
// has the explosion finished processing?
if (_activeExplosion.FinishedProcessing)
{
var comp = EnsureComp<TimedDespawnComponent>(_activeExplosion.VisualEnt);
comp.Lifetime = _cfg.GetCVar(CCVars.ExplosionPersistence);
_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, int.MaxValue);
_activeExplosion = null;
}
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
// Ensure the system does not get stuck in an error-loop.
if (_activeExplosion != null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue));
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
throw;
@@ -151,21 +149,13 @@ public sealed partial class ExplosionSystem : EntitySystem
// we have finished processing our tiles. Is there still an ongoing explosion?
if (_activeExplosion != null)
{
// update the client explosion overlays. This ensures that the fire-effects sync up with the entities currently being damaged.
if (_previousTileIteration == _activeExplosion.CurrentIteration)
return;
_previousTileIteration = _activeExplosion.CurrentIteration;
RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, _previousTileIteration + 1));
_appearance.SetData(_activeExplosion.VisualEnt, ExplosionAppearanceData.Progress, _activeExplosion.CurrentIteration + 1);
return;
}
if (_explosionQueue.Count > 0)
return;
// We have finished processing all explosions. Clear client explosion overlays
RaiseNetworkEvent(new ExplosionOverlayUpdateEvent(_explosionCounter, int.MaxValue));
//wakey wakey
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
@@ -586,6 +576,8 @@ sealed class Explosion
private readonly IEntityManager _entMan;
private readonly ExplosionSystem _system;
public readonly EntityUid VisualEnt;
/// <summary>
/// Initialize a new instance for processing
/// </summary>
@@ -601,8 +593,10 @@ sealed class Explosion
int maxTileBreak,
bool canCreateVacuum,
IEntityManager entMan,
IMapManager mapMan)
IMapManager mapMan,
EntityUid visualEnt)
{
VisualEnt = visualEnt;
_system = system;
ExplosionType = explosionType;
_tileSetIntensity = tileSetIntensity;

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@@ -313,7 +313,7 @@ public sealed partial class ExplosionSystem : EntitySystem
return (grids, referenceGrid, radius);
}
public ExplosionEvent? GenerateExplosionPreview(SpawnExplosionEuiMsg.PreviewRequest request)
public ExplosionVisualsState? GenerateExplosionPreview(SpawnExplosionEuiMsg.PreviewRequest request)
{
var stopwatch = new Stopwatch();
stopwatch.Start();
@@ -332,7 +332,19 @@ public sealed partial class ExplosionSystem : EntitySystem
Logger.Info($"Generated explosion preview with {area} tiles in {stopwatch.Elapsed.TotalMilliseconds}ms");
// the explosion event that **would** be sent to all clients, if it were a real explosion.
return GetExplosionEvent(request.Epicenter, request.TypeId, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> tileLists = new();
foreach (var (grid, data) in gridData)
{
tileLists.Add(grid, data.TileLists);
}
return new ExplosionVisualsState(
request.Epicenter,
request.TypeId,
iterationIntensity,
spaceData?.TileLists,
tileLists, spaceMatrix,
spaceData?.TileSize ?? DefaultTileSize
);
}
}

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@@ -0,0 +1,58 @@
using Content.Shared.Explosion;
using Robust.Server.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Server.Explosion.EntitySystems;
// This part of the system handled send visual / overlay data to clients.
public sealed partial class ExplosionSystem : EntitySystem
{
public void InitVisuals()
{
SubscribeLocalEvent<ExplosionVisualsComponent, ComponentGetState>(OnGetState);
}
private void OnGetState(EntityUid uid, ExplosionVisualsComponent component, ref ComponentGetState args)
{
args.State = new ExplosionVisualsState(
component.Epicenter,
component.ExplosionType,
component.Intensity,
component.SpaceTiles,
component.Tiles,
component.SpaceMatrix,
component.SpaceTileSize);
}
/// <summary>
/// Constructor for the shared <see cref="ExplosionEvent"/> using the server-exclusive explosion classes.
/// </summary>
private EntityUid CreateExplosionVisualEntity(MapCoordinates epicenter, string prototype, Matrix3 spaceMatrix, ExplosionSpaceTileFlood? spaceData, IEnumerable<ExplosionGridTileFlood> gridData, List<float> iterationIntensity)
{
var explosionEntity = Spawn(null, MapCoordinates.Nullspace);
var comp = AddComp<ExplosionVisualsComponent>(explosionEntity);
foreach (var grid in gridData)
{
comp.Tiles.Add(grid.Grid.Owner, grid.TileLists);
}
comp.SpaceTiles = spaceData?.TileLists;
comp.Epicenter = epicenter;
comp.ExplosionType = prototype;
comp.Intensity = iterationIntensity;
comp.SpaceMatrix = spaceMatrix;
comp.SpaceTileSize = spaceData?.TileSize ?? DefaultTileSize;
Dirty(comp);
// Light, sound & visuals may extend well beyond normal PVS range. In principle, this should probably still be
// restricted to something like the same map, but whatever.
_pvsSys.AddGlobalOverride(explosionEntity);
var appearance = AddComp<ServerAppearanceComponent>(explosionEntity);
_appearance.SetData(explosionEntity, ExplosionAppearanceData.Progress, 1, appearance);
return explosionEntity;
}
}

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@@ -11,6 +11,7 @@ using Content.Shared.Explosion;
using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Throwing;
using Robust.Server.GameStates;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
@@ -31,12 +32,14 @@ public sealed partial class ExplosionSystem : EntitySystem
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly PVSOverrideSystem _pvsSys = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
/// <summary>
@@ -81,11 +84,14 @@ public sealed partial class ExplosionSystem : EntitySystem
SubscribeLocalEvent<AirtightComponent, DamageChangedEvent>(OnAirtightDamaged);
SubscribeCvars();
InitAirtightMap();
InitVisuals();
}
private void OnReset(RoundRestartCleanupEvent ev)
{
_explosionQueue.Clear();
if (_activeExplosion !=null)
QueueDel(_activeExplosion.VisualEnt);
_activeExplosion = null;
_nodeGroupSystem.PauseUpdating = false;
_pathfindingSystem.PauseUpdating = false;
@@ -281,7 +287,7 @@ public sealed partial class ExplosionSystem : EntitySystem
var (area, iterationIntensity, spaceData, gridData, spaceMatrix) = results.Value;
RaiseNetworkEvent(GetExplosionEvent(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity));
var visualEnt = CreateExplosionVisualEntity(epicenter, type.ID, spaceMatrix, spaceData, gridData.Values, iterationIntensity);
// camera shake
CameraShake(iterationIntensity.Count * 2.5f, epicenter, totalIntensity);
@@ -306,23 +312,8 @@ public sealed partial class ExplosionSystem : EntitySystem
maxTileBreak,
canCreateVacuum,
EntityManager,
_mapManager);
}
/// <summary>
/// Constructor for the shared <see cref="ExplosionEvent"/> using the server-exclusive explosion classes.
/// </summary>
internal ExplosionEvent GetExplosionEvent(MapCoordinates epicenter, string id, Matrix3 spaceMatrix, ExplosionSpaceTileFlood? spaceData, IEnumerable<ExplosionGridTileFlood> gridData, List<float> iterationIntensity)
{
var spaceTiles = spaceData?.TileLists;
Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> tileLists = new();
foreach (var grid in gridData)
{
tileLists.Add(grid.Grid.Owner, grid.TileLists);
}
return new ExplosionEvent(_explosionCounter, epicenter, id, iterationIntensity, spaceTiles, tileLists, spaceMatrix, spaceData?.TileSize ?? DefaultTileSize);
_mapManager,
visualEnt);
}
private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)

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@@ -40,9 +40,9 @@ public static class SpawnExplosionEuiMsg
{
public readonly float Slope;
public readonly float TotalIntensity;
public readonly ExplosionEvent Explosion;
public readonly ExplosionVisualsState Explosion;
public PreviewData(ExplosionEvent explosion, float slope, float totalIntensity)
public PreviewData(ExplosionVisualsState explosion, float slope, float totalIntensity)
{
Slope = slope;
TotalIntensity = totalIntensity;

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@@ -630,11 +630,10 @@ namespace Content.Shared.CCVar
CVarDef.Create("explosion.incremental_tile", false, CVar.SERVERONLY);
/// <summary>
/// Client-side explosion visuals: for how many seconds should an explosion stay on-screen once it has
/// finished expanding?
/// This determines for how many seconds an explosion should stay visible once it has finished expanding.
/// </summary>
public static readonly CVarDef<float> ExplosionPersistence =
CVarDef.Create("explosion.persistence", 0.3f, CVar.REPLICATED);
CVarDef.Create("explosion.persistence", 0.3f, CVar.SERVERONLY);
/// <summary>
/// If an explosion covers a larger area than this number, the damaging/processing will always start during

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@@ -24,61 +24,3 @@ public sealed class GetExplosionResistanceEvent : EntityEventArgs, IInventoryRel
ExplotionPrototype = id;
}
}
/// <summary>
/// An explosion event. Used for client side rendering.
/// </summary>
[Serializable, NetSerializable]
public sealed class ExplosionEvent : EntityEventArgs
{
public MapCoordinates Epicenter;
public Dictionary<int, List<Vector2i>>? SpaceTiles;
public Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> Tiles;
public List<float> Intensity;
public string TypeID;
public Matrix3 SpaceMatrix;
public int ExplosionId;
public ushort SpaceTileSize;
public ExplosionEvent(
int explosionId,
MapCoordinates epicenter,
string typeID,
List<float> intensity,
Dictionary<int, List<Vector2i>>? spaceTiles,
Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> tiles,
Matrix3 spaceMatrix,
ushort spaceTileSize)
{
Epicenter = epicenter;
SpaceTiles = spaceTiles;
Tiles = tiles;
Intensity = intensity;
TypeID = typeID;
SpaceMatrix = spaceMatrix;
ExplosionId = explosionId;
SpaceTileSize = spaceTileSize;
}
}
/// <summary>
/// Update visual rendering of the explosion to correspond to the servers processing of it.
/// </summary>
[Serializable, NetSerializable]
public sealed class ExplosionOverlayUpdateEvent : EntityEventArgs
{
public int Index;
public int ExplosionId;
public ExplosionOverlayUpdateEvent(int explosionId, int index)
{
Index = index;
ExplosionId = explosionId;
}
}

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@@ -0,0 +1,56 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Explosion;
/// <summary>
/// Component that is used to send explosion overlay/visual data to an abstract explosion entity.
/// </summary>
[NetworkedComponent]
public abstract class SharedExplosionVisualsComponent : Component
{
public MapCoordinates Epicenter;
public Dictionary<int, List<Vector2i>>? SpaceTiles;
public Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> Tiles = new();
public List<float> Intensity = new();
public string ExplosionType = string.Empty;
public Matrix3 SpaceMatrix;
public ushort SpaceTileSize;
}
[Serializable, NetSerializable]
public sealed class ExplosionVisualsState : ComponentState
{
public MapCoordinates Epicenter;
public Dictionary<int, List<Vector2i>>? SpaceTiles;
public Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> Tiles;
public List<float> Intensity;
public string ExplosionType = string.Empty;
public Matrix3 SpaceMatrix;
public ushort SpaceTileSize;
public ExplosionVisualsState(
MapCoordinates epicenter,
string typeID,
List<float> intensity,
Dictionary<int, List<Vector2i>>? spaceTiles,
Dictionary<EntityUid, Dictionary<int, List<Vector2i>>> tiles,
Matrix3 spaceMatrix,
ushort spaceTileSize)
{
Epicenter = epicenter;
SpaceTiles = spaceTiles;
Tiles = tiles;
Intensity = intensity;
ExplosionType = typeID;
SpaceMatrix = spaceMatrix;
SpaceTileSize = spaceTileSize;
}
}
[Serializable, NetSerializable]
public enum ExplosionAppearanceData
{
Progress, // iteration index tracker for explosions that are still expanding outwards,
}