Migrate pulling logic into SharedPullableComponent from PullController (#2627)
* Pulling: Migrate critical pull state from PullController to SharedPullableComponent, fixing two bugs in the process Bug 1: PullController can be just summoned for no reason when the verb is queried Bug 2: PullController keeps it's own independent pull state which can (and will) go out of sync (See https://github.com/space-wizards/space-station-14/issues/2619 ) * Pulling: Fix issues with previous commit (or possibly in general?) causing transferring a pull to cause alerts to go wrong The primary problem is that there is one "pulling slot" for a puller, so SharedPullableComponent needs to stop the existing pull. * Pulling: Remove debug logs (whoops)
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@@ -25,46 +25,139 @@ namespace Content.Shared.GameObjects.Components.Pulling
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[ComponentDependency] private readonly IPhysicsComponent? _physics = default!;
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/// <summary>
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/// Only set in Puller->set! Only set in unison with _pullerPhysics!
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/// </summary>
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private IEntity? _puller;
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private IPhysicsComponent? _pullerPhysics;
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public IPhysicsComponent? PullerPhysics => _pullerPhysics;
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/// <summary>
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/// The current entity pulling this component.
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/// Setting this performs the entire setup process for pulling.
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/// </summary>
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public virtual IEntity? Puller
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{
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get => _puller;
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private set
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set
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{
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if (_puller == value)
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{
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return;
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}
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_puller = value;
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Dirty();
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// New value. Abandon being pulled by any existing object.
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if (_puller != null)
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{
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var oldPuller = _puller;
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var oldPullerPhysics = _pullerPhysics;
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_puller = null;
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_pullerPhysics = null;
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if (_physics != null)
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{
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var message = new PullStoppedMessage(oldPullerPhysics, _physics);
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oldPuller.SendMessage(null, message);
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Owner.SendMessage(null, message);
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oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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_physics.WakeBody();
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_physics.TryRemoveController<PullController>();
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}
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// else-branch warning is handled below
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}
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// Now that is settled, prepare to be pulled by a new object.
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if (_physics == null)
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{
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Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysicsComponent.", Owner);
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return;
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}
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PullController controller;
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if (value == null)
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if (value != null)
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{
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if (_physics.TryGetController(out controller))
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// Pulling a new object : Perform sanity checks.
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if (!_canStartPull(value))
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{
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controller.StopPull();
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return;
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}
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return;
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}
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if (!value.TryGetComponent<IPhysicsComponent>(out var valuePhysics))
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{
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return;
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}
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controller = _physics.EnsureController<PullController>();
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controller.StartPull(value);
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if (!value.TryGetComponent<SharedPullerComponent>(out var valuePuller))
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{
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return;
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}
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// Ensure that the puller is not currently pulling anything.
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// If this isn't done, then it happens too late, and the start/stop messages go out of order,
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// and next thing you know it thinks it's not pulling anything even though it is!
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var oldPulling = valuePuller.Pulling;
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if (oldPulling != null)
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{
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if (oldPulling.TryGetComponent(out SharedPullableComponent? pullable))
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{
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pullable.Puller = null;
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}
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else
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{
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Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? Someone transferred pulling to this component (on {0}) while presently pulling something that has no Pullable component (on {1})!", Owner, oldPulling);
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return;
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}
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}
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// Continue with pulling process.
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var pullAttempt = new PullAttemptMessage(valuePhysics, _physics);
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value.SendMessage(null, pullAttempt);
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if (pullAttempt.Cancelled)
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{
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return;
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}
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Owner.SendMessage(null, pullAttempt);
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if (pullAttempt.Cancelled)
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{
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return;
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}
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// Pull start confirm
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_puller = value;
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_pullerPhysics = valuePhysics;
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_physics.EnsureController<PullController>().Manager = this;
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var message = new PullStartedMessage(_pullerPhysics, _physics);
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_puller.SendMessage(null, message);
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Owner.SendMessage(null, message);
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_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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_physics.WakeBody();
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}
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// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
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}
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}
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public bool BeingPulled => Puller != null;
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public bool CanStartPull(IEntity puller)
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/// <summary>
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/// Sanity-check pull. This is called from Puller setter, so it will never deny a pull that's valid by setting Puller.
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/// It might allow an impossible pull (i.e: puller has no PhysicsComponent somehow).
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/// Ultimately this is only used separately to stop TryStartPull from cancelling a pull for no reason.
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/// </summary>
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private bool _canStartPull(IEntity puller)
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{
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if (!puller.HasComponent<SharedPullerComponent>())
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{
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@@ -96,7 +189,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
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public bool TryStartPull(IEntity puller)
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{
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if (!CanStartPull(puller))
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if (!_canStartPull(puller))
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{
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return false;
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}
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@@ -201,30 +294,25 @@ namespace Content.Shared.GameObjects.Components.Pulling
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return;
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}
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SharedAlertsComponent? pulledStatus = Owner.GetComponentOrNull<SharedAlertsComponent>();
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switch (message)
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{
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case PullStartedMessage msg:
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AddPullingStatuses(msg.Puller.Owner);
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if (pulledStatus != null)
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{
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pulledStatus.ShowAlert(AlertType.Pulled);
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}
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break;
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case PullStoppedMessage msg:
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RemovePullingStatuses(msg.Puller.Owner);
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if (pulledStatus != null)
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{
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pulledStatus.ClearAlert(AlertType.Pulled);
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}
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break;
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}
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}
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private void AddPullingStatuses(IEntity puller)
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{
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if (Owner.TryGetComponent(out SharedAlertsComponent? pulledStatus))
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{
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pulledStatus.ShowAlert(AlertType.Pulled);
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}
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if (puller.TryGetComponent(out SharedAlertsComponent? ownerStatus))
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{
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ownerStatus.ShowAlert(AlertType.Pulling, onClickAlert: OnClickAlert);
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}
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}
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private void OnClickAlert(ClickAlertEventArgs args)
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{
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EntitySystem
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@@ -234,19 +322,6 @@ namespace Content.Shared.GameObjects.Components.Pulling
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.TryStopPull();
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}
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private void RemovePullingStatuses(IEntity puller)
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{
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if (Owner.TryGetComponent(out SharedAlertsComponent? pulledStatus))
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{
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pulledStatus.ClearAlert(AlertType.Pulled);
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}
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if (puller.TryGetComponent(out SharedAlertsComponent? ownerStatus))
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{
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ownerStatus.ClearAlert(AlertType.Pulling);
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}
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}
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public override void OnRemove()
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{
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TryStopPull();
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