Fix solution editor UI (#24004)

Fixes #23645

The problem is that the solution editor UI is an EUI, so the UI updates before the game states are applied.

A correct fix would be to move it to a BUI in some way, but that's a little involved as we don't really have pre-existing code that uses BUIs in a manner good for this. I decided against this because I realized we'd want to have more tools similar to this and tbh I kinda figured integrating it with VV would be a better fix instead, so...

This is a bad workaround to manually synchronize the UI updates against game timing. It's not pretty but it works.
This commit is contained in:
Pieter-Jan Briers
2024-01-13 05:52:42 +01:00
committed by GitHub
parent 2375a6cd1d
commit 3a2cd95d7f
4 changed files with 35 additions and 5 deletions

View File

@@ -1,10 +1,13 @@
using Content.Shared.Administration;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Robust.Client.AutoGenerated;
using Robust.Client.Console;
using Robust.Client.Timing;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
namespace Content.Client.Administration.UI.ManageSolutions
{
@@ -16,11 +19,13 @@ namespace Content.Client.Administration.UI.ManageSolutions
{
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IClientGameTiming _timing = default!;
private NetEntity _target = NetEntity.Invalid;
private string? _selectedSolution;
private AddReagentWindow? _addReagentWindow;
private Dictionary<string, EntityUid>? _solutions;
private EditSolutionsEuiState? _nextState;
public EditSolutionsWindow()
{
@@ -327,5 +332,27 @@ namespace Content.Client.Administration.UI.ManageSolutions
SolutionOption.Select(selectedIndex);
_selectedSolution = (string?) SolutionOption.SelectedMetadata;
}
protected override void FrameUpdate(FrameEventArgs args)
{
// TODO: THIS IS FUCKING TERRIBLE.
// Ok so the problem is that this shouldn't be via an EUI at all. Why?
// The EUI update notification comes in *before* the game state it updates from.
// So the UI doesn't update properly. Heck.
// I didn't wanna completely rewrite this thing to work properly so instead you get terrible hacks.
if (_nextState != null && _timing.LastRealTick >= _nextState.Tick)
{
SetTargetEntity(_nextState.Target);
UpdateSolutions(_nextState.Solutions);
UpdateReagents();
_nextState = null;
}
}
public void SetState(EditSolutionsEuiState state)
{
_nextState = state;
}
}
}