Refactor FTL time tracking code to fix a UI bug (#26538)

The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.

For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
This commit is contained in:
Pieter-Jan Briers
2024-03-30 02:40:55 +01:00
committed by GitHub
parent 72c6a14d59
commit 3b791459c7
7 changed files with 111 additions and 46 deletions

View File

@@ -12,6 +12,7 @@ using Content.Shared.Parallax;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Content.Shared.StatusEffect;
using Content.Shared.Timing;
using Content.Shared.Whitelist;
using JetBrains.Annotations;
using Robust.Shared.Audio;
@@ -131,7 +132,7 @@ public sealed partial class ShuttleSystem
return mapUid;
}
public float GetStateDuration(FTLComponent component)
public StartEndTime GetStateTime(FTLComponent component)
{
var state = component.State;
@@ -141,9 +142,9 @@ public sealed partial class ShuttleSystem
case FTLState.Travelling:
case FTLState.Arriving:
case FTLState.Cooldown:
return component.Accumulator;
return component.StateTime;
case FTLState.Available:
return 0f;
return default;
default:
throw new NotImplementedException();
}
@@ -251,7 +252,9 @@ public sealed partial class ShuttleSystem
hyperspace.StartupTime = startupTime;
hyperspace.TravelTime = hyperspaceTime;
hyperspace.Accumulator = hyperspace.StartupTime;
hyperspace.StateTime = StartEndTime.FromStartDuration(
_gameTiming.CurTime,
TimeSpan.FromSeconds(hyperspace.StartupTime));
hyperspace.TargetCoordinates = coordinates;
hyperspace.TargetAngle = angle;
hyperspace.PriorityTag = priorityTag;
@@ -282,7 +285,9 @@ public sealed partial class ShuttleSystem
var config = _dockSystem.GetDockingConfig(shuttleUid, target, priorityTag);
hyperspace.StartupTime = startupTime;
hyperspace.TravelTime = hyperspaceTime;
hyperspace.Accumulator = hyperspace.StartupTime;
hyperspace.StateTime = StartEndTime.FromStartDuration(
_gameTiming.CurTime,
TimeSpan.FromSeconds(hyperspace.StartupTime));
hyperspace.PriorityTag = priorityTag;
_console.RefreshShuttleConsoles(shuttleUid);
@@ -366,7 +371,7 @@ public sealed partial class ShuttleSystem
// Reset rotation so they always face the same direction.
xform.LocalRotation = Angle.Zero;
_index += width + Buffer;
comp.Accumulator += comp.TravelTime - DefaultArrivalTime;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, comp.TravelTime - DefaultArrivalTime);
Enable(uid, component: body);
_physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
@@ -401,7 +406,7 @@ public sealed partial class ShuttleSystem
{
var shuttle = entity.Comp2;
var comp = entity.Comp1;
comp.Accumulator += DefaultArrivalTime;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
comp.State = FTLState.Arriving;
// TODO: Arrival effects
// For now we'll just use the ss13 bubbles but we can do fancier.
@@ -504,7 +509,7 @@ public sealed partial class ShuttleSystem
}
comp.State = FTLState.Cooldown;
comp.Accumulator += FTLCooldown;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, FTLCooldown);
_console.RefreshShuttleConsoles(uid);
_mapManager.SetMapPaused(mapId, false);
Smimsh(uid, xform: xform);
@@ -519,15 +524,14 @@ public sealed partial class ShuttleSystem
_console.RefreshShuttleConsoles(entity);
}
private void UpdateHyperspace(float frameTime)
private void UpdateHyperspace()
{
var curTime = _gameTiming.CurTime;
var query = EntityQueryEnumerator<FTLComponent, ShuttleComponent>();
while (query.MoveNext(out var uid, out var comp, out var shuttle))
{
comp.Accumulator -= frameTime;
if (comp.Accumulator > 0f)
if (curTime < comp.StateTime.End)
continue;
var entity = (uid, comp, shuttle);