Refactor disposals to ECS (#4418)
* ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping
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@@ -1,26 +1,27 @@
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using System;
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using Content.Shared.Body.Components;
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using System.Collections.Generic;
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using Content.Shared.DragDrop;
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using Content.Shared.Item;
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using Content.Shared.MobState;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Disposal.Components
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{
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[NetworkedComponent]
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public abstract class SharedDisposalUnitComponent : Component, IDragDropOn
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{
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public override string Name => "DisposalUnit";
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[ViewVariables]
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public bool Anchored =>
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!Owner.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static;
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// TODO: Could maybe turn the contact off instead far more cheaply as farseer (though not box2d) had support for it?
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// Need to suss it out.
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/// <summary>
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/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
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/// </summary>
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public List<EntityUid> RecentlyEjected = new();
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[Serializable, NetSerializable]
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public enum Visuals
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public enum Visuals : byte
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{
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VisualState,
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Handle,
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@@ -28,7 +29,7 @@ namespace Content.Shared.Disposal.Components
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}
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[Serializable, NetSerializable]
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public enum VisualState
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public enum VisualState : byte
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{
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UnAnchored,
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Anchored,
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@@ -37,14 +38,14 @@ namespace Content.Shared.Disposal.Components
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}
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[Serializable, NetSerializable]
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public enum HandleState
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public enum HandleState : byte
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{
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Normal,
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Engaged
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}
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[Serializable, NetSerializable]
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public enum LightState
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public enum LightState : byte
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{
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Off,
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Charging,
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@@ -53,7 +54,7 @@ namespace Content.Shared.Disposal.Components
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}
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[Serializable, NetSerializable]
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public enum UiButton
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public enum UiButton : byte
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{
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Eject,
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Engage,
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@@ -61,15 +62,26 @@ namespace Content.Shared.Disposal.Components
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}
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[Serializable, NetSerializable]
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public enum PressureState
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public enum PressureState : byte
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{
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Ready,
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Pressurizing
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}
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public virtual void Update(float frameTime)
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return;
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return new DisposalUnitComponentState(RecentlyEjected);
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}
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[Serializable, NetSerializable]
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protected sealed class DisposalUnitComponentState : ComponentState
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{
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public List<EntityUid> RecentlyEjected;
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public DisposalUnitComponentState(List<EntityUid> uids)
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{
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RecentlyEjected = uids;
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}
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}
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[Serializable, NetSerializable]
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@@ -77,16 +89,16 @@ namespace Content.Shared.Disposal.Components
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{
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public readonly string UnitName;
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public readonly string UnitState;
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public readonly float Pressure;
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public readonly TimeSpan FullPressureTime;
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public readonly bool Powered;
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public readonly bool Engaged;
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public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, float pressure, bool powered,
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public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
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bool engaged)
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{
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UnitName = unitName;
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UnitState = unitState;
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Pressure = pressure;
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FullPressureTime = fullPressureTime;
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Powered = powered;
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Engaged = engaged;
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}
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@@ -99,7 +111,7 @@ namespace Content.Shared.Disposal.Components
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UnitState == other.UnitState &&
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Powered == other.Powered &&
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Engaged == other.Engaged &&
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Pressure.Equals(other.Pressure);
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FullPressureTime.Equals(other.FullPressureTime);
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}
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}
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@@ -118,37 +130,15 @@ namespace Content.Shared.Disposal.Components
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}
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[Serializable, NetSerializable]
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public enum DisposalUnitUiKey
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public enum DisposalUnitUiKey : byte
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{
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Key
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}
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public virtual bool CanInsert(IEntity entity)
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{
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if (!Anchored)
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return false;
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// TODO: Probably just need a disposable tag.
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if (!entity.TryGetComponent(out SharedItemComponent? storable) &&
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!entity.HasComponent<SharedBodyComponent>())
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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!physics.CanCollide && storable == null)
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{
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if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {
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return false;
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}
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}
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return true;
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}
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// TODO: Unfortunately these aren't really ECS yet so soontm
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public virtual bool CanDragDropOn(DragDropEvent eventArgs)
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{
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return CanInsert(eventArgs.Dragged);
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return EntitySystem.Get<SharedDisposalUnitSystem>().CanInsert(this, eventArgs.Dragged);
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}
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public abstract bool DragDropOn(DragDropEvent eventArgs);
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