Cloning error messages and prediction based timing (#4013)

* Cloning error messages and prediction based timing

* Cloning error messages & prediction based timing: Fix problems mentioned in reviews
This commit is contained in:
20kdc
2021-06-05 18:32:59 +01:00
committed by GitHub
parent 62ce603858
commit 561a5bc0f2
6 changed files with 178 additions and 38 deletions

View File

@@ -1,3 +1,4 @@
#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Medical;
@@ -6,16 +7,23 @@ using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Mobs;
using Content.Shared.GameTicking;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Preferences;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.IoC;
using static Content.Shared.GameObjects.Components.Medical.SharedCloningPodComponent;
namespace Content.Server.GameObjects.EntitySystems
{
internal sealed class CloningSystem : EntitySystem, IResettingEntitySystem
{
public readonly Dictionary<int, Mind> Minds = new();
[Dependency] private readonly IGameTiming _timing = default!;
public readonly Dictionary<Mind, int> MindToId = new();
public readonly Dictionary<int, ClonerDNAEntry> IdToDNA = new();
private int _nextAllocatedMindId = 0;
private float _quickAndDirtyUserUpdatePreventerTimer = 0.0f;
public readonly Dictionary<Mind, EntityUid> ClonesWaitingForMind = new();
public override void Initialize()
@@ -42,8 +50,9 @@ namespace Content.Server.GameObjects.EntitySystems
mindComp.Mind != null)
return;
mind?.TransferTo(entity);
mind?.UnVisit();
mind.TransferTo(entity);
mind.UnVisit();
ClonesWaitingForMind.Remove(mind);
}
private void HandleActivate(EntityUid uid, CloningPodComponent component, ActivateInWorldEvent args)
@@ -75,6 +84,13 @@ namespace Content.Server.GameObjects.EntitySystems
{
foreach (var (cloning, power) in ComponentManager.EntityQuery<CloningPodComponent, PowerReceiverComponent>(true))
{
if (cloning.UiKnownPowerState != power.Powered)
{
// Must be *before* update
cloning.UiKnownPowerState = power.Powered;
UpdateUserInterface(cloning);
}
if (!power.Powered)
return;
@@ -88,8 +104,6 @@ namespace Content.Server.GameObjects.EntitySystems
{
cloning.Eject();
}
UpdateUserInterface(cloning);
}
}
@@ -99,32 +113,65 @@ namespace Content.Server.GameObjects.EntitySystems
comp.UserInterface?.SetState(
new CloningPodBoundUserInterfaceState(
idToUser,
// now
_timing.CurTime,
// progress, time, progressing
comp.CloningProgress,
comp.CloningTime,
// this is duplicate w/ the above check that actually updates progress
// better here than on client though
comp.UiKnownPowerState && (comp.BodyContainer.ContainedEntity != null),
comp.Status == CloningPodStatus.Cloning));
}
public void AddToDnaScans(Mind mind)
public void AddToDnaScans(ClonerDNAEntry dna)
{
if (!Minds.ContainsValue(mind))
if (!MindToId.ContainsKey(dna.Mind))
{
Minds.Add(Minds.Count, mind);
int id = _nextAllocatedMindId++;
MindToId.Add(dna.Mind, id);
IdToDNA.Add(id, dna);
}
OnChangeMadeToDnaScans();
}
public void OnChangeMadeToDnaScans()
{
foreach (var cloning in ComponentManager.EntityQuery<CloningPodComponent>(true))
UpdateUserInterface(cloning);
}
public bool HasDnaScan(Mind mind)
{
return Minds.ContainsValue(mind);
return MindToId.ContainsKey(mind);
}
public Dictionary<int, string?> GetIdToUser()
{
return Minds.ToDictionary(m => m.Key, m => m.Value.CharacterName);
return IdToDNA.ToDictionary(m => m.Key, m => m.Value.Mind.CharacterName);
}
public void Reset()
{
Minds.Clear();
MindToId.Clear();
IdToDNA.Clear();
ClonesWaitingForMind.Clear();
_nextAllocatedMindId = 0;
// We PROBABLY don't need to send out UI interface updates for the dna scan changes during a reset
}
}
// TODO: This needs to be moved to Content.Server.Mobs and made a global point of reference.
// For example, GameTicker should be using this, and this should be using ICharacterProfile rather than HumanoidCharacterProfile.
// It should carry a reference or copy of itself with the mobs that it affects.
// See TODO in MedicalScannerComponent.
struct ClonerDNAEntry {
public Mind Mind;
public HumanoidCharacterProfile Profile;
public ClonerDNAEntry(Mind m, HumanoidCharacterProfile hcp)
{
Mind = m;
Profile = hcp;
}
}
}