Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -157,39 +157,37 @@ public sealed partial class BlockGame
/// <param name="message">The message to broadcase to all players/spectators.</param>
private void SendMessage(BoundUserInterfaceMessage message)
{
if (_uiSystem.TryGetUi(_owner, BlockGameUiKey.Key, out var bui))
_uiSystem.SendUiMessage(bui, message);
_uiSystem.ServerSendUiMessage(_entityManager.GetEntity(message.Entity), BlockGameUiKey.Key, message);
}
/// <summary>
/// Handles sending a message to a specific player/spectator.
/// </summary>
/// <param name="message">The message to send to a specific player/spectator.</param>
/// <param name="session">The target recipient.</param>
private void SendMessage(BoundUserInterfaceMessage message, ICommonSession session)
/// <param name="actor">The target recipient.</param>
private void SendMessage(BoundUserInterfaceMessage message, EntityUid actor)
{
if (_uiSystem.TryGetUi(_owner, BlockGameUiKey.Key, out var bui))
_uiSystem.TrySendUiMessage(bui, message, session);
_uiSystem.ServerSendUiMessage(_entityManager.GetEntity(message.Entity), BlockGameUiKey.Key, message, actor);
}
/// <summary>
/// Handles sending the current state of the game to a player that has just opened the UI.
/// </summary>
/// <param name="session">The target recipient.</param>
public void UpdateNewPlayerUI(ICommonSession session)
/// <param name="actor">The target recipient.</param>
public void UpdateNewPlayerUI(EntityUid actor)
{
if (_gameOver)
{
SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement), session);
SendMessage(new BlockGameMessages.BlockGameGameOverScreenMessage(Points, _highScorePlacement?.LocalPlacement, _highScorePlacement?.GlobalPlacement), actor);
return;
}
if (Paused)
SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Pause, Started), session);
SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Pause, Started), actor);
else
SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game, Started), session);
SendMessage(new BlockGameMessages.BlockGameSetScreenMessage(BlockGameMessages.BlockGameScreen.Game, Started), actor);
FullUpdate(session);
FullUpdate(actor);
}
/// <summary>
@@ -209,14 +207,14 @@ public sealed partial class BlockGame
/// Handles broadcasting the full player-visible game state to a specific player/spectator.
/// </summary>
/// <param name="session">The target recipient.</param>
private void FullUpdate(ICommonSession session)
private void FullUpdate(EntityUid actor)
{
UpdateFieldUI(session);
SendNextPieceUpdate(session);
SendHoldPieceUpdate(session);
SendLevelUpdate(session);
SendPointsUpdate(session);
SendHighscoreUpdate(session);
UpdateFieldUI(actor);
SendNextPieceUpdate(actor);
SendHoldPieceUpdate(actor);
SendLevelUpdate(actor);
SendPointsUpdate(actor);
SendHighscoreUpdate(actor);
}
/// <summary>
@@ -234,14 +232,13 @@ public sealed partial class BlockGame
/// <summary>
/// Handles broadcasting the current location of all of the blocks in the playfield + the active piece to a specific player/spectator.
/// </summary>
/// <param name="session">The target recipient.</param>
public void UpdateFieldUI(ICommonSession session)
public void UpdateFieldUI(EntityUid actor)
{
if (!Started)
return;
var computedField = ComputeField();
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(computedField.ToArray(), BlockGameMessages.BlockGameVisualType.GameField), session);
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(computedField.ToArray(), BlockGameMessages.BlockGameVisualType.GameField), actor);
}
/// <summary>
@@ -282,10 +279,9 @@ public sealed partial class BlockGame
/// <summary>
/// Broadcasts the state of the next queued piece to a specific viewer.
/// </summary>
/// <param name="session">The target recipient.</param>
private void SendNextPieceUpdate(ICommonSession session)
private void SendNextPieceUpdate(EntityUid actor)
{
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(NextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock), session);
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(NextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock), actor);
}
/// <summary>
@@ -302,13 +298,12 @@ public sealed partial class BlockGame
/// <summary>
/// Broadcasts the state of the currently held piece to a specific viewer.
/// </summary>
/// <param name="session">The target recipient.</param>
private void SendHoldPieceUpdate(ICommonSession session)
private void SendHoldPieceUpdate(EntityUid actor)
{
if (HeldPiece.HasValue)
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(HeldPiece.Value.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.HoldBlock), session);
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(HeldPiece.Value.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.HoldBlock), actor);
else
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(Array.Empty<BlockGameBlock>(), BlockGameMessages.BlockGameVisualType.HoldBlock), session);
SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(Array.Empty<BlockGameBlock>(), BlockGameMessages.BlockGameVisualType.HoldBlock), actor);
}
/// <summary>
@@ -322,10 +317,9 @@ public sealed partial class BlockGame
/// <summary>
/// Broadcasts the current game level to a specific viewer.
/// </summary>
/// <param name="session">The target recipient.</param>
private void SendLevelUpdate(ICommonSession session)
private void SendLevelUpdate(EntityUid actor)
{
SendMessage(new BlockGameMessages.BlockGameLevelUpdateMessage(Level), session);
SendMessage(new BlockGameMessages.BlockGameLevelUpdateMessage(Level), actor);
}
/// <summary>
@@ -339,10 +333,9 @@ public sealed partial class BlockGame
/// <summary>
/// Broadcasts the current game score to a specific viewer.
/// </summary>
/// <param name="session">The target recipient.</param>
private void SendPointsUpdate(ICommonSession session)
private void SendPointsUpdate(EntityUid actor)
{
SendMessage(new BlockGameMessages.BlockGameScoreUpdateMessage(Points), session);
SendMessage(new BlockGameMessages.BlockGameScoreUpdateMessage(Points), actor);
}
/// <summary>
@@ -356,9 +349,8 @@ public sealed partial class BlockGame
/// <summary>
/// Broadcasts the current game high score positions to a specific viewer.
/// </summary>
/// <param name="session">The target recipient.</param>
private void SendHighscoreUpdate(ICommonSession session)
private void SendHighscoreUpdate(EntityUid actor)
{
SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(_arcadeSystem.GetLocalHighscores(), _arcadeSystem.GetGlobalHighscores()), session);
SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(_arcadeSystem.GetLocalHighscores(), _arcadeSystem.GetGlobalHighscores()), actor);
}
}