Fix some tabletop prediction jank (#12758)

This commit is contained in:
Leon Friedrich
2022-11-27 23:25:54 +13:00
committed by GitHub
parent 2dc7663d1a
commit 8467d2373c
4 changed files with 91 additions and 96 deletions

View File

@@ -16,7 +16,6 @@ using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using static Robust.Shared.Input.Binding.PointerInputCmdHandler;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Client.Tabletop
{
@@ -27,7 +26,6 @@ namespace Content.Client.Tabletop
[Dependency] private readonly IUserInterfaceManager _uiManger = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
// Time in seconds to wait until sending the location of a dragged entity to the server again
private const float Delay = 1f / 10; // 10 Hz
@@ -40,10 +38,11 @@ namespace Content.Client.Tabletop
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
CommandBinds.Builder
.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false))
.Bind(EngineKeyFunctions.Use, new PointerInputCmdHandler(OnUse, false, true))
.Register<TabletopSystem>();
SubscribeNetworkEvent<TabletopPlayEvent>(OnTabletopPlay);
@@ -57,12 +56,8 @@ namespace Content.Client.Tabletop
StopDragging(false);
}
public override void Update(float frameTime)
public override void FrameUpdate(float frameTime)
{
// don't send network messages when doing prediction.
if (!_gameTiming.IsFirstTimePredicted)
return;
if (_window == null)
return;
@@ -110,7 +105,7 @@ namespace Content.Client.Tabletop
// Only send new position to server when Delay is reached
if (_timePassed >= Delay && _table != null)
{
RaiseNetworkEvent(new TabletopMoveEvent(_draggedEntity.Value, clampedCoords, _table.Value));
RaisePredictiveEvent(new TabletopMoveEvent(_draggedEntity.Value, clampedCoords, _table.Value));
_timePassed -= Delay;
}
}
@@ -169,6 +164,9 @@ namespace Content.Client.Tabletop
private bool OnUse(in PointerInputCmdArgs args)
{
if (!_gameTiming.IsFirstTimePredicted)
return false;
return args.State switch
{
BoundKeyState.Down => OnMouseDown(args),
@@ -216,13 +214,7 @@ namespace Content.Client.Tabletop
/// <param name="viewport">The viewport in which we are dragging.</param>
private void StartDragging(EntityUid draggedEntity, ScalingViewport viewport)
{
RaiseNetworkEvent(new TabletopDraggingPlayerChangedEvent(draggedEntity, true));
if (EntityManager.TryGetComponent<AppearanceComponent>(draggedEntity, out var appearance))
{
_appearance.SetData(draggedEntity, TabletopItemVisuals.Scale, new Vector2(1.25f, 1.25f), appearance);
_appearance.SetData(draggedEntity, TabletopItemVisuals.DrawDepth, (int) DrawDepth.Items + 1, appearance);
}
RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(draggedEntity, true));
_draggedEntity = draggedEntity;
_viewport = viewport;
@@ -237,7 +229,8 @@ namespace Content.Client.Tabletop
// Set the dragging player on the component to noone
if (broadcast && _draggedEntity != null && EntityManager.HasComponent<TabletopDraggableComponent>(_draggedEntity.Value))
{
RaiseNetworkEvent(new TabletopDraggingPlayerChangedEvent(_draggedEntity.Value, false));
RaisePredictiveEvent(new TabletopMoveEvent(_draggedEntity.Value, Transform(_draggedEntity.Value).MapPosition, _table!.Value));
RaisePredictiveEvent(new TabletopDraggingPlayerChangedEvent(_draggedEntity.Value, false));
}
_draggedEntity = null;