do_after fixes (#3299)
* Try fixing DoAfterBar coordinates issue Also I have a somewhat shitcode way to ensure it doesn't get stuck but I'll wait to see if it still happens on live. * Brute force fix the stuck issue Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
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@@ -51,7 +51,7 @@ namespace Content.Client.GameObjects.Components
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/// </summary>
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public void Enable()
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{
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if (Gui != null && !Gui.Disposed)
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if (Gui?.Disposed == false)
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return;
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Gui = new DoAfterGui {AttachedEntity = Owner, FirstDraw = true};
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@@ -70,6 +70,7 @@ namespace Content.Client.GameObjects.Components
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public void Disable()
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{
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Gui?.Dispose();
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Gui = null;
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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@@ -128,7 +129,6 @@ namespace Content.Client.GameObjects.Components
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/// <param name="clientDoAfter"></param>
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public void Remove(ClientDoAfter clientDoAfter)
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{
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if (_doAfters.ContainsKey(clientDoAfter.ID))
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_doAfters.Remove(clientDoAfter.ID);
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var found = false;
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@@ -12,11 +12,13 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.EntitySystems.DoAfter
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{
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public sealed class DoAfterGui : VBoxContainer
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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@@ -106,12 +108,11 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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var control = _doAfterControls[id];
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RemoveChild(control);
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control.DisposeAllChildren();
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_doAfterControls.Remove(id);
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_doAfterBars.Remove(id);
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if (_cancelledDoAfters.ContainsKey(id))
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_cancelledDoAfters.Remove(id);
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}
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/// <summary>
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@@ -124,11 +125,21 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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if (_cancelledDoAfters.ContainsKey(id))
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return;
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if (!_doAfterBars.TryGetValue(id, out var doAfterBar))
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DoAfterBar doAfterBar;
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if (!_doAfterControls.TryGetValue(id, out var doAfterControl))
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{
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doAfterControl = new PanelContainer();
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AddChild(doAfterControl);
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DebugTools.Assert(!_doAfterBars.ContainsKey(id));
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doAfterBar = new DoAfterBar();
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doAfterControl.AddChild(doAfterBar);
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_doAfterBars[id] = doAfterBar;
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}
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else
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{
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doAfterBar = _doAfterBars[id];
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}
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doAfterBar.Cancelled = true;
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_cancelledDoAfters.Add(id, _gameTiming.CurTime);
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@@ -148,7 +159,8 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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if (doAfters.Count == 0)
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return;
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if (_eyeManager.CurrentMap != AttachedEntity.Transform.MapID)
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if (_eyeManager.CurrentMap != AttachedEntity.Transform.MapID ||
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!AttachedEntity.Transform.Coordinates.IsValid(_entityManager))
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{
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Visible = false;
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return;
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@@ -172,20 +184,22 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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Visible = true;
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var currentTime = _gameTiming.CurTime;
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var toCancel = new List<byte>();
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var toRemove = new List<byte>();
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// Cleanup cancelled DoAfters
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foreach (var (id, cancelTime) in _cancelledDoAfters)
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{
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if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
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toCancel.Add(id);
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toRemove.Add(id);
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}
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foreach (var id in toCancel)
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foreach (var id in toRemove)
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{
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RemoveDoAfter(id);
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}
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toRemove.Clear();
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// Update 0 -> 1.0f of the things
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foreach (var (id, message) in doAfters)
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{
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@@ -193,8 +207,20 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
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continue;
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var doAfterBar = _doAfterBars[id];
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var ratio = (currentTime - message.StartTime).TotalSeconds;
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doAfterBar.Ratio = MathF.Min(1.0f,
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(float) (currentTime - message.StartTime).TotalSeconds / message.Delay);
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(float) ratio / message.Delay);
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// Just in case it doesn't get cleaned up by the system for whatever reason.
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if (ratio > message.Delay + DoAfterSystem.ExcessTime)
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{
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toRemove.Add(id);
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}
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}
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foreach (var id in toRemove)
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{
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RemoveDoAfter(id);
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}
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}
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}
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