Fix some Mind ECS bugs (#17480)
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@@ -10,6 +10,7 @@ using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Components;
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@@ -30,29 +31,25 @@ public sealed class MindSystem : EntitySystem
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly ActorSystem _actor = default!;
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// This is dictionary is required to track the minds of disconnected players that may have had their entity deleted.
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private readonly Dictionary<NetUserId, Mind> _userMinds = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindContainerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<MindContainerComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<MindContainerComponent, SuicideEvent>(OnSuicide);
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SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnTerminating);
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SubscribeLocalEvent<VisitingMindComponent, PlayerDetachedEvent>(OnDetached);
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SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
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SubscribeLocalEvent<VisitingMindComponent, EntityTerminatingEvent>(OnVisitingTerminating);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnReset);
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}
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private void OnDetached(EntityUid uid, VisitingMindComponent component, PlayerDetachedEvent args)
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public override void Shutdown()
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{
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component.Mind = null;
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RemCompDeferred(uid, component);
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}
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private void OnTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
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{
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if (component.Mind?.Session?.AttachedEntity == uid)
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UnVisit(component.Mind);
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base.Shutdown();
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WipeAllMinds();
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}
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public void SetGhostOnShutdown(EntityUid uid, bool value, MindContainerComponent? mind = null)
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@@ -63,6 +60,49 @@ public sealed class MindSystem : EntitySystem
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mind.GhostOnShutdown = value;
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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{
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WipeAllMinds();
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}
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public void WipeAllMinds()
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{
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foreach (var mind in _userMinds.Values)
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{
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WipeMind(mind);
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}
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DebugTools.Assert(_userMinds.Count == 0);
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foreach (var unCastData in _playerManager.GetAllPlayerData())
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{
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if (unCastData.ContentData()?.Mind is not { } mind)
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continue;
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Log.Error("Player mind was missing from MindSystem dictionary.");
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WipeMind(mind);
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}
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}
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public Mind? GetMind(NetUserId user)
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{
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TryGetMind(user, out var mind);
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return mind;
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}
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public bool TryGetMind(NetUserId user, [NotNullWhen(true)] out Mind? mind)
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{
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if (_userMinds.TryGetValue(user, out mind))
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{
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DebugTools.Assert(mind.UserId == user);
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DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData() is not {} data
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|| data.Mind == mind);
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return true;
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}
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DebugTools.Assert(_playerManager.GetPlayerData(user).ContentData()?.Mind == null);
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return false;
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}
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/// <summary>
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/// Don't call this unless you know what the hell you're doing.
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/// Use <see cref="MindSystem.TransferTo(Mind,System.Nullable{Robust.Shared.GameObjects.EntityUid},bool)"/> instead.
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@@ -91,29 +131,39 @@ public sealed class MindSystem : EntitySystem
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mind.Mind = null;
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}
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private void OnShutdown(EntityUid uid, MindContainerComponent mindContainerComp, ComponentShutdown args)
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private void OnVisitingTerminating(EntityUid uid, VisitingMindComponent component, ref EntityTerminatingEvent args)
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{
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if (component.Mind != null)
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UnVisit(component.Mind);
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}
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private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
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{
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// Let's not create ghosts if not in the middle of the round.
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if (_gameTicker.RunLevel != GameRunLevel.InRound)
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return;
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if (!TryGetMind(uid, out var mind, mindContainerComp))
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if (component.Mind is not { } mind)
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return;
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if (mind.VisitingEntity is {Valid: true} visiting)
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// If the player is currently visiting some other entity, simply attach to that entity.
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if (mind.VisitingEntity is {Valid: true} visiting
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&& visiting != uid
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&& !Deleted(visiting)
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&& !Terminating(visiting))
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{
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if (TryComp(visiting, out GhostComponent? ghost))
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{
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_ghostSystem.SetCanReturnToBody(ghost, false);
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}
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TransferTo(mind, visiting);
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if (TryComp(visiting, out GhostComponent? ghost))
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_ghostSystem.SetCanReturnToBody(ghost, false);
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return;
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}
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else if (mindContainerComp.GhostOnShutdown)
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TransferTo(mind, null);
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if (component.GhostOnShutdown && mind.Session != null)
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{
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// Changing an entities parents while deleting is VERY sus. This WILL throw exceptions.
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// TODO: just find the applicable spawn position directly without actually updating the transform's parent.
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Transform(uid).AttachToGridOrMap();
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var xform = Transform(uid);
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var gridId = xform.GridUid;
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var spawnPosition = Transform(uid).Coordinates;
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// Use a regular timer here because the entity has probably been deleted.
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@@ -124,11 +174,8 @@ public sealed class MindSystem : EntitySystem
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return;
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// Async this so that we don't throw if the grid we're on is being deleted.
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var gridId = spawnPosition.GetGridUid(EntityManager);
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if (!spawnPosition.IsValid(EntityManager) || gridId == EntityUid.Invalid || !_mapManager.GridExists(gridId))
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{
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if (!_mapManager.GridExists(gridId))
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spawnPosition = _gameTicker.GetObserverSpawnPoint();
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}
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// TODO refactor observer spawning.
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// please.
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@@ -195,9 +242,10 @@ public sealed class MindSystem : EntitySystem
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public Mind CreateMind(NetUserId? userId, string? name = null)
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{
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var mind = new Mind(userId);
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var mind = new Mind();
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mind.CharacterName = name;
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ChangeOwningPlayer(mind, userId);
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SetUserId(mind, userId);
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return mind;
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}
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@@ -262,7 +310,6 @@ public sealed class MindSystem : EntitySystem
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if (mind == null || mind.VisitingEntity == null)
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return;
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DebugTools.Assert(mind.VisitingEntity != mind.OwnedEntity);
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RemoveVisitingEntity(mind);
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if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
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@@ -300,6 +347,25 @@ public sealed class MindSystem : EntitySystem
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RaiseLocalEvent(oldVisitingEnt, new MindUnvisitedMessage(), true);
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}
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public void WipeMind(IPlayerSession player)
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{
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var mind = player.ContentData()?.Mind;
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DebugTools.Assert(GetMind(player.UserId) == mind);
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WipeMind(mind);
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}
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/// <summary>
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/// Detaches a mind from all entities and clears the user ID.
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/// </summary>
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public void WipeMind(Mind? mind)
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{
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if (mind == null)
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return;
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TransferTo(mind, null);
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SetUserId(mind, null);
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}
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/// <summary>
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/// Transfer this mind's control over to a new entity.
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/// </summary>
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@@ -316,12 +382,8 @@ public sealed class MindSystem : EntitySystem
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/// </exception>
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public void TransferTo(Mind mind, EntityUid? entity, bool ghostCheckOverride = false)
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{
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// Looks like caller just wants us to go back to normal.
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if (entity == mind.OwnedEntity)
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{
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UnVisit(mind);
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return;
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}
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MindContainerComponent? component = null;
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var alreadyAttached = false;
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@@ -382,51 +444,6 @@ public sealed class MindSystem : EntitySystem
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}
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}
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public void ChangeOwningPlayer(Mind mind, NetUserId? newOwner)
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{
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// Make sure to remove control from our old owner if they're logged in.
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var oldSession = mind.Session;
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oldSession?.AttachToEntity(null);
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if (mind.UserId.HasValue)
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{
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if (_playerManager.TryGetPlayerData(mind.UserId.Value, out var oldUncast))
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{
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var data = oldUncast.ContentData();
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DebugTools.AssertNotNull(data);
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data!.UpdateMindFromMindChangeOwningPlayer(null);
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}
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else
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{
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Log.Warning($"Mind UserId {newOwner} is does not exist in PlayerManager");
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}
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}
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SetUserId(mind, newOwner);
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if (!newOwner.HasValue)
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{
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return;
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}
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if (!_playerManager.TryGetPlayerData(newOwner.Value, out var uncast))
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{
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// This restriction is because I'm too lazy to initialize the player data
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// for a client that hasn't logged in yet.
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// Go ahead and remove it if you need.
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throw new ArgumentException("New owner must have previously logged into the server.", nameof(newOwner));
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}
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// PlayerData? newOwnerData = null;
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var newOwnerData = uncast.ContentData();
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// Yank new owner out of their old mind too.
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// Can I mention how much I love the word yank?
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DebugTools.AssertNotNull(newOwnerData);
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if (newOwnerData!.Mind != null)
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ChangeOwningPlayer(newOwnerData.Mind, null);
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newOwnerData.UpdateMindFromMindChangeOwningPlayer(mind);
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}
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/// <summary>
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/// Adds an objective to this mind.
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/// </summary>
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@@ -569,19 +586,56 @@ public sealed class MindSystem : EntitySystem
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}
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/// <summary>
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/// Sets the Mind's UserId and Session
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/// Sets the Mind's UserId, Session, and updates the player's PlayerData.
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/// This should have no direct effect on the entity that any mind is connected to, but it may change a player's attached entity.
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/// </summary>
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/// <param name="mind"></param>
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/// <param name="userId"></param>
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private void SetUserId(Mind mind, NetUserId? userId)
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public void SetUserId(Mind mind, NetUserId? userId)
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{
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mind.UserId = userId;
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if (!userId.HasValue)
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if (mind.UserId == userId)
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return;
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if (userId != null && !_playerManager.TryGetPlayerData(userId.Value, out _))
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{
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Log.Error($"Attempted to set mind user to invalid value {userId}");
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return;
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}
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if (mind.Session != null)
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{
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mind.Session.AttachToEntity(null);
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mind.Session = null;
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}
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if (mind.UserId != null)
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{
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_userMinds.Remove(mind.UserId.Value);
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if (_playerManager.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
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oldData.Mind = null;
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mind.UserId = null;
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}
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if (userId == null)
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{
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DebugTools.AssertNull(mind.Session);
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return;
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}
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if (_userMinds.TryGetValue(userId.Value, out var oldMind))
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SetUserId(oldMind, null);
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DebugTools.AssertNull(_playerManager.GetPlayerData(userId.Value).ContentData()?.Mind);
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_userMinds[userId.Value] = mind;
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mind.UserId = userId;
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_playerManager.TryGetSessionById(userId.Value, out var ret);
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mind.Session = ret;
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// session may be null, but user data may still exist for disconnected players.
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if (_playerManager.GetPlayerData(userId.Value).ContentData() is { } data)
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data.Mind = mind;
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}
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/// <summary>
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