Maybe fix do_after getting stuck (#3196)

* Maybe fix do_after getting stuck

IDK it's 5AM I tried.

* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterSystem.cs

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2021-02-14 05:07:03 +11:00
committed by GitHub
parent fd2fa123dd
commit a4db94cf03
2 changed files with 25 additions and 38 deletions

View File

@@ -18,7 +18,7 @@ namespace Content.Client.GameObjects.Components
public IReadOnlyDictionary<byte, ClientDoAfter> DoAfters => _doAfters;
private readonly Dictionary<byte, ClientDoAfter> _doAfters = new();
public readonly List<(TimeSpan CancelTime, ClientDoAfter Message)> CancelledDoAfters = new();
public DoAfterGui? Gui { get; set; }
@@ -54,7 +54,7 @@ namespace Content.Client.GameObjects.Components
if (Gui != null && !Gui.Disposed)
return;
Gui = new DoAfterGui {AttachedEntity = Owner};
Gui = new DoAfterGui {AttachedEntity = Owner, FirstDraw = true};
foreach (var (_, doAfter) in _doAfters)
{

View File

@@ -5,6 +5,7 @@ using Content.Client.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
@@ -25,6 +26,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
* DoAfterComponent handles network messages inbound as well as storing the DoAfter data.
* It'll also handle overall cleanup when one is removed (i.e. removing it from DoAfterGui).
*/
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
/// <summary>
@@ -32,10 +34,6 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
/// </summary>
public const float ExcessTime = 0.5f;
// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
// come into range it needs altering
private readonly HashSet<DoAfterComponent> _knownComponents = new();
private IEntity? _attachedEntity;
public override void Initialize()
@@ -54,40 +52,37 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
base.Update(frameTime);
var currentTime = _gameTiming.CurTime;
var foundComps = new HashSet<DoAfterComponent>();
// Can't see any I guess?
if (_attachedEntity == null || _attachedEntity.Deleted)
return;
var viewbox = _eyeManager.GetWorldViewport().Enlarged(2.0f);
foreach (var comp in ComponentManager.EntityQuery<DoAfterComponent>(true))
{
if (!_knownComponents.Contains(comp))
{
_knownComponents.Add(comp);
}
var doAfters = comp.DoAfters.ToList();
var compPos = comp.Owner.Transform.WorldPosition;
if (doAfters.Count == 0)
if (doAfters.Count == 0 ||
comp.Owner.Transform.MapID != _attachedEntity.Transform.MapID ||
!viewbox.Contains(compPos))
{
if (comp.Gui != null)
comp.Gui.FirstDraw = true;
comp.Disable();
continue;
}
var range = (comp.Owner.Transform.WorldPosition - _attachedEntity.Transform.WorldPosition).Length + 0.01f;
var range = (compPos - _attachedEntity.Transform.WorldPosition).Length +
0.01f;
if (comp.Owner != _attachedEntity && !ExamineSystemShared.InRangeUnOccluded(
_attachedEntity.Transform.MapPosition,
comp.Owner.Transform.MapPosition, range,
entity => entity == comp.Owner || entity == _attachedEntity))
if (comp.Owner != _attachedEntity &&
!ExamineSystemShared.InRangeUnOccluded(
_attachedEntity.Transform.MapPosition,
comp.Owner.Transform.MapPosition, range,
entity => entity == comp.Owner || entity == _attachedEntity))
{
if (comp.Gui != null)
comp.Gui.FirstDraw = true;
return;
comp.Disable();
continue;
}
comp.Enable();
@@ -108,7 +103,9 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
// Don't predict cancellation if it's already finished.
if (elapsedTime > doAfter.Delay)
{
continue;
}
// Predictions
if (doAfter.BreakOnUserMove)
@@ -122,7 +119,9 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
if (doAfter.BreakOnTargetMove)
{
if (EntityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity) && !targetEntity.Transform.Coordinates.InRange(EntityManager, doAfter.TargetGrid, doAfter.MovementThreshold))
if (EntityManager.TryGetEntity(doAfter.TargetUid, out var targetEntity) &&
!targetEntity.Transform.Coordinates.InRange(EntityManager, doAfter.TargetGrid,
doAfter.MovementThreshold))
{
comp.Cancel(id, currentTime);
continue;
@@ -140,18 +139,6 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
comp.Remove(cancelled.Message);
}
}
// Remove any components that we no longer need to track
foundComps.Add(comp);
}
foreach (var comp in foundComps)
{
if (!_knownComponents.Contains(comp))
{
_knownComponents.Remove(comp);
comp.Disable();
}
}
}
}