Fix combat action prediction (#19152)

* Fix action predictions

* Add ActionsAddedTest
This commit is contained in:
Leon Friedrich
2023-08-15 17:06:45 +12:00
committed by GitHub
parent cfccb5959a
commit cabc834e84
5 changed files with 84 additions and 5 deletions

View File

@@ -126,9 +126,6 @@ namespace Content.Client.Actions
public override void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
{
if (GameTiming.ApplyingState && !action.ClientExclusive)
return;
if (!Resolve(uid, ref comp, false))
return;

View File

@@ -390,7 +390,7 @@ public sealed class ActionUIController : UIController, IOnStateChanged<GameplayS
private void OnActionAdded(ActionType action)
{
// if the action is toggled when we add it, start targetting
// if the action is toggled when we add it, start targeting
if (action is TargetedAction targetAction && action.Toggled)
StartTargeting(targetAction);

View File

@@ -0,0 +1,64 @@
using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.CombatMode;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
namespace Content.IntegrationTests.Tests.Actions;
/// <summary>
/// This tests checks that actions properly get added to an entity's actions component..
/// </summary>
[TestFixture]
public sealed class ActionsAddedTest
{
// TODO add magboot test (inventory action)
// TODO add ghost toggle-fov test (client-side action)
[Test]
public async Task TestCombatActionsAdded()
{
await using var pair = await PoolManager.GetServerClient(new PoolSettings { Connected = true, DummyTicker = false});
var server = pair.Server;
var client = pair.Client;
var sEntMan = server.ResolveDependency<IEntityManager>();
var cEntMan = client.ResolveDependency<IEntityManager>();
var session = server.ResolveDependency<IPlayerManager>().ServerSessions.Single();
// Dummy ticker is disabled - client should be in control of a normal mob.
Assert.NotNull(session.AttachedEntity);
var ent = session.AttachedEntity!.Value;
Assert.That(sEntMan.EntityExists(ent));
Assert.That(cEntMan.EntityExists(ent));
Assert.That(sEntMan.HasComponent<ActionsComponent>(ent));
Assert.That(cEntMan.HasComponent<ActionsComponent>(ent));
Assert.That(sEntMan.HasComponent<CombatModeComponent>(ent));
Assert.That(cEntMan.HasComponent<CombatModeComponent>(ent));
var sComp = sEntMan.GetComponent<ActionsComponent>(ent);
var cComp = cEntMan.GetComponent<ActionsComponent>(ent);
// Mob should have a combat-mode action.
// This action should have a non-null event both on the server & client.
var evType = typeof(ToggleCombatActionEvent);
var sActions = sComp!.Actions.Where(
x => x is InstantAction act && act.Event?.GetType() == evType).ToArray();
var cActions = cComp!.Actions.Where(
x => x is InstantAction act && act.Event?.GetType() == evType).ToArray();
Assert.That(sActions.Length, Is.EqualTo(1));
Assert.That(cActions.Length, Is.EqualTo(1));
var sAct = (InstantAction) sActions[0];
var cAct = (InstantAction) cActions[0];
// Finally, these two actions are not the same object
// required, because integration tests do not respect the [NonSerialized] attribute and will simply events by reference.
Assert.That(ReferenceEquals(sAct, cAct), Is.False);
Assert.That(ReferenceEquals(sAct.Event, cAct.Event), Is.False);
await pair.CleanReturnAsync();
}
}

View File

@@ -249,6 +249,19 @@ public abstract class ActionType : IEquatable<ActionType>, IComparable, ICloneab
return CompareTo(other) == 0;
}
public static bool operator ==(ActionType? left, ActionType? right)
{
if (left is null)
return right is null;
return left.Equals(right);
}
public static bool operator !=(ActionType? left, ActionType? right)
{
return !(left == right);
}
public override int GetHashCode()
{
unchecked

View File

@@ -2,6 +2,7 @@ using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Popups;
using Content.Shared.Targeting;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
@@ -14,6 +15,7 @@ public abstract class SharedCombatModeSystem : EntitySystem
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
public override void Initialize()
{
@@ -50,7 +52,10 @@ public abstract class SharedCombatModeSystem : EntitySystem
args.Handled = true;
SetInCombatMode(uid, !component.IsInCombatMode, component);
if (!_timing.IsFirstTimePredicted)
// TODO better handling of predicted pop-ups.
// This probably breaks if the client has prediction disabled.
if (!_netMan.IsClient || !_timing.IsFirstTimePredicted)
return;
var msg = component.IsInCombatMode ? "action-popup-combat-enabled" : "action-popup-combat-disabled";