Predict doors and airlocks (#25419)

* predict doors and airlocks

* prying, too

* ack

* eek
This commit is contained in:
Nemanja
2024-02-22 18:01:31 -05:00
committed by GitHub
parent b7747596f1
commit ce0a51fc29
25 changed files with 444 additions and 559 deletions

View File

@@ -1,49 +1,22 @@
using Content.Server.Access;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Power.EntitySystems;
using Content.Shared.Database;
using Content.Server.Power.Components;
using Content.Shared.Doors.Components;
using Content.Shared.Doors.Systems;
using Content.Shared.Emag.Systems;
using Content.Shared.Interaction;
using Content.Shared.Prying.Components;
using Content.Shared.Prying.Systems;
using Content.Shared.Tools.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
namespace Content.Server.Doors.Systems;
public sealed class DoorSystem : SharedDoorSystem
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly DoorBoltSystem _bolts = default!;
[Dependency] private readonly AirtightSystem _airtightSystem = default!;
[Dependency] private readonly PryingSystem _pryingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoorComponent, WeldableAttemptEvent>(OnWeldAttempt);
SubscribeLocalEvent<DoorComponent, WeldableChangedEvent>(OnWeldChanged);
SubscribeLocalEvent<DoorComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<DoorComponent, PriedEvent>(OnAfterPry);
}
protected override void OnActivate(EntityUid uid, DoorComponent door, ActivateInWorldEvent args)
{
// TODO once access permissions are shared, move this back to shared.
if (args.Handled || !door.ClickOpen)
return;
if (!TryToggleDoor(uid, door, args.User))
_pryingSystem.TryPry(uid, args.User, out _);
args.Handled = true;
SubscribeLocalEvent<DoorBoltComponent, PowerChangedEvent>(OnBoltPowerChanged);
}
protected override void SetCollidable(
@@ -65,144 +38,16 @@ public sealed class DoorSystem : SharedDoorSystem
base.SetCollidable(uid, collidable, door, physics, occluder);
}
// TODO AUDIO PREDICT Figure out a better way to handle sound and prediction. For now, this works well enough?
//
// Currently a client will predict when a door is going to close automatically. So any client in PVS range can just
// play their audio locally. Playing it server-side causes an odd delay, while in shared it causes double-audio.
//
// But if we just do that, then if a door is closed prematurely as the result of an interaction (i.e., using "E" on
// an open door), then the audio would only be played for the client performing the interaction.
//
// So we do this:
// - Play audio client-side IF the closing is being predicted (auto-close or predicted interaction)
// - Server assumes automated closing is predicted by clients and does not play audio unless otherwise specified.
// - Major exception is player interactions, which other players cannot predict
// - In that case, send audio to all players, except possibly the interacting player if it was a predicted
// interaction.
/// <summary>
/// Selectively send sound to clients, taking care to not send the double-audio.
/// </summary>
/// <param name="uid">The audio source</param>
/// <param name="soundSpecifier">The sound</param>
/// <param name="audioParams">The audio parameters.</param>
/// <param name="predictingPlayer">The user (if any) that instigated an interaction</param>
/// <param name="predicted">Whether this interaction would have been predicted. If the predicting player is null,
/// this assumes it would have been predicted by all players in PVS range.</param>
protected override void PlaySound(EntityUid uid, SoundSpecifier soundSpecifier, AudioParams audioParams, EntityUid? predictingPlayer, bool predicted)
private void OnBoltPowerChanged(Entity<DoorBoltComponent> ent, ref PowerChangedEvent args)
{
// If this sound would have been predicted by all clients, do not play any audio.
if (predicted && predictingPlayer == null)
return;
if (predicted)
Audio.PlayPredicted(soundSpecifier, uid, predictingPlayer, audioParams);
else
Audio.PlayPvs(soundSpecifier, uid, audioParams);
}
#region DoAfters
private void OnWeldAttempt(EntityUid uid, DoorComponent component, WeldableAttemptEvent args)
{
if (component.CurrentlyCrushing.Count > 0)
if (args.Powered)
{
args.Cancel();
return;
if (ent.Comp.BoltWireCut)
SetBoltsDown(ent, true);
}
if (component.State != DoorState.Closed && component.State != DoorState.Welded)
{
args.Cancel();
}
}
private void OnWeldChanged(EntityUid uid, DoorComponent component, ref WeldableChangedEvent args)
{
if (component.State == DoorState.Closed)
SetState(uid, DoorState.Welded, component);
else if (component.State == DoorState.Welded)
SetState(uid, DoorState.Closed, component);
}
#endregion
/// <summary>
/// Open a door if a player or door-bumper (PDA, ID-card) collide with the door. Sadly, bullets no longer
/// generate "access denied" sounds as you fire at a door.
/// </summary>
protected override void HandleCollide(EntityUid uid, DoorComponent door, ref StartCollideEvent args)
{
// TODO ACCESS READER move access reader to shared and predict door opening/closing
// Then this can be moved to the shared system without mispredicting.
if (!door.BumpOpen)
return;
if (door.State is not (DoorState.Closed or DoorState.Denying))
return;
var otherUid = args.OtherEntity;
if (Tags.HasTag(otherUid, "DoorBumpOpener"))
TryOpen(uid, door, otherUid, quiet: door.State == DoorState.Denying);
}
private void OnEmagged(EntityUid uid, DoorComponent door, ref GotEmaggedEvent args)
{
if (TryComp<AirlockComponent>(uid, out var airlockComponent))
{
if (_bolts.IsBolted(uid) || !this.IsPowered(uid, EntityManager))
return;
if (door.State == DoorState.Closed)
{
SetState(uid, DoorState.Emagging, door);
PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
args.Handled = true;
}
}
}
public override void StartOpening(EntityUid uid, DoorComponent? door = null, EntityUid? user = null, bool predicted = false)
{
if (!Resolve(uid, ref door))
return;
var lastState = door.State;
SetState(uid, DoorState.Opening, door);
if (door.OpenSound != null)
PlaySound(uid, door.OpenSound, AudioParams.Default.WithVolume(-5), user, predicted);
if (lastState == DoorState.Emagging && TryComp<DoorBoltComponent>(uid, out var doorBoltComponent))
_bolts.SetBoltsWithAudio(uid, doorBoltComponent, !doorBoltComponent.BoltsDown);
}
/// <summary>
/// Open or close a door after it has been successfuly pried.
/// </summary>
private void OnAfterPry(EntityUid uid, DoorComponent door, ref PriedEvent args)
{
if (door.State == DoorState.Closed)
{
_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} open");
StartOpening(uid, door, args.User);
}
else if (door.State == DoorState.Open)
{
_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User)} pried {ToPrettyString(uid)} closed");
StartClosing(uid, door, args.User);
}
}
protected override void CheckDoorBump(Entity<DoorComponent, PhysicsComponent> ent)
{
var (uid, door, physics) = ent;
if (door.BumpOpen)
{
foreach (var other in PhysicsSystem.GetContactingEntities(uid, physics, approximate: true))
{
if (Tags.HasTag(other, "DoorBumpOpener") && TryOpen(uid, door, other, quiet: true))
break;
}
}
UpdateBoltLightStatus(ent);
ent.Comp.Powered = args.Powered;
Dirty(ent, ent.Comp);
}
}