Try fix collision mispredicts (#16298)
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@@ -2,11 +2,10 @@ using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Physics.Controllers
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{
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@@ -22,16 +21,51 @@ namespace Content.Client.Physics.Controllers
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
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{
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if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
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args.IsPredicted = true;
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else if (component.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.RelayEntity);
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if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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SetMoveInput(inputMover, MoveButtons.None);
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}
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@@ -53,12 +87,8 @@ namespace Content.Client.Physics.Controllers
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if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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return;
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if (TryComp<RelayInputMoverComponent>(player, out var relayMover)
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&& TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp))
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{
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DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
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}
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if (TryComp<RelayInputMoverComponent>(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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@@ -70,7 +100,6 @@ namespace Content.Client.Physics.Controllers
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var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
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var pullableQuery = GetEntityQuery<SharedPullableComponent>();
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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if (!moverQuery.TryGetComponent(player, out var mover) ||
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@@ -98,42 +127,6 @@ namespace Content.Client.Physics.Controllers
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return;
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}
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// Essentially we only want to set our mob to predicted so every other entity we just interpolate
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// (i.e. only see what the server has sent us).
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// The exception to this is joints.
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body.Predict = true;
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// We set joints to predicted given these can affect how our mob moves.
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// I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
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if (TryComp(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints.Values)
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{
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if (physicsQuery.TryGetComponent(joint.BodyAUid, out var physics))
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physics.Predict = true;
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if (physicsQuery.TryGetComponent(joint.BodyBUid, out physics))
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physics.Predict = true;
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}
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (pullableQuery.TryGetComponent(player, out var pullableComp))
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{
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
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physicsQuery.TryGetComponent(playerPuller.Pulling, out var pulledBody))
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{
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pulledBody.Predict = false;
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}
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}
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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