Try fix collision mispredicts (#16298)
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@@ -1,7 +1,4 @@
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems;
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@@ -9,136 +6,85 @@ public abstract partial class SharedMoverController
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
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SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
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}
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private void OnAfterRelayTargetState(EntityUid uid, MovementRelayTargetComponent component, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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}
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private void OnAfterRelayState(EntityUid uid, RelayInputMoverComponent component, ref AfterAutoHandleStateEvent args)
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{
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Physics.UpdateIsPredicted(uid);
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}
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/// <summary>
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/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
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/// forgotten to Dirty(), so fuck you, you have to use this method now.
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/// </summary>
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public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
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public void SetRelay(EntityUid uid, EntityUid relayEntity)
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{
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if (!Resolve(uid, ref component) || component.RelayEntity == relayEntity)
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return;
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if (uid == relayEntity)
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{
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Logger.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
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return;
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}
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if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
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{
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targetComp.Entities.Remove(uid);
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var component = EnsureComp<RelayInputMoverComponent>(uid);
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if (component.RelayEntity == relayEntity)
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return;
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if (targetComp.Entities.Count == 0)
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RemComp<MovementRelayTargetComponent>(relayEntity);
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
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{
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oldTarget.Source = EntityUid.Invalid;
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RemComp(component.RelayEntity, oldTarget);
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Physics.UpdateIsPredicted(component.RelayEntity);
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}
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var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
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{
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oldRelay.RelayEntity = EntityUid.Invalid;
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RemComp(targetComp.Source, oldRelay);
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Physics.UpdateIsPredicted(targetComp.Source);
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}
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(relayEntity);
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component.RelayEntity = relayEntity;
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targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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targetComp.Entities.Add(uid);
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DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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targetComp.Source = uid;
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Dirty(component);
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Dirty(targetComp);
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}
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private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
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{
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// If relay is removed then cancel all inputs.
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if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
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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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if (Timing.ApplyingState)
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return;
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if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
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targetComp.LifeStage < ComponentLifeStage.Stopping)
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{
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targetComp.Entities.Remove(uid);
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if (targetComp.Entities.Count == 0)
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RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
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else
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Dirty(targetComp);
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}
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SetMoveInput(inputMover, MoveButtons.None);
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.RelayEntity, target);
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}
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private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RelayInputMoverComponentState state) return;
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DebugTools.Assert(state.Entity != uid);
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component.RelayEntity = state.Entity;
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}
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private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
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{
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args.State = new RelayInputMoverComponentState()
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{
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Entity = component.RelayEntity,
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};
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}
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#region Target Relay
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private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
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{
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if (component.Entities.Count == 0)
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Physics.UpdateIsPredicted(uid);
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Physics.UpdateIsPredicted(component.Source);
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if (Timing.ApplyingState)
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return;
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var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
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foreach (var ent in component.Entities)
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{
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if (!relayQuery.TryGetComponent(ent, out var relay))
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continue;
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DebugTools.Assert(relay.RelayEntity == uid);
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if (relay.RelayEntity != uid)
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continue;
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RemCompDeferred<RelayInputMoverComponent>(ent);
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}
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}
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private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MovementRelayTargetComponentState state)
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return;
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component.Entities.Clear();
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component.Entities.AddRange(state.Entities);
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DebugTools.Assert(component.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
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}
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private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
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{
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args.State = new MovementRelayTargetComponentState(component.Entities);
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}
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#endregion
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[Serializable, NetSerializable]
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private sealed class RelayInputMoverComponentState : ComponentState
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{
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public EntityUid? Entity;
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}
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[Serializable, NetSerializable]
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private sealed class MovementRelayTargetComponentState : ComponentState
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{
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public List<EntityUid> Entities;
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public MovementRelayTargetComponentState(List<EntityUid> entities)
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{
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Entities = entities;
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}
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if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
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RemComp(component.Source, relay);
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}
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}
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