Turns GameTicker into an EntitySystem. (#4197)

* GameTicker turned into an EntitySystem

* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events

* Change event names to be more consistent with the rest.

* YAML linter uses the dummy gameticker CVar override.

* Fix game ticker initialization order

* Dummy ticker won't spawn players.

* Fix character creation test
This commit is contained in:
Vera Aguilera Puerto
2021-06-20 10:09:24 +02:00
committed by GitHub
parent 15fb554c28
commit d3a611164b
81 changed files with 1711 additions and 1990 deletions

View File

@@ -10,6 +10,8 @@ using Content.Client.Preferences.UI;
using Content.Client.Viewport;
using Content.Client.Voting;
using Content.Shared.Chat;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameTicking;
using Content.Shared.Input;
using Robust.Client;
using Robust.Client.Console;
@@ -38,7 +40,6 @@ namespace Content.Client.Lobby
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IClientGameTicker _clientGameTicker = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IClientPreferencesManager _preferencesManager = default!;
@@ -50,6 +51,7 @@ namespace Content.Client.Lobby
public override void Startup()
{
var gameTicker = EntitySystem.Get<ClientGameTicker>();
_characterSetup = new CharacterSetupGui(_entityManager, _resourceCache, _preferencesManager,
_prototypeManager);
LayoutContainer.SetAnchorPreset(_characterSetup, LayoutContainer.LayoutPreset.Wide);
@@ -105,7 +107,7 @@ namespace Content.Client.Lobby
_lobby.ObserveButton.OnPressed += _ => _consoleHost.ExecuteCommand("observe");
_lobby.ReadyButton.OnPressed += _ =>
{
if (!_clientGameTicker.IsGameStarted)
if (!gameTicker.IsGameStarted)
{
return;
}
@@ -124,29 +126,23 @@ namespace Content.Client.Lobby
UpdatePlayerList();
_playerManager.PlayerListUpdated += PlayerManagerOnPlayerListUpdated;
_clientGameTicker.InfoBlobUpdated += UpdateLobbyUi;
_clientGameTicker.LobbyStatusUpdated += LobbyStatusUpdated;
_clientGameTicker.LobbyReadyUpdated += LobbyReadyUpdated;
_clientGameTicker.LobbyLateJoinStatusUpdated += LobbyLateJoinStatusUpdated;
gameTicker.InfoBlobUpdated += UpdateLobbyUi;
gameTicker.LobbyStatusUpdated += LobbyStatusUpdated;
gameTicker.LobbyReadyUpdated += LobbyReadyUpdated;
gameTicker.LobbyLateJoinStatusUpdated += LobbyLateJoinStatusUpdated;
}
public override void Shutdown()
{
_playerManager.PlayerListUpdated -= PlayerManagerOnPlayerListUpdated;
_clientGameTicker.InfoBlobUpdated -= UpdateLobbyUi;
_clientGameTicker.LobbyStatusUpdated -= LobbyStatusUpdated;
_clientGameTicker.LobbyReadyUpdated -= LobbyReadyUpdated;
_clientGameTicker.LobbyLateJoinStatusUpdated -= LobbyLateJoinStatusUpdated;
_clientGameTicker.Status.Clear();
_lobby.Dispose();
_characterSetup.Dispose();
}
public override void FrameUpdate(FrameEventArgs e)
{
if (_clientGameTicker.IsGameStarted)
var gameTicker = EntitySystem.Get<ClientGameTicker>();
if (gameTicker.IsGameStarted)
{
_lobby.StartTime.Text = "";
return;
@@ -154,13 +150,13 @@ namespace Content.Client.Lobby
string text;
if (_clientGameTicker.Paused)
if (gameTicker.Paused)
{
text = Loc.GetString("Paused");
}
else
{
var difference = _clientGameTicker.StartTime - _gameTiming.CurTime;
var difference = gameTicker.StartTime - _gameTiming.CurTime;
var seconds = difference.TotalSeconds;
if (seconds < 0)
{
@@ -177,15 +173,16 @@ namespace Content.Client.Lobby
private void PlayerManagerOnPlayerListUpdated(object? sender, EventArgs e)
{
var gameTicker = EntitySystem.Get<ClientGameTicker>();
// Remove disconnected sessions from the Ready Dict
foreach (var p in _clientGameTicker.Status)
foreach (var p in gameTicker.Status)
{
if (!_playerManager.SessionsDict.TryGetValue(p.Key, out _))
{
// This is a shitty fix. Observers can rejoin because they are already in the game.
// So we don't delete them, but keep them if they decide to rejoin
if (p.Value != PlayerStatus.Observer)
_clientGameTicker.Status.Remove(p.Key);
if (p.Value != LobbyPlayerStatus.Observer)
gameTicker.Status.Remove(p.Key);
}
}
@@ -202,7 +199,7 @@ namespace Content.Client.Lobby
private void LobbyLateJoinStatusUpdated()
{
_lobby.ReadyButton.Disabled = _clientGameTicker.DisallowedLateJoin;
_lobby.ReadyButton.Disabled = EntitySystem.Get<ClientGameTicker>().DisallowedLateJoin;
}
private void UpdateLobbyUi()
@@ -212,7 +209,9 @@ namespace Content.Client.Lobby
return;
}
if (_clientGameTicker.IsGameStarted)
var gameTicker = EntitySystem.Get<ClientGameTicker>();
if (gameTicker.IsGameStarted)
{
_lobby.ReadyButton.Text = Loc.GetString("Join");
_lobby.ReadyButton.ToggleMode = false;
@@ -224,36 +223,37 @@ namespace Content.Client.Lobby
_lobby.ReadyButton.Text = Loc.GetString("Ready Up");
_lobby.ReadyButton.ToggleMode = true;
_lobby.ReadyButton.Disabled = false;
_lobby.ReadyButton.Pressed = _clientGameTicker.AreWeReady;
_lobby.ReadyButton.Pressed = gameTicker.AreWeReady;
}
if (_clientGameTicker.ServerInfoBlob != null)
if (gameTicker.ServerInfoBlob != null)
{
_lobby.ServerInfo.SetInfoBlob(_clientGameTicker.ServerInfoBlob);
_lobby.ServerInfo.SetInfoBlob(gameTicker.ServerInfoBlob);
}
}
private void UpdatePlayerList()
{
_lobby.OnlinePlayerList.Clear();
var gameTicker = EntitySystem.Get<ClientGameTicker>();
foreach (var session in _playerManager.Sessions.OrderBy(s => s.Name))
{
var readyState = "";
// Don't show ready state if we're ingame
if (!_clientGameTicker.IsGameStarted)
if (!gameTicker.IsGameStarted)
{
PlayerStatus status;
LobbyPlayerStatus status;
if (session.UserId == _playerManager.LocalPlayer?.UserId)
status = _clientGameTicker.AreWeReady ? PlayerStatus.Ready : PlayerStatus.NotReady;
status = gameTicker.AreWeReady ? LobbyPlayerStatus.Ready : LobbyPlayerStatus.NotReady;
else
_clientGameTicker.Status.TryGetValue(session.UserId, out status);
gameTicker.Status.TryGetValue(session.UserId, out status);
readyState = status switch
{
PlayerStatus.NotReady => Loc.GetString("Not Ready"),
PlayerStatus.Ready => Loc.GetString("Ready"),
PlayerStatus.Observer => Loc.GetString("Observer"),
LobbyPlayerStatus.NotReady => Loc.GetString("Not Ready"),
LobbyPlayerStatus.Ready => Loc.GetString("Ready"),
LobbyPlayerStatus.Observer => Loc.GetString("Observer"),
_ => "",
};
}
@@ -264,7 +264,7 @@ namespace Content.Client.Lobby
private void SetReady(bool newReady)
{
if (_clientGameTicker.IsGameStarted)
if (EntitySystem.Get<ClientGameTicker>().IsGameStarted)
{
return;
}