Fix some mispredict reconciliation issues. (#6319)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -38,7 +38,7 @@ namespace Content.Shared.StatusEffect
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foreach (var state in status.ActiveEffects.ToArray())
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{
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// if we're past the end point of the effect
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if (_gameTiming.CurTime > state.Value.Cooldown.Item2)
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if (curTime > state.Value.Cooldown.Item2)
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{
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TryRemoveStatusEffect(status.Owner, state.Key, status);
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}
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@@ -53,24 +53,33 @@ namespace Content.Shared.StatusEffect
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private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is StatusEffectsComponentState state)
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if (args.Current is not StatusEffectsComponentState state)
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return;
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component.AllowedEffects = new(state.AllowedEffects);
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// Remove non-existent effects.
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foreach (var effect in component.ActiveEffects.Keys)
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{
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component.AllowedEffects = state.AllowedEffects;
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foreach (var effect in state.ActiveEffects)
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if (!state.ActiveEffects.ContainsKey(effect))
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{
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// don't bother with anything if we already have it
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if (component.ActiveEffects.ContainsKey(effect.Key))
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{
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component.ActiveEffects[effect.Key] = effect.Value;
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continue;
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}
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var time = effect.Value.Cooldown.Item2 - effect.Value.Cooldown.Item1;
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//TODO: Not sure how to handle refresh here.
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TryAddStatusEffect(uid, effect.Key, time, true);
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TryRemoveStatusEffect(uid, effect, component);
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}
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}
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foreach (var effect in state.ActiveEffects)
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{
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// don't bother with anything if we already have it
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if (component.ActiveEffects.ContainsKey(effect.Key))
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{
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component.ActiveEffects[effect.Key] = effect.Value;
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continue;
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}
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var time = effect.Value.Cooldown.Item2 - effect.Value.Cooldown.Item1;
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//TODO: Not sure how to handle refresh here.
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TryAddStatusEffect(uid, effect.Key, time, true);
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}
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}
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/// <summary>
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@@ -140,7 +149,7 @@ namespace Content.Shared.StatusEffect
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/// <remarks>
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/// This obviously does not add any actual 'effects' on its own. Use the generic overload,
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/// which takes in a component type, if you want to automatically add and remove a component.
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///
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///
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/// If the effect already exists, it will simply replace the cooldown with the new one given.
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/// If you want special 'effect merging' behavior, do it your own damn self!
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/// </remarks>
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@@ -187,7 +196,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
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}
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status.Dirty();
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Dirty(status);
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// event?
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return true;
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}
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@@ -261,7 +270,7 @@ namespace Content.Shared.StatusEffect
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status.ActiveEffects.Remove(key);
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status.Dirty();
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Dirty(status);
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// event?
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return true;
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}
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@@ -285,6 +294,7 @@ namespace Content.Shared.StatusEffect
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failed = true;
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}
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Dirty(status);
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return failed;
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}
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@@ -352,6 +362,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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return true;
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}
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@@ -387,6 +398,7 @@ namespace Content.Shared.StatusEffect
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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return true;
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}
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@@ -406,6 +418,8 @@ namespace Content.Shared.StatusEffect
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return false;
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status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
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Dirty(status);
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return true;
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}
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