Move ApcPowerReceiverComponent Powered state to shared (#28206)

* Try syncing powered state to client

For some reason the client is not receiving the ApcPowerReceiverComponentState, so it's not working.

* Fix powered state not syncing to client

The client PowerReceiverSystem was abstract, which prevented it from
running initialize.

* Flip check so that it runs bigger checks first

PowerDisabled skips the others.
NeedsPower skips the receiving check.

* Disallow changing Powered manually

* Move Powered update to PowerReceiverSystem

* Move appearance to event subscription

* Move metadata component to AllEntityQuery

* Cleanup

* Move Powered update back to PowerNetSystem

It's easier to use the EntityQueries and it dosen't need to be updated
anywhere else.

* Put appearance updating back

* Move IsPowered to shared

* Simplify IsPowered

* Cleanup

* Remove duplicate PowerChangedEvent

PowerChangedEvent on ProviderChanged doesn't seem to be needed
PowerChangedEvent gets raised by in update if the power state changes
after a new provider is connected
This commit is contained in:
ShadowCommander
2024-05-29 23:46:22 -07:00
committed by GitHub
parent ce2446a612
commit e2bf127323
8 changed files with 98 additions and 27 deletions

View File

@@ -0,0 +1,8 @@
using Content.Shared.Power.Components;
namespace Content.Client.Power.Components;
[RegisterComponent]
public sealed partial class ApcPowerReceiverComponent : SharedApcPowerReceiverComponent
{
}

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@@ -0,0 +1,23 @@
using Content.Client.Power.Components;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Client.Power.EntitySystems;
public sealed class PowerReceiverSystem : SharedPowerReceiverSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, ApcPowerReceiverComponent component, ref ComponentHandleState args)
{
if (args.Current is not ApcPowerReceiverComponentState state)
return;
component.Powered = state.Powered;
}
}

View File

@@ -1,5 +1,6 @@
using Content.Server.Power.NodeGroups;
using Content.Server.Power.Pow3r;
using Content.Shared.Power.Components;
namespace Content.Server.Power.Components
{
@@ -8,11 +9,8 @@ namespace Content.Server.Power.Components
/// so that it can receive power from a <see cref="IApcNet"/>.
/// </summary>
[RegisterComponent]
public sealed partial class ApcPowerReceiverComponent : Component
public sealed partial class ApcPowerReceiverComponent : SharedApcPowerReceiverComponent
{
[ViewVariables]
public bool Powered => (MathHelper.CloseToPercent(NetworkLoad.ReceivingPower, Load) || !NeedsPower) && !PowerDisabled;
/// <summary>
/// Amount of charge this needs from an APC per second to function.
/// </summary>
@@ -33,7 +31,7 @@ namespace Content.Server.Power.Components
{
_needsPower = value;
// Reset this so next tick will do a power update.
PoweredLastUpdate = null;
Recalculate = true;
}
}
@@ -50,7 +48,8 @@ namespace Content.Server.Power.Components
set => NetworkLoad.Enabled = !value;
}
public bool? PoweredLastUpdate;
// TODO Is this needed? It forces a PowerChangedEvent when NeedsPower is toggled even if it changes to the same state.
public bool Recalculate;
[ViewVariables]
public PowerState.Load NetworkLoad { get; } = new PowerState.Load
@@ -66,10 +65,5 @@ namespace Content.Server.Power.Components
/// Does nothing on the client.
/// </summary>
[ByRefEvent]
public readonly record struct PowerChangedEvent(bool Powered, float ReceivingPower)
{
public readonly bool Powered = Powered;
public readonly float ReceivingPower = ReceivingPower;
}
public readonly record struct PowerChangedEvent(bool Powered, float ReceivingPower);
}

View File

@@ -19,6 +19,7 @@ namespace Content.Server.Power.EntitySystems
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly PowerNetConnectorSystem _powerNetConnector = default!;
[Dependency] private readonly IParallelManager _parMan = default!;
[Dependency] private readonly PowerReceiverSystem _powerReceiver = default!;
private readonly PowerState _powerState = new();
private readonly HashSet<PowerNet> _powerNetReconnectQueue = new();
@@ -302,19 +303,27 @@ namespace Content.Server.Power.EntitySystems
var enumerator = AllEntityQuery<ApcPowerReceiverComponent>();
while (enumerator.MoveNext(out var uid, out var apcReceiver))
{
var powered = apcReceiver.Powered;
if (powered == apcReceiver.PoweredLastUpdate)
var powered = !apcReceiver.PowerDisabled
&& (!apcReceiver.NeedsPower
|| MathHelper.CloseToPercent(apcReceiver.NetworkLoad.ReceivingPower,
apcReceiver.Load));
// If new value is the same as the old, then exit
if (!apcReceiver.Recalculate && apcReceiver.Powered == powered)
continue;
if (metaQuery.GetComponent(uid).EntityPaused)
var metadata = metaQuery.Comp(uid);
if (metadata.EntityPaused)
continue;
apcReceiver.PoweredLastUpdate = powered;
var ev = new PowerChangedEvent(apcReceiver.Powered, apcReceiver.NetworkLoad.ReceivingPower);
apcReceiver.Recalculate = false;
apcReceiver.Powered = powered;
Dirty(uid, apcReceiver, metadata);
var ev = new PowerChangedEvent(powered, apcReceiver.NetworkLoad.ReceivingPower);
RaiseLocalEvent(uid, ref ev);
if (appearanceQuery.TryGetComponent(uid, out var appearance))
if (appearanceQuery.TryComp(uid, out var appearance))
_appearance.SetData(uid, PowerDeviceVisuals.Powered, powered, appearance);
}
}

View File

@@ -6,15 +6,18 @@ using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.Power;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Content.Shared.Verbs;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Server.Power.EntitySystems
{
public sealed class PowerReceiverSystem : EntitySystem
public sealed class PowerReceiverSystem : SharedPowerReceiverSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
@@ -38,6 +41,8 @@ namespace Content.Server.Power.EntitySystems
SubscribeLocalEvent<ApcPowerReceiverComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
SubscribeLocalEvent<PowerSwitchComponent, GetVerbsEvent<AlternativeVerb>>(AddSwitchPowerVerb);
SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentGetState>(OnGetState);
_recQuery = GetEntityQuery<ApcPowerReceiverComponent>();
_provQuery = GetEntityQuery<ApcPowerProviderComponent>();
}
@@ -140,14 +145,18 @@ namespace Content.Server.Power.EntitySystems
args.Verbs.Add(verb);
}
private void OnGetState(EntityUid uid, ApcPowerReceiverComponent component, ref ComponentGetState args)
{
args.State = new ApcPowerReceiverComponentState
{
Powered = component.Powered
};
}
private void ProviderChanged(Entity<ApcPowerReceiverComponent> receiver)
{
var comp = receiver.Comp;
comp.NetworkLoad.LinkedNetwork = default;
var ev = new PowerChangedEvent(comp.Powered, comp.NetworkLoad.ReceivingPower);
RaiseLocalEvent(receiver, ref ev);
_appearance.SetData(receiver, PowerDeviceVisuals.Powered, comp.Powered);
}
/// <summary>
@@ -155,12 +164,10 @@ namespace Content.Server.Power.EntitySystems
/// Otherwise, it returns 'true' because if something doesn't take power
/// it's effectively always powered.
/// </summary>
/// <returns>True when entity has no ApcPowerReceiverComponent or is Powered. False when not.</returns>
public bool IsPowered(EntityUid uid, ApcPowerReceiverComponent? receiver = null)
{
if (!_recQuery.Resolve(uid, ref receiver, false))
return true;
return receiver.Powered;
return !_recQuery.Resolve(uid, ref receiver, false) || receiver.Powered;
}
/// <summary>
@@ -192,5 +199,10 @@ namespace Content.Server.Power.EntitySystems
return !receiver.PowerDisabled; // i.e. PowerEnabled
}
public void SetLoad(ApcPowerReceiverComponent comp, float load)
{
comp.Load = load;
}
}
}

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@@ -0,0 +1,9 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Power.Components;
[Serializable, NetSerializable]
public sealed class ApcPowerReceiverComponentState : ComponentState
{
public bool Powered;
}

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@@ -0,0 +1,10 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Power.Components;
[NetworkedComponent]
public abstract partial class SharedApcPowerReceiverComponent : Component
{
[ViewVariables]
public bool Powered;
}

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@@ -0,0 +1,6 @@
namespace Content.Shared.Power.EntitySystems;
public abstract class SharedPowerReceiverSystem : EntitySystem
{
}