Fix status effect prediction (#8475)

This commit is contained in:
Leon Friedrich
2022-09-05 05:21:21 +12:00
committed by GitHub
parent 1b00f70dcc
commit e3d9d4df02
4 changed files with 50 additions and 29 deletions

View File

@@ -8,12 +8,14 @@ using Robust.Shared.Physics;
using Content.Shared.Physics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Network;
namespace Content.Shared.Standing
{
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly INetManager _netMan = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
@@ -29,11 +31,12 @@ namespace Content.Shared.Standing
if (args.Current is not StandingComponentState state) return;
component.Standing = state.Standing;
component.ChangedFixtures = new(state.ChangedFixtures);
}
private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
{
args.State = new StandingComponentState(component.Standing);
args.State = new StandingComponentState(component.Standing, component.ChangedFixtures);
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
@@ -78,9 +81,6 @@ namespace Content.Shared.Standing
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
if (!_gameTiming.IsFirstTimePredicted)
return true;
// Seemed like the best place to put it
appearance?.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
@@ -97,9 +97,11 @@ namespace Content.Shared.Standing
}
}
// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
// > no longer true with door crushing. There just needs to be a better way to handle audio prediction.
if (playSound)
if (!_gameTiming.IsFirstTimePredicted)
return true;
// TODO audio prediction
if (playSound && _netMan.IsServer)
{
SoundSystem.Play(standingState.DownSound.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.25f));
}
@@ -151,10 +153,12 @@ namespace Content.Shared.Standing
private sealed class StandingComponentState : ComponentState
{
public bool Standing { get; }
public List<string> ChangedFixtures { get; }
public StandingComponentState(bool standing)
public StandingComponentState(bool standing, List<string> changedFixtures)
{
Standing = standing;
ChangedFixtures = changedFixtures;
}
}
}