Un-revert IPlayerManager refactor (#21244)
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@@ -11,7 +11,9 @@ using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -71,51 +73,45 @@ public sealed class MindSystem : SharedMindSystem
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}
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TransferTo(mindId, null, createGhost: false, mind: mind);
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DebugTools.AssertNull(mind.OwnedEntity);
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// Let's not create ghosts if not in the middle of the round.
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if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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if (!component.GhostOnShutdown || mind.Session == null || _gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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return;
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// I just love convoluted entity shutdown logic that results in more entities being spawned.
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if (component.GhostOnShutdown && mind.Session != null)
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var xform = Transform(uid);
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var gridId = xform.GridUid;
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var spawnPosition = Transform(uid).Coordinates;
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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{
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var xform = Transform(uid);
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var gridId = xform.GridUid;
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var spawnPosition = Transform(uid).Coordinates;
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// Make extra sure the round didn't end between spawning the timer and it being executed.
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if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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return;
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// Use a regular timer here because the entity has probably been deleted.
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Timer.Spawn(0, () =>
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// Async this so that we don't throw if the grid we're on is being deleted.
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if (!HasComp<MapGridComponent>(gridId))
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spawnPosition = _gameTicker.GetObserverSpawnPoint();
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// TODO refactor observer spawning.
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// please.
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if (!spawnPosition.IsValid(EntityManager))
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{
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// Make extra sure the round didn't end between spawning the timer and it being executed.
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if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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return;
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
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TransferTo(mindId, null, createGhost: false, mind: mind);
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return;
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}
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// Async this so that we don't throw if the grid we're on is being deleted.
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if (!_maps.GridExists(gridId))
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spawnPosition = _gameTicker.GetObserverSpawnPoint();
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var ghost = Spawn(GameTicker.ObserverPrototypeName, spawnPosition);
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var ghostComponent = Comp<GhostComponent>(ghost);
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_ghosts.SetCanReturnToBody(ghostComponent, false);
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// TODO refactor observer spawning.
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// please.
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if (!spawnPosition.IsValid(EntityManager))
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{
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
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TransferTo(mindId, null, createGhost: false, mind: mind);
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return;
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}
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var ghost = Spawn("MobObserver", spawnPosition);
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var ghostComponent = Comp<GhostComponent>(ghost);
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_ghosts.SetCanReturnToBody(ghostComponent, false);
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// Log these to make sure they're not causing the GameTicker round restart bugs...
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Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
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var val = mind.CharacterName ?? string.Empty;
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_metaData.SetEntityName(ghost, val);
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TransferTo(mindId, ghost, mind: mind);
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});
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}
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// Log these to make sure they're not causing the GameTicker round restart bugs...
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Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
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_metaData.SetEntityName(ghost, mind.CharacterName ?? string.Empty);
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TransferTo(mindId, ghost, mind: mind);
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});
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}
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public override bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
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@@ -130,18 +126,18 @@ public sealed class MindSystem : SharedMindSystem
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return false;
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}
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public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out IPlayerSession? session)
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public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out ICommonSession? session)
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{
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session = null;
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return TryComp(mindId, out MindComponent? mind) && (session = (IPlayerSession?) mind.Session) != null;
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return TryComp(mindId, out MindComponent? mind) && (session = mind.Session) != null;
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}
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public IPlayerSession? GetSession(MindComponent mind)
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public ICommonSession? GetSession(MindComponent mind)
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{
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return (IPlayerSession?) mind.Session;
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return mind.Session;
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}
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public bool TryGetSession(MindComponent mind, [NotNullWhen(true)] out IPlayerSession? session)
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public bool TryGetSession(MindComponent mind, [NotNullWhen(true)] out ICommonSession? session)
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{
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return (session = GetSession(mind)) != null;
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}
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@@ -179,7 +175,9 @@ public sealed class MindSystem : SharedMindSystem
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return;
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}
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GetSession(mind)?.AttachToEntity(entity);
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if (GetSession(mind) is { } session)
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_actor.Attach(entity, session);
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mind.VisitingEntity = entity;
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// EnsureComp instead of AddComp to deal with deferred deletions.
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@@ -204,7 +202,8 @@ public sealed class MindSystem : SharedMindSystem
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return;
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var owned = mind.OwnedEntity;
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GetSession(mind)?.AttachToEntity(owned);
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if (GetSession(mind) is { } session)
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_actor.Attach(owned, session);
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if (owned.HasValue)
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{
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@@ -294,6 +293,7 @@ public sealed class MindSystem : SharedMindSystem
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if (session != null && !alreadyAttached && mind.VisitingEntity == null)
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{
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_actor.Attach(entity, session, true);
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DebugTools.Assert(session.AttachedEntity == entity, $"Failed to attach entity.");
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Log.Info($"Session {session.Name} transferred to entity {entity}.");
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}
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