Lag compensation for wide attacks (#15877)

This commit is contained in:
metalgearsloth
2023-05-02 05:07:17 +10:00
committed by GitHub
parent 33713c1f42
commit f917440301
5 changed files with 90 additions and 19 deletions

View File

@@ -1,3 +1,4 @@
using System.Linq;
using Content.Client.Gameplay;
using Content.Shared.CombatMode;
using Content.Shared.Hands.Components;
@@ -142,7 +143,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, _transform, EntityManager);
}
EntityManager.RaisePredictiveEvent(new HeavyAttackEvent(weaponUid, coordinates));
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
}
return;
@@ -244,6 +245,31 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
return true;
}
/// <summary>
/// Raises a heavy attack event with the relevant attacked entities.
/// This is to avoid lag effecting the client's perspective too much.
/// </summary>
private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
{
// Only run on first prediction to avoid the potential raycast entities changing.
if (!TryComp<TransformComponent>(user, out var userXform) || !Timing.IsFirstTimePredicted)
return;
var targetMap = coordinates.ToMap(EntityManager, _transform);
if (targetMap.MapId != userXform.MapID)
return;
var userPos = _transform.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
// Server will validate it with InRangeUnobstructed.
var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.ToList(), coordinates));
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (!Timing.IsFirstTimePredicted || uid == null)

View File

@@ -1,6 +1,7 @@
using Content.Server.Movement.Components;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Content.Server.Movement.Systems;
@@ -64,13 +65,13 @@ public sealed class LagCompensationSystem : EntitySystem
component.Positions.Enqueue((_timing.CurTime, args.NewPosition, args.NewRotation));
}
public (EntityCoordinates Coordinates, Angle Angle) GetCoordinatesAngle(EntityUid uid, IPlayerSession pSession,
public (EntityCoordinates Coordinates, Angle Angle) GetCoordinatesAngle(EntityUid uid, ICommonSession? pSession,
TransformComponent? xform = null)
{
if (!Resolve(uid, ref xform))
return (EntityCoordinates.Invalid, Angle.Zero);
if (!TryComp<LagCompensationComponent>(uid, out var lag) || lag.Positions.Count == 0)
if (pSession == null || !TryComp<LagCompensationComponent>(uid, out var lag) || lag.Positions.Count == 0)
return (xform.Coordinates, xform.LocalRotation);
var angle = Angle.Zero;
@@ -102,15 +103,15 @@ public sealed class LagCompensationSystem : EntitySystem
return (coordinates, angle);
}
public Angle GetAngle(EntityUid uid, IPlayerSession pSession, TransformComponent? xform = null)
public Angle GetAngle(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
{
var (_, angle) = GetCoordinatesAngle(uid, pSession, xform);
var (_, angle) = GetCoordinatesAngle(uid, session, xform);
return angle;
}
public EntityCoordinates GetCoordinates(EntityUid uid, IPlayerSession pSession, TransformComponent? xform = null)
public EntityCoordinates GetCoordinates(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
{
var (coordinates, _) = GetCoordinatesAngle(uid, pSession, xform);
var (coordinates, _) = GetCoordinatesAngle(uid, session, xform);
return coordinates;
}
}

View File

@@ -25,6 +25,7 @@ using Content.Shared.Weapons.Melee.Events;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Random;
@@ -85,6 +86,29 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
args.Verbs.Add(verb);
}
protected override bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId,
EntityUid ignore, ICommonSession? session)
{
// Originally the client didn't predict damage effects so you'd intuit some level of how far
// in the future you'd need to predict, but then there was a lot of complaining like "why would you add artifical delay" as if ping is a choice.
// Now damage effects are predicted but for wide attacks it differs significantly from client and server so your game could be lying to you on hits.
// This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system.
// Now the client tells us what they hit and we validate if it's plausible.
// Even if the client is sending entities they shouldn't be able to hit:
// A) Wide-damage is split anyway
// B) We run the same validation we do for click attacks.
// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
// (This runs lagcomp internally and is what clickattacks use)
if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f))
return false;
// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
return true;
}
private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
{
return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;

View File

@@ -11,8 +11,14 @@ public sealed class HeavyAttackEvent : AttackEvent
{
public readonly EntityUid Weapon;
public HeavyAttackEvent(EntityUid weapon, EntityCoordinates coordinates) : base(coordinates)
/// <summary>
/// As what the client swung at will not match server we'll have them tell us what they hit so we can verify.
/// </summary>
public List<EntityUid> Entities;
public HeavyAttackEvent(EntityUid weapon, List<EntityUid> entities, EntityCoordinates coordinates) : base(coordinates)
{
Weapon = weapon;
Entities = entities;
}
}

View File

@@ -65,10 +65,10 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
@@ -513,29 +513,23 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
// TODO: This is copy-paste as fuck with DoPreciseAttack
if (!TryComp<TransformComponent>(user, out var userXform))
{
return;
}
var targetMap = ev.Coordinates.ToMap(EntityManager, _transform);
if (targetMap.MapId != userXform.MapID)
{
return;
}
var userPos = _transform.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length);
var damage = component.Damage * GetModifier(component, false);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
var entities = ev.Entities;
if (entities.Count == 0)
{
@@ -546,6 +540,19 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return;
}
// Validate client
for (var i = entities.Count - 1; i >= 0; i--)
{
if (ArcRaySuccessful(entities[i], userPos, direction.ToWorldAngle(), component.Angle, distance,
userXform.MapID, user, session))
{
continue;
}
// Bad input
entities.RemoveAt(i);
}
var targets = new List<EntityUid>();
var damageQuery = GetEntityQuery<DamageableComponent>();
@@ -633,7 +640,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
}
}
private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
{
// TODO: This is pretty sucky.
var widthRad = arcWidth;
@@ -659,6 +666,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return resSet;
}
protected virtual bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range,
MapId mapId, EntityUid ignore, ICommonSession? session)
{
// Only matters for server.
return true;
}
private void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
{
var playedSound = false;