* Fix some TryGetMind overrides relying on player data * A * Rider has bamboozled me * Update `data.Mind` before attaching to entity.
396 lines
15 KiB
C#
396 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Administration.Logs;
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using Content.Server.GameTicking;
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using Content.Server.Mind.Commands;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Players;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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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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namespace Content.Server.Mind;
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public sealed class MindSystem : SharedMindSystem
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{
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPlayerManager _players = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SharedGhostSystem _ghosts = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsOverride = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
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SubscribeLocalEvent<MindComponent, ComponentShutdown>(OnMindShutdown);
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}
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private void OnMindShutdown(EntityUid uid, MindComponent mind, ComponentShutdown args)
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{
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if (mind.UserId is {} user)
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{
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UserMinds.Remove(user);
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if (_players.TryGetPlayerData(user, out var data) && data.ContentData() is { } oldData)
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oldData.Mind = null;
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mind.UserId = null;
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}
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if (mind.OwnedEntity != null && !TerminatingOrDeleted(mind.OwnedEntity.Value))
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TransferTo(uid, null, mind: mind, createGhost: false);
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mind.OwnedEntity = null;
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}
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private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
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{
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if (!TryGetMind(uid, out var mindId, out var mind, component))
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return;
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// If the player is currently visiting some other entity, simply attach to that entity.
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if (mind.VisitingEntity is {Valid: true} visiting
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&& visiting != uid
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&& !Deleted(visiting)
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&& !Terminating(visiting))
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{
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TransferTo(mindId, visiting, mind: mind);
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if (TryComp(visiting, out GhostComponent? ghost))
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_ghosts.SetCanReturnToBody(ghost, false);
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return;
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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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if (!component.GhostOnShutdown || mind.Session == null || _gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
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return;
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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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// 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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// 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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// 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($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
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TransferTo(mindId, null, createGhost: false, mind: mind);
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return;
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}
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var ghost = Spawn(GameTicker.ObserverPrototypeName, spawnPosition);
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var ghostComponent = Comp<GhostComponent>(ghost);
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_ghosts.SetCanReturnToBody(ghostComponent, false);
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// Log these to make sure they're not causing the GameTicker round restart bugs...
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Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
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_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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{
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if (base.TryGetMind(user, out mindId, out mind))
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{
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DebugTools.Assert(_players.GetPlayerData(user).ContentData() is not { } data || data.Mind == mindId);
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return true;
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}
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DebugTools.Assert(_players.GetPlayerData(user).ContentData()?.Mind == null);
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return false;
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}
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public ICommonSession? GetSession(MindComponent mind)
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{
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return mind.Session;
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}
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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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public override void WipeAllMinds()
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{
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base.WipeAllMinds();
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foreach (var unCastData in _players.GetAllPlayerData())
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{
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if (unCastData.ContentData()?.Mind is not { } mind)
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continue;
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Log.Error("Player mind was missing from MindSystem dictionary.");
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WipeMind(mind);
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}
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}
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public override void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
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{
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base.Visit(mindId, entity, mind);
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.VisitingEntity != null)
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{
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Log.Error($"Attempted to visit an entity ({ToPrettyString(entity)}) while already visiting another ({ToPrettyString(mind.VisitingEntity.Value)}).");
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return;
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}
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if (HasComp<VisitingMindComponent>(entity))
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{
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Log.Error($"Attempted to visit an entity that already has a visiting mind. Entity: {ToPrettyString(entity)}");
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return;
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}
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mind.VisitingEntity = entity;
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// EnsureComp instead of AddComp to deal with deferred deletions.
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var comp = EnsureComp<VisitingMindComponent>(entity);
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comp.MindId = mindId;
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// Do this AFTER the entity changes above as this will fire off a player-detached event
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// which will run ghosting twice.
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if (GetSession(mind) is { } session)
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_players.SetAttachedEntity(session, entity);
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Log.Info($"Session {mind.Session?.Name} visiting entity {entity}.");
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}
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public override void UnVisit(EntityUid mindId, MindComponent? mind = null)
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{
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base.UnVisit(mindId, mind);
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.VisitingEntity == null)
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return;
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RemoveVisitingEntity(mindId, mind);
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if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
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return;
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var owned = mind.OwnedEntity;
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if (GetSession(mind) is { } session)
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_players.SetAttachedEntity(session, owned);
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if (owned.HasValue)
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{
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_adminLogger.Add(LogType.Mind, LogImpact.Low,
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$"{mind.Session.Name} returned to {ToPrettyString(owned.Value)}");
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}
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}
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public override void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true,
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MindComponent? mind = null)
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{
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if (mind == null && !Resolve(mindId, ref mind))
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return;
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if (entity == mind.OwnedEntity)
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return;
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Dirty(mindId, mind);
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MindContainerComponent? component = null;
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var alreadyAttached = false;
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if (entity != null)
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{
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component = EnsureComp<MindContainerComponent>(entity.Value);
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if (component.HasMind)
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_gameTicker.OnGhostAttempt(component.Mind.Value, false);
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if (TryComp<ActorComponent>(entity.Value, out var actor))
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{
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// Happens when transferring to your currently visited entity.
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if (actor.PlayerSession != mind.Session)
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{
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throw new ArgumentException("Visit target already has a session.", nameof(entity));
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}
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alreadyAttached = true;
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}
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}
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else if (createGhost)
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{
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// TODO remove this option.
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// Transfer-to-null should just detach a mind.
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// If people want to create a ghost, that should be done explicitly via some TransferToGhost() method, not
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// not implicitly via optional arguments.
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var position = Deleted(mind.OwnedEntity)
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? _gameTicker.GetObserverSpawnPoint().ToMap(EntityManager, _transform)
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: _transform.GetMapCoordinates(mind.OwnedEntity.Value);
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entity = Spawn(GameTicker.ObserverPrototypeName, position);
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component = EnsureComp<MindContainerComponent>(entity.Value);
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var ghostComponent = Comp<GhostComponent>(entity.Value);
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_ghosts.SetCanReturnToBody(ghostComponent, false);
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}
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var oldEntity = mind.OwnedEntity;
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if (TryComp(oldEntity, out MindContainerComponent? oldContainer))
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{
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oldContainer.Mind = null;
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mind.OwnedEntity = null;
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Entity<MindComponent> mindEnt = (mindId, mind);
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Entity<MindContainerComponent> containerEnt = (oldEntity.Value, oldContainer);
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RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(mindEnt, containerEnt));
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RaiseLocalEvent(mindId, new MindGotRemovedEvent(mindEnt, containerEnt));
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Dirty(oldEntity.Value, oldContainer);
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}
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// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
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if (alreadyAttached)
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{
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// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
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// Yes this control flow sucks.
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mind.VisitingEntity = null;
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RemComp<VisitingMindComponent>(entity!.Value);
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}
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else if (mind.VisitingEntity != null
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&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
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|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
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|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
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{
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RemoveVisitingEntity(mindId, mind);
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}
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// Player is CURRENTLY connected.
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var session = GetSession(mind);
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if (session != null && !alreadyAttached && mind.VisitingEntity == null)
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{
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_players.SetAttachedEntity(session, entity, 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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if (entity != null)
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{
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component!.Mind = mindId;
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mind.OwnedEntity = entity;
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mind.OriginalOwnedEntity ??= GetNetEntity(mind.OwnedEntity);
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Entity<MindComponent> mindEnt = (mindId, mind);
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Entity<MindContainerComponent> containerEnt = (entity.Value, component);
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RaiseLocalEvent(entity.Value, new MindAddedMessage(mindEnt, containerEnt));
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RaiseLocalEvent(mindId, new MindGotAddedEvent(mindEnt, containerEnt));
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Dirty(entity.Value, component);
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}
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}
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/// <summary>
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/// Sets the Mind's UserId, Session, and updates the player's PlayerData. This should have no direct effect on the
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/// entity that any mind is connected to, except as a side effect of the fact that it may change a player's
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/// attached entity. E.g., ghosts get deleted.
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/// </summary>
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public override void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return;
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if (mind.UserId == userId)
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return;
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Dirty(mindId, mind);
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var netMind = GetNetEntity(mindId);
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_pvsOverride.ClearOverride(netMind);
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if (userId != null && !_players.TryGetPlayerData(userId.Value, out _))
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{
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Log.Error($"Attempted to set mind user to invalid value {userId}");
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return;
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}
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if (mind.Session != null)
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{
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_players.SetAttachedEntity(GetSession(mind), null);
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mind.Session = null;
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}
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if (mind.UserId != null)
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{
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UserMinds.Remove(mind.UserId.Value);
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if (_players.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
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oldData.Mind = null;
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mind.UserId = null;
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}
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if (userId == null)
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{
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DebugTools.AssertNull(mind.Session);
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return;
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}
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if (UserMinds.TryGetValue(userId.Value, out var oldMindId) &&
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TryComp(oldMindId, out MindComponent? oldMind))
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{
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SetUserId(oldMindId, null, oldMind);
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}
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DebugTools.AssertNull(_players.GetPlayerData(userId.Value).ContentData()?.Mind);
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UserMinds[userId.Value] = mindId;
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mind.UserId = userId;
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mind.OriginalOwnerUserId ??= userId;
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// The UserId may not have a current session, but user data may still exist for disconnected players.
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// So we cannot combine this with the TryGetSessionById() check below.
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if (_players.GetPlayerData(userId.Value).ContentData() is { } data)
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data.Mind = mindId;
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if (_players.TryGetSessionById(userId.Value, out var ret))
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{
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mind.Session = ret;
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_pvsOverride.AddSessionOverride(netMind, ret);
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_players.SetAttachedEntity(ret, mind.CurrentEntity);
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}
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}
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public void ControlMob(EntityUid user, EntityUid target)
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{
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if (TryComp(user, out ActorComponent? actor))
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ControlMob(actor.PlayerSession.UserId, target);
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}
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public void ControlMob(NetUserId user, EntityUid target)
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{
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var (mindId, mind) = GetOrCreateMind(user);
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if (mind.CurrentEntity == target)
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return;
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if (mind.OwnedEntity == target)
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{
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UnVisit(mindId, mind);
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return;
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}
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MakeSentientCommand.MakeSentient(target, EntityManager);
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TransferTo(mindId, target, ghostCheckOverride: true, mind: mind);
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}
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}
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