* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Mob collisions * impulses * Collision smoothing * Locked in * 30tps working * r * fixes * Best * Fixes + CVars * CVars in place * Pushies * Opt attempt 1 * Revert "Opt attempt 1" This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676. * Fix mispredicts * Ready-ish * better * Cleanup * Fix conveyor power mispredict * Forgetting to actually do deltas * Fix buckle pushes * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Revert bagel * Revert this * Bad parity * Working * Fixes * Woops * Doc comments * Pen cap cvar * StandingState cleanup and sub * Fix downed mobs * fish * client * Disable pushing on tests * More variables * Movement mods * Mass diff * 1 more tweak * Cvar
91 lines
3.5 KiB
C#
91 lines
3.5 KiB
C#
using Content.Shared.Movement.Components;
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namespace Content.Shared.Movement.Systems;
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public abstract partial class SharedMoverController
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{
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private void InitializeRelay()
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{
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SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
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SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
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SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
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}
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private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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}
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private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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}
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/// <summary>
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/// Sets the relay entity and marks the component as dirty. This only exists because people have previously
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/// forgotten to Dirty(), so fuck you, you have to use this method now.
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/// </summary>
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public void SetRelay(EntityUid uid, EntityUid relayEntity)
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{
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if (uid == relayEntity)
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{
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Log.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
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return;
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}
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var component = EnsureComp<RelayInputMoverComponent>(uid);
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if (component.RelayEntity == relayEntity)
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return;
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if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
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{
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oldTarget.Source = EntityUid.Invalid;
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RemComp(component.RelayEntity, oldTarget);
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PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
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}
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var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
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if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
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{
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oldRelay.RelayEntity = EntityUid.Invalid;
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RemComp(targetComp.Source, oldRelay);
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PhysicsSystem.UpdateIsPredicted(targetComp.Source);
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}
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PhysicsSystem.UpdateIsPredicted(uid);
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PhysicsSystem.UpdateIsPredicted(relayEntity);
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component.RelayEntity = relayEntity;
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targetComp.Source = uid;
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Dirty(uid, component);
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Dirty(relayEntity, targetComp);
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}
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private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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if (Timing.ApplyingState)
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return;
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if (TryComp(entity.Comp.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
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RemComp(entity.Comp.RelayEntity, target);
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}
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private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
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{
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
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if (Timing.ApplyingState)
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return;
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if (TryComp(entity.Comp.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
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RemComp(entity.Comp.Source, relay);
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}
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}
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