* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
382 lines
12 KiB
C#
382 lines
12 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Instruments;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Instruments
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class InstrumentComponent
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: SharedInstrumentComponent,
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IDropped,
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IHandSelected,
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IHandDeselected,
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IActivate,
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IUse,
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IThrown
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{
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private InstrumentSystem _instrumentSystem = default!;
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/// <summary>
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/// The client channel currently playing the instrument, or null if there's none.
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/// </summary>
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[ViewVariables]
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private IPlayerSession? _instrumentPlayer;
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[DataField("handheld")]
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private bool _handheld;
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[ViewVariables]
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private bool _playing = false;
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[ViewVariables]
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private float _timer = 0f;
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[ViewVariables]
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private int _batchesDropped = 0;
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[ViewVariables]
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private int _laggedBatches = 0;
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[ViewVariables]
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private uint _lastSequencerTick = 0;
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[ViewVariables]
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private int _midiEventCount = 0;
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[DataField("program")]
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private byte _instrumentProgram = 1;
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[DataField("bank")]
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private byte _instrumentBank;
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[DataField("allowPercussion")]
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private bool _allowPercussion;
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[DataField("allowProgramChange")]
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private bool _allowProgramChange;
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[DataField("respectMidiLimits")]
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private bool _respectMidiLimits = true;
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public override byte InstrumentProgram { get => _instrumentProgram;
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set
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{
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_instrumentProgram = value;
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Dirty();
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}
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}
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public override byte InstrumentBank { get => _instrumentBank;
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set
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{
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_instrumentBank = value;
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Dirty();
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}
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}
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public override bool AllowPercussion { get => _allowPercussion;
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set
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{
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_allowPercussion = value;
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Dirty();
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}
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}
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public override bool AllowProgramChange { get => _allowProgramChange;
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set
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{
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_allowProgramChange = value;
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Dirty();
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}
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}
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public override bool RespectMidiLimits { get => _respectMidiLimits;
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set
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{
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_respectMidiLimits = value;
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Dirty();
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}
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}
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/// <summary>
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/// Whether the instrument is an item which can be held or not.
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/// </summary>
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[ViewVariables]
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public bool Handheld => _handheld;
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/// <summary>
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/// Whether the instrument is currently playing or not.
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/// </summary>
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[ViewVariables]
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public bool Playing
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{
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get => _playing;
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set
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{
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_playing = value;
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Dirty();
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}
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}
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public IPlayerSession? InstrumentPlayer
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{
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get => _instrumentPlayer;
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private set
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{
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Playing = false;
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if (_instrumentPlayer != null)
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_instrumentPlayer.PlayerStatusChanged -= OnPlayerStatusChanged;
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_instrumentPlayer = value;
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if (value != null)
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_instrumentPlayer!.PlayerStatusChanged += OnPlayerStatusChanged;
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}
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}
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(InstrumentUiKey.Key);
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.Session != _instrumentPlayer || e.NewStatus != SessionStatus.Disconnected) return;
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InstrumentPlayer = null;
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Clean();
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}
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnClosed += UserInterfaceOnClosed;
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}
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_instrumentSystem = EntitySystem.Get<InstrumentSystem>();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new InstrumentState(Playing, InstrumentProgram, InstrumentBank, AllowPercussion, AllowProgramChange, RespectMidiLimits, _lastSequencerTick);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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var maxMidiLaggedBatches = _instrumentSystem.MaxMidiLaggedBatches;
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var maxMidiEventsPerSecond = _instrumentSystem.MaxMidiEventsPerSecond;
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var maxMidiEventsPerBatch = _instrumentSystem.MaxMidiEventsPerBatch;
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switch (message)
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{
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case InstrumentMidiEventMessage midiEventMsg:
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if (!Playing || session != _instrumentPlayer || InstrumentPlayer == null) return;
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var send = true;
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var minTick = midiEventMsg.MidiEvent.Min(x => x.Tick);
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if (_lastSequencerTick > minTick)
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{
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_laggedBatches++;
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if (_respectMidiLimits)
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{
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if (_laggedBatches == (int) (maxMidiLaggedBatches * (1 / 3d) + 1))
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{
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Owner.PopupMessage(InstrumentPlayer.AttachedEntity,
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Loc.GetString("Your fingers are beginning to a cramp a little!"));
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} else if (_laggedBatches == (int) (maxMidiLaggedBatches * (2 / 3d) + 1))
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{
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Owner.PopupMessage(InstrumentPlayer.AttachedEntity,
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Loc.GetString("Your fingers are seriously cramping up!"));
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}
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}
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if (_laggedBatches > maxMidiLaggedBatches)
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{
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send = false;
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}
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}
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if (++_midiEventCount > maxMidiEventsPerSecond
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|| midiEventMsg.MidiEvent.Length > maxMidiEventsPerBatch)
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{
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_batchesDropped++;
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send = false;
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}
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if (send || !_respectMidiLimits)
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{
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SendNetworkMessage(midiEventMsg);
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}
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var maxTick = midiEventMsg.MidiEvent.Max(x => x.Tick);
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_lastSequencerTick = Math.Max(maxTick, minTick);
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break;
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case InstrumentStartMidiMessage startMidi:
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if (session != _instrumentPlayer)
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break;
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Playing = true;
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break;
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case InstrumentStopMidiMessage stopMidi:
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if (session != _instrumentPlayer)
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break;
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Playing = false;
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Clean();
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break;
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}
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}
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private void Clean()
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{
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Playing = false;
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_lastSequencerTick = 0;
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_batchesDropped = 0;
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_laggedBatches = 0;
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}
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void IDropped.Dropped(DroppedEventArgs eventArgs)
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{
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Clean();
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SendNetworkMessage(new InstrumentStopMidiMessage());
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InstrumentPlayer = null;
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UserInterface?.CloseAll();
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}
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void IThrown.Thrown(ThrownEventArgs eventArgs)
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{
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Clean();
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SendNetworkMessage(new InstrumentStopMidiMessage());
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InstrumentPlayer = null;
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UserInterface?.CloseAll();
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}
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void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
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{
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if (eventArgs.User == null || !eventArgs.User.TryGetComponent(out BasicActorComponent? actor))
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return;
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var session = actor.playerSession;
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if (session.Status != SessionStatus.InGame) return;
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InstrumentPlayer = session;
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}
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void IHandDeselected.HandDeselected(HandDeselectedEventArgs eventArgs)
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{
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Clean();
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SendNetworkMessage(new InstrumentStopMidiMessage());
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UserInterface?.CloseAll();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (Handheld || !eventArgs.User.TryGetComponent(out IActorComponent? actor)) return;
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if (InstrumentPlayer != null) return;
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InstrumentPlayer = actor.playerSession;
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OpenUserInterface(actor.playerSession);
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor)) return false;
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if (InstrumentPlayer == actor.playerSession)
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{
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OpenUserInterface(actor.playerSession);
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}
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return false;
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}
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private void UserInterfaceOnClosed(IPlayerSession player)
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{
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if (Handheld || player != InstrumentPlayer) return;
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Clean();
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InstrumentPlayer = null;
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SendNetworkMessage(new InstrumentStopMidiMessage());
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}
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private void OpenUserInterface(IPlayerSession session)
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{
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UserInterface?.Toggle(session);
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}
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public override void Update(float delta)
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{
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base.Update(delta);
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var maxMidiLaggedBatches = _instrumentSystem.MaxMidiLaggedBatches;
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var maxMidiBatchDropped = _instrumentSystem.MaxMidiBatchesDropped;
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if (_instrumentPlayer != null && !ActionBlockerSystem.CanInteract(_instrumentPlayer.AttachedEntity))
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{
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InstrumentPlayer = null;
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Clean();
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UserInterface?.CloseAll();
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}
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if ((_batchesDropped >= maxMidiBatchDropped
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|| _laggedBatches >= maxMidiLaggedBatches)
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&& InstrumentPlayer != null && _respectMidiLimits)
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{
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var mob = InstrumentPlayer.AttachedEntity;
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SendNetworkMessage(new InstrumentStopMidiMessage());
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Playing = false;
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UserInterface?.CloseAll();
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if (mob != null)
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{
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if (Handheld)
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EntitySystem.Get<StandingStateSystem>().DropAllItemsInHands(mob, false);
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if (mob.TryGetComponent(out StunnableComponent? stun))
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{
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stun.Stun(1);
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Clean();
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}
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}
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InstrumentPlayer = null;
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Owner.PopupMessage(mob, "Your fingers cramp up from playing!");
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}
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_timer += delta;
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if (_timer < 1) return;
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_timer = 0f;
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_midiEventCount = 0;
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_laggedBatches = 0;
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_batchesDropped = 0;
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}
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}
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}
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