Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -5,6 +5,7 @@ using Content.Shared.Eye.Blinding.Components;
using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.Player;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
namespace Content.Server.Eye.Blinding;
@@ -37,24 +38,19 @@ public sealed class ActivatableUIRequiresVisionSystem : EntitySystem
if (!args.Blind)
return;
if (!TryComp<ActorComponent>(uid, out var actor))
return;
var toClose = new ValueList<(EntityUid Entity, Enum Key)>();
var uiList = _userInterfaceSystem.GetAllUIsForSession(actor.PlayerSession);
if (uiList == null)
return;
Queue<PlayerBoundUserInterface> closeList = new(); // foreach collection modified moment
foreach (var ui in uiList)
foreach (var bui in _userInterfaceSystem.GetActorUis(uid))
{
if (HasComp<ActivatableUIRequiresVisionComponent>(ui.Owner))
closeList.Enqueue(ui);
if (HasComp<ActivatableUIRequiresVisionComponent>(bui.Entity))
{
toClose.Add(bui);
}
}
foreach (var ui in closeList)
foreach (var bui in toClose)
{
_userInterfaceSystem.CloseUi(ui, actor.PlayerSession);
_userInterfaceSystem.CloseUi(bui.Entity, bui.Key, uid);
}
}
}