Predict dumping (#32394)

* Predict dumping

- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.

* Fix a bunch of stuff

* nasty merge

* Some reviews

* Some more reviews while I stash

* Fix merge

* Fix merge

* Half of review

* Review

* re(h)f

* lizards

* feexes

* feex
This commit is contained in:
metalgearsloth
2025-04-19 16:20:40 +10:00
committed by GitHub
parent f1f431e720
commit 63dfd21b14
140 changed files with 1655 additions and 1858 deletions

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using Content.Client.Disposal.Mailing;
using Content.Client.Power.EntitySystems;
using Content.Shared.Disposal.Components;
using JetBrains.Annotations;
using Robust.Client.UserInterface;
namespace Content.Client.Disposal.Unit
{
/// <summary>
/// Initializes a <see cref="MailingUnitWindow"/> or a <see cref="_disposalUnitWindow"/> and updates it when new server messages are received.
/// </summary>
[UsedImplicitly]
public sealed class DisposalUnitBoundUserInterface : BoundUserInterface
{
[ViewVariables] private DisposalUnitWindow? _disposalUnitWindow;
public DisposalUnitBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
{
}
private void ButtonPressed(DisposalUnitComponent.UiButton button)
{
SendPredictedMessage(new DisposalUnitComponent.UiButtonPressedMessage(button));
// If we get client-side power stuff then we can predict the button presses but for now we won't as it stuffs
// the pressure lerp up.
}
protected override void Open()
{
base.Open();
_disposalUnitWindow = this.CreateWindow<DisposalUnitWindow>();
_disposalUnitWindow.OpenCenteredRight();
_disposalUnitWindow.Eject.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Eject);
_disposalUnitWindow.Engage.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Engage);
_disposalUnitWindow.Power.OnPressed += _ => ButtonPressed(DisposalUnitComponent.UiButton.Power);
if (EntMan.TryGetComponent(Owner, out DisposalUnitComponent? component))
{
Refresh((Owner, component));
}
}
public void Refresh(Entity<DisposalUnitComponent> entity)
{
if (_disposalUnitWindow == null)
return;
var disposalSystem = EntMan.System<DisposalUnitSystem>();
_disposalUnitWindow.Title = EntMan.GetComponent<MetaDataComponent>(entity.Owner).EntityName;
var state = disposalSystem.GetState(entity.Owner, entity.Comp);
_disposalUnitWindow.UnitState.Text = Loc.GetString($"disposal-unit-state-{state}");
_disposalUnitWindow.Power.Pressed = EntMan.System<PowerReceiverSystem>().IsPowered(Owner);
_disposalUnitWindow.Engage.Pressed = entity.Comp.Engaged;
_disposalUnitWindow.FullPressure = disposalSystem.EstimatedFullPressure(entity.Owner, entity.Comp);
}
}
}

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using Content.Shared.Disposal.Components;
using Content.Shared.Disposal.Unit;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Audio.Systems;
namespace Content.Client.Disposal.Unit;
public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
private const string AnimationKey = "disposal_unit_animation";
private const string DefaultFlushState = "disposal-flush";
private const string DefaultChargeState = "disposal-charging";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateUI((uid, component));
}
protected override void UpdateUI(Entity<DisposalUnitComponent> entity)
{
if (_uiSystem.TryGetOpenUi<DisposalUnitBoundUserInterface>(entity.Owner, DisposalUnitComponent.DisposalUnitUiKey.Key, out var bui))
{
bui.Refresh(entity);
}
}
protected override void OnDisposalInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
{
base.OnDisposalInit(ent, ref args);
if (!TryComp<SpriteComponent>(ent, out var sprite) || !TryComp<AppearanceComponent>(ent, out var appearance))
return;
UpdateState(ent, sprite, appearance);
}
private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateState(ent, args.Sprite, args.Component);
}
/// <summary>
/// Update visuals and tick animation
/// </summary>
private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.VisualState>(ent, DisposalUnitComponent.Visuals.VisualState, out var state, appearance))
return;
sprite.LayerSetVisible(DisposalUnitVisualLayers.Unanchored, state == DisposalUnitComponent.VisualState.UnAnchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.Base, state == DisposalUnitComponent.VisualState.Anchored);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFlush, state is DisposalUnitComponent.VisualState.OverlayFlushing or DisposalUnitComponent.VisualState.OverlayCharging);
var chargingState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.BaseCharging, out var chargingLayer)
? sprite.LayerGetState(chargingLayer)
: new RSI.StateId(DefaultChargeState);
// This is a transient state so not too worried about replaying in range.
if (state == DisposalUnitComponent.VisualState.OverlayFlushing)
{
if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
{
var flushState = sprite.LayerMapTryGet(DisposalUnitVisualLayers.OverlayFlush, out var flushLayer)
? sprite.LayerGetState(flushLayer)
: new RSI.StateId(DefaultFlushState);
// Setup the flush animation to play
var anim = new Animation
{
Length = ent.Comp.FlushDelay,
AnimationTracks =
{
new AnimationTrackSpriteFlick
{
LayerKey = DisposalUnitVisualLayers.OverlayFlush,
KeyFrames =
{
// Play the flush animation
new AnimationTrackSpriteFlick.KeyFrame(flushState, 0),
// Return to base state (though, depending on how the unit is
// configured we might get an appearance change event telling
// us to go to charging state)
new AnimationTrackSpriteFlick.KeyFrame(chargingState, (float) ent.Comp.FlushDelay.TotalSeconds)
}
},
}
};
if (ent.Comp.FlushSound != null)
{
anim.AnimationTracks.Add(
new AnimationTrackPlaySound
{
KeyFrames =
{
new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0)
}
});
}
_animationSystem.Play(ent, anim, AnimationKey);
}
}
else if (state == DisposalUnitComponent.VisualState.OverlayCharging)
sprite.LayerSetState(DisposalUnitVisualLayers.OverlayFlush, chargingState);
else
_animationSystem.Stop(ent.Owner, AnimationKey);
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.HandleState>(ent, DisposalUnitComponent.Visuals.Handle, out var handleState, appearance))
handleState = DisposalUnitComponent.HandleState.Normal;
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayEngaged, handleState != DisposalUnitComponent.HandleState.Normal);
if (!_appearanceSystem.TryGetData<DisposalUnitComponent.LightStates>(ent, DisposalUnitComponent.Visuals.Light, out var lightState, appearance))
lightState = DisposalUnitComponent.LightStates.Off;
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayCharging,
(lightState & DisposalUnitComponent.LightStates.Charging) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayReady,
(lightState & DisposalUnitComponent.LightStates.Ready) != 0);
sprite.LayerSetVisible(DisposalUnitVisualLayers.OverlayFull,
(lightState & DisposalUnitComponent.LightStates.Full) != 0);
}
}
public enum DisposalUnitVisualLayers : byte
{
Unanchored,
Base,
BaseCharging,
OverlayFlush,
OverlayCharging,
OverlayReady,
OverlayFull,
OverlayEngaged
}

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<controls:FancyWindow xmlns="https://spacestation14.io"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
xmlns:disposal="clr-namespace:Content.Client.Disposal"
MinSize="300 140"
SetSize="300 160"
Resizable="False">
<BoxContainer Orientation="Vertical" Margin="10">
<BoxContainer Orientation="Horizontal"
SeparationOverride="4">
<Label Text="{Loc 'ui-disposal-unit-label-state'}" />
<Label Name="UnitState" Access="Public"
Text="{Loc 'ui-disposal-unit-label-status'}" />
</BoxContainer>
<Control MinSize="0 5" />
<BoxContainer Orientation="Horizontal"
SeparationOverride="4">
<Label Text="{Loc 'ui-disposal-unit-label-pressure'}" />
<disposal:PressureBar Name="PressureBar"
MinSize="190 20"
HorizontalAlignment="Right"
MinValue="0"
MaxValue="1"
Page="0"
Value="0.5" />
</BoxContainer>
<Control MinSize="0 10" />
<BoxContainer Orientation="Horizontal" HorizontalExpand="True">
<Button Name="Engage"
Access="Public"
Text="{Loc 'ui-disposal-unit-button-flush'}"
StyleClasses="OpenRight"
ToggleMode="True" />
<Button Name="Eject"
Access="Public"
Text="{Loc 'ui-disposal-unit-button-eject'}"
StyleClasses="OpenBoth" />
<CheckButton Name="Power"
Access="Public"
Text="{Loc 'ui-disposal-unit-button-power'}"
StyleClasses="OpenLeft" />
</BoxContainer>
</BoxContainer>
</controls:FancyWindow>

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using Content.Client.UserInterface.Controls;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Timing;
namespace Content.Client.Disposal.Unit
{
/// <summary>
/// Client-side UI used to control a <see cref="Shared.Disposal.Components.DisposalUnitComponent"/>
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class DisposalUnitWindow : FancyWindow
{
public TimeSpan FullPressure;
public DisposalUnitWindow()
{
IoCManager.InjectDependencies(this);
RobustXamlLoader.Load(this);
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
PressureBar.UpdatePressure(FullPressure);
}
}
}