Files
wwdpublic/Content.Client/Replay/Spectator/ReplaySpectatorSystem.Position.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

222 lines
7.4 KiB
C#

using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Content.Client.Replay.Spectator;
// This partial class contains functions for getting and setting the spectator's position data, so that
// a consistent view/camera can be maintained when jumping around in time.
public sealed partial class ReplaySpectatorSystem
{
/// <summary>
/// Simple struct containing position & rotation data for maintaining a persistent view when jumping around in time.
/// </summary>
public struct SpectatorData
{
// TODO REPLAYS handle ghost-following.
/// <summary>
/// The current entity being spectated.
/// </summary>
public EntityUid Entity;
/// <summary>
/// The player that was originally controlling <see cref="Entity"/>
/// </summary>
public NetUserId Controller;
public (EntityCoordinates Coords, Angle Rot)? Local;
public (EntityCoordinates Coords, Angle Rot)? World;
public (EntityUid? Ent, Angle Rot)? Eye;
}
public SpectatorData GetSpectatorData()
{
var data = new SpectatorData();
if (_player.LocalEntity is not { } player)
return data;
data.Controller = _player.LocalUser ?? DefaultUser;
if (!TryComp(player, out TransformComponent? xform) || xform.MapUid == null)
return data;
data.Local = (xform.Coordinates, xform.LocalRotation);
var (pos, rot) = _transform.GetWorldPositionRotation(player);
data.World = (new(xform.MapUid.Value, pos), rot);
if (TryComp(player, out InputMoverComponent? mover))
data.Eye = (mover.RelativeEntity, mover.TargetRelativeRotation);
data.Entity = player;
return data;
}
private void OnBeforeSetTick()
{
_spectatorData = GetSpectatorData();
}
private void OnAfterSetTick()
{
if (_spectatorData != null)
SetSpectatorPosition(_spectatorData.Value);
_spectatorData = null;
}
private void OnBeforeApplyState((GameState Current, GameState? Next) args)
{
// Before applying the game state, we want to check to see if a recorded player session is about to
// get attached to the entity that we are currently spectating. If it is, then we switch out local session
// to the recorded session. I.e., we switch from spectating the entity to spectating the session.
// This is required because having multiple sessions attached to a single entity is not currently supported.
if (_player.LocalUser != DefaultUser)
return; // Already spectating some session.
if (_player.LocalEntity is not {} uid)
return;
var netEnt = GetNetEntity(uid);
if (netEnt.IsClientSide())
return;
foreach (var playerState in args.Current.PlayerStates.Value)
{
if (playerState.ControlledEntity != netEnt)
continue;
if (!_player.TryGetSessionById(playerState.UserId, out var session))
session = _player.CreateAndAddSession(playerState.UserId, playerState.Name);
_player.SetLocalSession(session);
break;
}
}
public void SetSpectatorPosition(SpectatorData data)
{
if (_player.LocalSession == null)
return;
if (data.Controller != DefaultUser)
{
// the "local player" is currently set to some recorded session. As long as that session has an entity, we
// do nothing here
if (_player.TryGetSessionById(data.Controller, out var session)
&& Exists(session.AttachedEntity))
{
_player.SetLocalSession(session);
return;
}
// Spectated session is no longer valid - return to the client-side session
_player.SetLocalSession(_player.GetSessionById(DefaultUser));
}
if (Exists(data.Entity) && Transform(data.Entity).MapID != MapId.Nullspace)
{
_player.SetAttachedEntity(_player.LocalSession, data.Entity);
return;
}
if (data.Local != null && data.Local.Value.Coords.IsValid(EntityManager))
{
var newXform = SpawnSpectatorGhost(data.Local.Value.Coords, false);
newXform.LocalRotation = data.Local.Value.Rot;
}
else if (data.World != null && data.World.Value.Coords.IsValid(EntityManager))
{
var newXform = SpawnSpectatorGhost(data.World.Value.Coords, true);
newXform.LocalRotation = data.World.Value.Rot;
}
else if (TryFindFallbackSpawn(out var coords))
{
var newXform = SpawnSpectatorGhost(coords, true);
newXform.LocalRotation = 0;
}
else
{
Log.Error("Failed to find a suitable observer spawn point");
return;
}
if (data.Eye != null && TryComp(_player.LocalSession.AttachedEntity, out InputMoverComponent? newMover))
{
newMover.RelativeEntity = data.Eye.Value.Ent;
newMover.TargetRelativeRotation = newMover.RelativeRotation = data.Eye.Value.Rot;
}
}
private bool TryFindFallbackSpawn(out EntityCoordinates coords)
{
if (_replayPlayback.TryGetRecorderEntity(out var recorder))
{
coords = new EntityCoordinates(recorder.Value, default);
return true;
}
Entity<MapGridComponent>? maxUid = null;
float? maxSize = null;
var gridQuery = EntityQueryEnumerator<MapGridComponent>();
while (gridQuery.MoveNext(out var uid, out var grid))
{
var size = grid.LocalAABB.Size.LengthSquared();
if (maxSize == null || size > maxSize)
{
maxUid = (uid, grid);
maxSize = size;
}
}
coords = new EntityCoordinates(maxUid ?? default, default);
return maxUid != null;
}
private void OnTerminating(EntityUid uid, ReplaySpectatorComponent component, ref EntityTerminatingEvent args)
{
if (uid != _player.LocalEntity)
return;
var xform = Transform(uid);
if (xform.MapUid == null || Terminating(xform.MapUid.Value))
return;
SpawnSpectatorGhost(new EntityCoordinates(xform.MapUid.Value, default), true);
}
private void OnParentChanged(EntityUid uid, ReplaySpectatorComponent component, ref EntParentChangedMessage args)
{
if (uid != _player.LocalEntity)
return;
if (args.Transform.MapUid != null || args.OldMapId == null)
return;
if (_spectatorData != null)
{
// Currently scrubbing/setting the replay tick
// the observer will get respawned once the state was applied
return;
}
// The entity being spectated from was moved to null-space.
// This was probably because they were spectating some entity in a client-side replay that left PVS range.
// Simple respawn the ghost.
SetSpectatorPosition(default);
}
private void OnDetached(EntityUid uid, ReplaySpectatorComponent component, LocalPlayerDetachedEvent args)
{
if (IsClientSide(uid))
QueueDel(uid);
else
RemCompDeferred(uid, component);
}
}