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## Mirror of PR #26216: [Unify `Content`'s `EntitySystem` logging](https://github.com/space-wizards/space-station-14/pull/26216) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `eeaea6c25b496106eb741e93738f2ab8503949ba` PR opened by <img src="https://avatars.githubusercontent.com/u/27449516?v=4" width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at 2024-03-17 20:05:08 UTC --- PR changed 13 files with 43 additions and 82 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Log things via `Log` with generated sawmill name rather than an explicitly set one for all Content `EntitySystem`s, except the ones with `Rule`s. In all cases the explicit `_sawmill` was redundant. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > - Bringing consistency to logs (all logs originating from `EntitySystem` should be recognizible in the logs `system.something`). > - Logs' sawmills match system class name to assist with debugging. > - Less likelihood of someone building a new `EntitySystem` to copy-paste the unnecessary `_sawmill` and instaed use the appropriate inherited `Log` instead. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > This addresses **_just_** `Content`'s `EntitySystem`s. > > `GameRuleSystem` **and all classes inheriting from it are excluded.** I want to include both the calling system name and the rule name in the sawmill name - this however requires engine changes. I thus opted to cut out that part and made this a `Content`-only PR. > > Also, even with the rule changes, the `GameRule`s themselves will be excluded pending antag refactor, because currently they are a _hot-hot_ mess and I'm sure it's preferable by everyone for me to wait for it to cool down before introducing merge conflicts unnecessarily. > > Log Sawmill changes: > **System class | current master sawmill | this PR's sawmill** > `VaporSystem.cs`: `vapor` -> `system.vapor` > `DeviceListSystem.cs`: `devicelist` -> `system.device_list` > `ForensicScannerSystem.cs`: `forensic.scanner` -> `system.forensic_scanner` > `MappingSystem.cs`: `autosave` -> `system.mapping` > `MechSystem.cs`: `mech` -> `system.mech` > `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation` > `NpcFactionSystem.cs`: `faction` -> `system.npc_faction` > `EmergencyShuttleSystem.cs`: `shuttle.emergency` -> `system.emergency_shuttle` > `EventManagerSystem.cs`: `events` -> `system.event_manager` > `VendingMachineSystem.cs`: `vending` -> `system.vending_machine` > `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly` > `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link` > `ThirstSystem.cs`: `thirst` -> `system.thirst` > > Manually tested most (all that I had doubts about) and confirmed that `LagCompensationSystem`'s `Log.Level` is getting correctly set like this. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > Log sawmill name changes. Any analyzers/other software that processes logs needs to be adjusted to new sawmills. Full list of changes in PR - section Technical details. </details> Co-authored-by: SimpleStation14 <Unknown>
112 lines
3.5 KiB
C#
112 lines
3.5 KiB
C#
using Content.Server.Movement.Components;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Movement.Systems;
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/// <summary>
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/// Stores a buffer of previous positions of the relevant entity.
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/// Can be used to check the entity's position at a recent point in time.
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/// </summary>
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public sealed class LagCompensationSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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// I figured 500 ping is max, so 1.5 is 750.
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// Max ping I've had is 350ms from aus to spain.
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public static readonly TimeSpan BufferTime = TimeSpan.FromMilliseconds(750);
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public override void Initialize()
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{
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base.Initialize();
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Log.Level = LogLevel.Info;
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SubscribeLocalEvent<LagCompensationComponent, MoveEvent>(OnLagMove);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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var earliestTime = curTime - BufferTime;
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// Cull any old ones from active updates
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// Probably fine to include ignored.
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var query = AllEntityQuery<LagCompensationComponent>();
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while (query.MoveNext(out var comp))
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{
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while (comp.Positions.TryPeek(out var pos))
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{
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if (pos.Item1 < earliestTime)
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{
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comp.Positions.Dequeue();
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continue;
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}
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break;
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}
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}
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}
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private void OnLagMove(EntityUid uid, LagCompensationComponent component, ref MoveEvent args)
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{
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if (!args.NewPosition.EntityId.IsValid())
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return; // probably being sent to nullspace for deletion.
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component.Positions.Enqueue((_timing.CurTime, args.NewPosition, args.NewRotation));
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}
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public (EntityCoordinates Coordinates, Angle Angle) GetCoordinatesAngle(EntityUid uid, ICommonSession? pSession,
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TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref xform))
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return (EntityCoordinates.Invalid, Angle.Zero);
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if (pSession == null || !TryComp<LagCompensationComponent>(uid, out var lag) || lag.Positions.Count == 0)
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return (xform.Coordinates, xform.LocalRotation);
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var angle = Angle.Zero;
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var coordinates = EntityCoordinates.Invalid;
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var ping = pSession.Ping;
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// Use 1.5 due to the trip buffer.
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var sentTime = _timing.CurTime - TimeSpan.FromMilliseconds(ping * 1.5);
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foreach (var pos in lag.Positions)
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{
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coordinates = pos.Item2;
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angle = pos.Item3;
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if (pos.Item1 >= sentTime)
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break;
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}
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if (coordinates == default)
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{
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Log.Debug($"No long comp coords found, using {xform.Coordinates}");
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coordinates = xform.Coordinates;
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angle = xform.LocalRotation;
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}
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else
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{
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Log.Debug($"Actual coords is {xform.Coordinates} and got {coordinates}");
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}
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return (coordinates, angle);
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}
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public Angle GetAngle(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
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{
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var (_, angle) = GetCoordinatesAngle(uid, session, xform);
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return angle;
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}
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public EntityCoordinates GetCoordinates(EntityUid uid, ICommonSession? session, TransformComponent? xform = null)
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{
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var (coordinates, _) = GetCoordinatesAngle(uid, session, xform);
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return coordinates;
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}
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}
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