Replay client (#15001)
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143
Content.Client/Replay/ContentReplayPlaybackManager.cs
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143
Content.Client/Replay/ContentReplayPlaybackManager.cs
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using Content.Client.Administration.Managers;
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using Content.Client.Launcher;
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using Content.Client.MainMenu;
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using Content.Client.Replay.UI.Loading;
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using Content.Client.UserInterface.Systems.Chat;
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using Content.Shared.Chat;
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using Content.Shared.GameTicking;
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using Content.Shared.Hands;
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using Content.Shared.Instruments;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client;
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using Robust.Client.Console;
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using Robust.Client.GameObjects;
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using Robust.Client.Replays.Loading;
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using Robust.Client.Replays.Playback;
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using Robust.Client.State;
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using Robust.Client.Timing;
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using Robust.Client.UserInterface;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Utility;
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namespace Content.Client.Replay;
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public sealed class ContentReplayPlaybackManager
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{
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[Dependency] private readonly IStateManager _stateMan = default!;
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[Dependency] private readonly IClientGameTiming _timing = default!;
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[Dependency] private readonly IReplayLoadManager _loadMan = default!;
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[Dependency] private readonly IGameController _controller = default!;
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[Dependency] private readonly IClientEntityManager _entMan = default!;
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[Dependency] private readonly IUserInterfaceManager _uiMan = default!;
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[Dependency] private readonly IReplayPlaybackManager _playback = default!;
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[Dependency] private readonly IClientConGroupController _conGrp = default!;
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[Dependency] private readonly IClientAdminManager _adminMan = default!;
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/// <summary>
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/// UI state to return to when stopping a replay or loading fails.
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/// </summary>
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public Type? DefaultState;
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private bool _initialized;
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public void Initialize()
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{
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if (_initialized)
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return;
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_initialized = true;
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_playback.HandleReplayMessage += OnHandleReplayMessage;
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_playback.ReplayPlaybackStopped += OnReplayPlaybackStopped;
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_playback.ReplayPlaybackStarted += OnReplayPlaybackStarted;
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_playback.ReplayCheckpointReset += OnCheckpointReset;
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_loadMan.LoadOverride += LoadOverride;
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}
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private void LoadOverride(IWritableDirProvider dir, ResPath resPath)
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{
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var screen = _stateMan.RequestStateChange<LoadingScreen<bool>>();
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screen.Job = new ContentLoadReplayJob(1/60f, dir, resPath, _loadMan, screen);
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screen.OnJobFinished += (_, e) => OnFinishedLoading(e);
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}
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private void OnFinishedLoading(Exception? exception)
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{
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if (exception != null)
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{
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ReturnToDefaultState();
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_uiMan.Popup(Loc.GetString("replay-loading-failed", ("reason", exception)));
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}
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}
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public void ReturnToDefaultState()
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{
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if (DefaultState != null)
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_stateMan.RequestStateChange(DefaultState);
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else if (_controller.LaunchState.FromLauncher)
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_stateMan.RequestStateChange<LauncherConnecting>().SetDisconnected();
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else
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_stateMan.RequestStateChange<MainScreen>();
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}
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private void OnCheckpointReset()
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{
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// This function removes future chat messages when rewinding time.
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// TODO REPLAYS add chat messages when jumping forward in time.
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// Need to allow content to add data to checkpoint states.
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_uiMan.GetUIController<ChatUIController>().History.RemoveAll(x => x.Item1 > _timing.CurTick);
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_uiMan.GetUIController<ChatUIController>().Repopulate();
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}
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private bool OnHandleReplayMessage(object message, bool skipEffects)
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{
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switch (message)
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{
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case ChatMessage chat:
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// Just pass on the chat message to the UI controller, but skip speech-bubbles if we are fast-forwarding.
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_uiMan.GetUIController<ChatUIController>().ProcessChatMessage(chat, speechBubble: !skipEffects);
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return true;
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// TODO REPLAYS figure out a cleaner way of doing this. This sucks.
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// Next: we want to avoid spamming animations, sounds, and pop-ups while scrubbing or rewinding time
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// (e.g., to rewind 1 tick, we really rewind ~60 and then fast forward 59). Currently, this is
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// effectively an EntityEvent blacklist. But this is kinda shit and should be done differently somehow.
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// The unifying aspect of these events is that they trigger pop-ups, UI changes, spawn client-side
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// entities or start animations.
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case RoundEndMessageEvent:
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case PopupEvent:
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case AudioMessage:
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case PickupAnimationEvent:
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case MeleeLungeEvent:
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case SharedGunSystem.HitscanEvent:
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case ImpactEffectEvent:
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case MuzzleFlashEvent:
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case DamageEffectEvent:
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case InstrumentStartMidiEvent:
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case InstrumentMidiEventEvent:
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case InstrumentStopMidiEvent:
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if (!skipEffects)
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_entMan.DispatchReceivedNetworkMsg((EntityEventArgs)message);
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return true;
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}
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return false;
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}
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private void OnReplayPlaybackStarted()
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{
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_conGrp.Implementation = new ReplayConGroup();
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}
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private void OnReplayPlaybackStopped()
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{
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_conGrp.Implementation = (IClientConGroupImplementation)_adminMan;
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ReturnToDefaultState();
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}
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}
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