Fix restartround crash with the DoAfter system (#1658)

This commit is contained in:
DrSmugleaf
2020-08-12 20:44:18 +02:00
committed by GitHub
parent 1fc941b3b3
commit 60163e85bf
2 changed files with 33 additions and 27 deletions

View File

@@ -20,20 +20,20 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
private Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
private Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
public IEntity? AttachedEntity { get; set; }
private ScreenCoordinates _playerPosition;
// This behavior probably shouldn't be happening; so for whatever reason the control position is set the frame after
// I got NFI why because I don't know the UI internals
private bool _firstDraw = true;
public DoAfterGui()
{
IoCManager.InjectDependencies(this);
@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
TextureScale = Vector2.One * DoAfterBar.DoAfterBarScale,
SizeFlagsVertical = SizeFlags.ShrinkCenter,
},
doAfterBar
}
};
@@ -79,9 +79,9 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
AddChild(control);
_doAfterControls.Add(message.ID, control);
}
// NOTE THAT THE BELOW ONLY HANDLES THE UI SIDE
/// <summary>
/// Removes a DoAfter without showing a cancel graphic.
/// </summary>
@@ -92,7 +92,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
return;
}
var control = _doAfterControls[id];
RemoveChild(control);
_doAfterControls.Remove(id);
@@ -114,7 +114,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
return;
}
var control = _doAfterControls[id];
_doAfterBars[id].Cancelled = true;
_cancelledDoAfters.Add(id, _gameTiming.CurTime);
@@ -124,13 +124,13 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
base.FrameUpdate(args);
if (AttachedEntity == null || !AttachedEntity.TryGetComponent(out DoAfterComponent doAfterComponent))
if (AttachedEntity?.IsValid() != true || !AttachedEntity.TryGetComponent(out DoAfterComponent doAfterComponent))
{
return;
}
var doAfters = doAfterComponent.DoAfters;
// Nothing to render so we'll hide.
if (doAfters.Count == 0 && _cancelledDoAfters.Count == 0)
{
@@ -138,7 +138,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
Visible = false;
return;
}
// Set position ready for 2nd+ frames.
_playerPosition = _eyeManager.WorldToScreen(AttachedEntity.Transform.GridPosition);
LayoutContainer.SetPosition(this, new Vector2(_playerPosition.X - Width / 2, _playerPosition.Y - Height - 30.0f));
@@ -152,7 +152,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
Visible = true;
var currentTime = _gameTiming.CurTime;
var toCancel = new List<byte>();
// Cleanup cancelled DoAfters
foreach (var (id, cancelTime) in _cancelledDoAfters)
{
@@ -166,7 +166,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
RemoveDoAfter(id);
}
// Update 0 -> 1.0f of the things
foreach (var (id, message) in doAfters)
{
@@ -174,11 +174,11 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
continue;
}
var doAfterBar = _doAfterBars[id];
doAfterBar.Ratio = MathF.Min(1.0f,
(float) (currentTime - message.StartTime).TotalSeconds / message.Delay);
}
}
}
}
}

View File

@@ -50,19 +50,20 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
base.Shutdown();
Gui?.Dispose();
Gui = null;
_player = null;
}
private void HandlePlayerAttached(IEntity? entity)
{
_player = entity;
// Setup the GUI and pass the new data to it if applicable.
Gui?.Dispose();
if (entity == null)
{
return;
}
Gui ??= new DoAfterGui();
Gui.AttachedEntity = entity;
@@ -81,24 +82,29 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
var currentTime = _gameTiming.CurTime;
if (_player == null || !_player.TryGetComponent(out DoAfterComponent doAfterComponent))
if (_player?.IsValid() != true)
{
return;
}
if (!_player.TryGetComponent(out DoAfterComponent doAfterComponent))
{
return;
}
var doAfters = doAfterComponent.DoAfters.ToList();
if (doAfters.Count == 0)
{
return;
}
var userGrid = _player.Transform.GridPosition;
// Check cancellations / finishes
foreach (var (id, doAfter) in doAfters)
{
var elapsedTime = (currentTime - doAfter.StartTime).TotalSeconds;
// If we've passed the final time (after the excess to show completion graphic) then remove.
if (elapsedTime > doAfter.Delay + ExcessTime)
{
@@ -106,7 +112,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
doAfterComponent.Remove(doAfter);
continue;
}
// Don't predict cancellation if it's already finished.
if (elapsedTime > doAfter.Delay)
{
@@ -147,4 +153,4 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
}
}
}
}
}