Fix prediction and popups for actions (#11871)
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@@ -1,12 +1,16 @@
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using System.IO;
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using System.Linq;
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using Content.Client.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Mapping;
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@@ -19,14 +23,19 @@ namespace Content.Client.Actions
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[UsedImplicitly]
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public sealed class ActionsSystem : SharedActionsSystem
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{
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public delegate void OnActionReplaced(ActionType existing, ActionType action);
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IResourceManager _resources = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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public event Action<ActionType>? OnActionAdded;
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public event Action<ActionType>? OnActionRemoved;
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public event Action<ActionsComponent>? OnLinkActions;
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public event Action? OnUnlinkActions;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public event Action<ActionType>? ActionAdded;
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public event Action<ActionType>? ActionRemoved;
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public event OnActionReplaced? ActionReplaced;
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public event Action<ActionsComponent>? LinkActions;
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public event Action? UnlinkActions;
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public event Action? ClearAssignments;
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public event Action<List<SlotAssignment>>? AssignSlot;
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@@ -42,51 +51,136 @@ namespace Content.Client.Actions
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private void HandleComponentState(EntityUid uid, ActionsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ActionsComponentState currentState)
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if (args.Current is not ActionsComponentState state)
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return;
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List<ActionType> added = new();
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List<ActionType> removed = new();
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var serverActions = new SortedSet<ActionType>(state.Actions);
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var removed = new List<ActionType>();
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foreach (var actionType in component.Actions)
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foreach (var act in component.Actions.ToList())
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{
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if (!currentState.Actions.Contains(actionType))
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if (act.ClientExclusive)
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continue;
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if (!serverActions.TryGetValue(act, out var serverAct))
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{
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removed.Add(actionType);
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component.Actions.Remove(act);
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if (act.AutoRemove)
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removed.Add(act);
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continue;
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}
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act.CopyFrom(serverAct);
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serverActions.Remove(serverAct);
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}
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foreach (var serverAction in currentState.Actions)
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var added = new List<ActionType>();
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// Anything that remains is a new action
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foreach (var newAct in serverActions)
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{
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if (!component.Actions.TryGetValue(serverAction, out var clientAction))
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{
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added.Add((ActionType) serverAction.Clone());
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}
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else
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{
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clientAction.CopyFrom(serverAction);
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}
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// We create a new action, not just sorting a reference to the state's action.
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var action = (ActionType) newAct.Clone();
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component.Actions.Add(action);
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added.Add(action);
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}
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foreach (var actionType in added)
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foreach (var action in removed)
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{
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component.Actions.Add(actionType);
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OnActionAdded?.Invoke(actionType);
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ActionRemoved?.Invoke(action);
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}
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foreach (var actionType in removed)
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foreach (var action in added)
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{
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component.Actions.Remove(actionType);
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OnActionRemoved?.Invoke(actionType);
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ActionAdded?.Invoke(action);
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}
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}
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protected override void AddActionInternal(ActionsComponent comp, ActionType action)
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{
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// Sometimes the client receives actions from the server, before predicting that newly added components will add
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// their own shared actions. Just in case those systems ever decided to directly access action properties (e.g.,
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// action.Toggled), we will remove duplicates:
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if (comp.Actions.TryGetValue(action, out var existing))
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{
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comp.Actions.Remove(existing);
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ActionReplaced?.Invoke(existing, action);
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}
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comp.Actions.Add(action);
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}
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public override void AddAction(EntityUid uid, ActionType action, EntityUid? provider, ActionsComponent? comp = null, bool dirty = true)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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base.AddAction(uid, action, provider, comp, dirty);
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if (uid == _playerManager.LocalPlayer?.ControlledEntity)
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ActionAdded?.Invoke(action);
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}
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public override void RemoveActions(EntityUid uid, IEnumerable<ActionType> actions, ActionsComponent? comp = null, bool dirty = true)
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{
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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if (!Resolve(uid, ref comp, false))
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return;
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var actionList = actions.ToList();
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base.RemoveActions(uid, actionList, comp, dirty);
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foreach (var act in actionList)
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{
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if (act.AutoRemove)
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ActionRemoved?.Invoke(act);
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}
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}
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/// <summary>
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/// Execute convenience functionality for actions (pop-ups, sound, speech)
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/// </summary>
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protected override bool PerformBasicActions(EntityUid user, ActionType action)
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{
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var performedAction = action.Sound != null
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|| !string.IsNullOrWhiteSpace(action.UserPopup)
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|| !string.IsNullOrWhiteSpace(action.Popup);
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if (!GameTiming.IsFirstTimePredicted)
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return performedAction;
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if (!string.IsNullOrWhiteSpace(action.UserPopup))
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{
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var msg = (!action.Toggled || string.IsNullOrWhiteSpace(action.PopupToggleSuffix))
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? Loc.GetString(action.UserPopup)
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: Loc.GetString(action.UserPopup + action.PopupToggleSuffix);
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_popupSystem.PopupEntity(msg, user);
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}
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else if (!string.IsNullOrWhiteSpace(action.Popup))
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{
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var msg = (!action.Toggled || string.IsNullOrWhiteSpace(action.PopupToggleSuffix))
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? Loc.GetString(action.Popup)
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: Loc.GetString(action.Popup + action.PopupToggleSuffix);
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_popupSystem.PopupEntity(msg, user);
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}
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if (action.Sound != null)
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SoundSystem.Play(action.Sound.GetSound(), Filter.Local(), user, action.AudioParams);
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return performedAction;
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}
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private void OnPlayerAttached(EntityUid uid, ActionsComponent component, PlayerAttachedEvent args)
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{
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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OnLinkActions?.Invoke(component);
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LinkActions?.Invoke(component);
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PlayerActions = component;
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}
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@@ -95,7 +189,7 @@ namespace Content.Client.Actions
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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OnUnlinkActions?.Invoke();
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UnlinkActions?.Invoke();
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PlayerActions = null;
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}
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