Turns GameTicker into an EntitySystem. (#4197)

* GameTicker turned into an EntitySystem

* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events

* Change event names to be more consistent with the rest.

* YAML linter uses the dummy gameticker CVar override.

* Fix game ticker initialization order

* Dummy ticker won't spawn players.

* Fix character creation test
This commit is contained in:
Vera Aguilera Puerto
2021-06-20 10:09:24 +02:00
committed by GitHub
parent 15fb554c28
commit d3a611164b
81 changed files with 1711 additions and 1990 deletions

View File

@@ -5,6 +5,7 @@ using Content.Client.RoundEnd;
using Content.Client.Viewport;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.IoC;
@@ -14,10 +15,11 @@ using Robust.Shared.ViewVariables;
namespace Content.Client.GameTicking.Managers
{
public class ClientGameTicker : SharedGameTicker, IClientGameTicker
[UsedImplicitly]
public class ClientGameTicker : SharedGameTicker
{
[Dependency] private readonly IClientNetManager _netManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IClientNetManager _netManager = default!;
[ViewVariables] private bool _initialized;
private readonly List<string> _jobsAvailable = new();
@@ -29,7 +31,7 @@ namespace Content.Client.GameTicking.Managers
[ViewVariables] public string? ServerInfoBlob { get; private set; }
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetUserId, PlayerStatus> Status { get; private set; } = new();
[ViewVariables] public Dictionary<NetUserId, LobbyPlayerStatus> Status { get; private set; } = new();
[ViewVariables] public IReadOnlyList<string> JobsAvailable => _jobsAvailable;
public event Action? InfoBlobUpdated;
@@ -38,47 +40,47 @@ namespace Content.Client.GameTicking.Managers
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyList<string>>? LobbyJobsAvailableUpdated;
public void Initialize()
public override void Initialize()
{
DebugTools.Assert(!_initialized);
_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby), JoinLobby);
_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame), JoinGame);
_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus), LobbyStatus);
_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo), LobbyInfo);
_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown), LobbyCountdown);
_netManager.RegisterNetMessage<MsgTickerLobbyReady>(nameof(MsgTickerLobbyReady), LobbyReady);
_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage), RoundEnd);
_netManager.RegisterNetMessage<MsgRequestWindowAttention>(nameof(MsgRequestWindowAttention), msg =>
SubscribeNetworkEvent<TickerJoinLobbyEvent>(JoinLobby);
SubscribeNetworkEvent<TickerJoinGameEvent>(JoinGame);
SubscribeNetworkEvent<TickerLobbyStatusEvent>(LobbyStatus);
SubscribeNetworkEvent<TickerLobbyInfoEvent>(LobbyInfo);
SubscribeNetworkEvent<TickerLobbyCountdownEvent>(LobbyCountdown);
SubscribeNetworkEvent<TickerLobbyReadyEvent>(LobbyReady);
SubscribeNetworkEvent<RoundEndMessageEvent>(RoundEnd);
SubscribeNetworkEvent<RequestWindowAttentionEvent>(msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
_netManager.RegisterNetMessage<MsgTickerJobsAvailable>(nameof(MsgTickerJobsAvailable), UpdateJobsAvailable);
SubscribeNetworkEvent<TickerLateJoinStatusEvent>(LateJoinStatus);
SubscribeNetworkEvent<TickerJobsAvailableEvent>(UpdateJobsAvailable);
Status = new Dictionary<NetUserId, PlayerStatus>();
Status = new Dictionary<NetUserId, LobbyPlayerStatus>();
_initialized = true;
}
private void LateJoinStatus(MsgTickerLateJoinStatus message)
private void LateJoinStatus(TickerLateJoinStatusEvent message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(MsgTickerJobsAvailable message)
private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
{
_jobsAvailable.Clear();
_jobsAvailable.AddRange(message.JobsAvailable);
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(MsgTickerJoinLobby message)
private void JoinLobby(TickerJoinLobbyEvent message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void LobbyStatus(MsgTickerLobbyStatus message)
private void LobbyStatus(TickerLobbyStatusEvent message)
{
StartTime = message.StartTime;
IsGameStarted = message.IsRoundStarted;
@@ -91,35 +93,35 @@ namespace Content.Client.GameTicking.Managers
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(MsgTickerLobbyInfo message)
private void LobbyInfo(TickerLobbyInfoEvent message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(MsgTickerJoinGame message)
private void JoinGame(TickerJoinGameEvent message)
{
_stateManager.RequestStateChange<GameScreen>();
}
private void LobbyCountdown(MsgTickerLobbyCountdown message)
private void LobbyCountdown(TickerLobbyCountdownEvent message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void LobbyReady(MsgTickerLobbyReady message)
private void LobbyReady(TickerLobbyReadyEvent message)
{
// Merge the Dictionaries
foreach (var p in message.PlayerStatus)
foreach (var p in message.Status)
{
Status[p.Key] = p.Value;
}
LobbyReadyUpdated?.Invoke();
}
private void RoundEnd(MsgRoundEndMessage message)
private void RoundEnd(RoundEndMessageEvent message)
{
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.AllPlayersEndInfo);