Client entity deletion error tolerance (#3435)

This commit is contained in:
Leon Friedrich
2022-11-06 05:45:28 +13:00
committed by GitHub
parent 108e270f9e
commit 603b88c77a
7 changed files with 66 additions and 6 deletions

View File

@@ -31,6 +31,17 @@ namespace Robust.Client.GameObjects
base.Initialize();
}
public override void Shutdown()
{
using var _ = _gameTiming.StartStateApplicationArea();
base.Shutdown();
}
public override void Cleanup()
{
using var _ = _gameTiming.StartStateApplicationArea();
base.Cleanup();
}
EntityUid IClientEntityManagerInternal.CreateEntity(string? prototypeName, EntityUid uid)
{

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@@ -1,8 +1,10 @@
using System.Collections.Generic;
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
namespace Robust.Client.GameStates;
@@ -23,6 +25,7 @@ internal sealed class ClientDirtySystem : EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EntityTerminatingEvent>(OnTerminate);
EntityManager.EntityDirtied += OnEntityDirty;
EntityManager.ComponentRemoved += OnCompRemoved;
}
@@ -35,6 +38,15 @@ internal sealed class ClientDirtySystem : EntitySystem
Reset();
}
private void OnTerminate(ref EntityTerminatingEvent ev)
{
if (!_timing.InPrediction || ev.Entity.IsClientSide())
return;
// Client-side entity deletion is not supported and will cause errors.
Logger.Error($"Predicting the deletion of a networked entity: {ToPrettyString(ev.Entity)}. Trace: {Environment.StackTrace}");
}
private void OnCompRemoved(RemovedComponentEventArgs args)
{
if (args.Terminating)

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@@ -249,7 +249,18 @@ namespace Robust.Client.GameStates
}
if (PredictionNeedsResetting)
ResetPredictedEntities();
{
try
{
ResetPredictedEntities();
}
catch
{
// avoid exception spam from repeatedly trying to reset the same entity.
_entitySystemManager.GetEntitySystem<ClientDirtySystem>().Reset();
throw;
}
}
// If we were waiting for a new state, we are now applying it.
if (_processor.LastFullStateRequested.HasValue)
@@ -463,7 +474,11 @@ namespace Robust.Client.GameStates
countReset += 1;
foreach (var (netId, comp) in _entityManager.GetNetComponents(entity))
var netComps = _entityManager.GetNetComponentsOrNull(entity);
if (netComps == null)
return;
foreach (var (netId, comp) in netComps.Value)
{
DebugTools.AssertNotNull(netId);
if (!comp.NetSyncEnabled)

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@@ -952,6 +952,14 @@ namespace Robust.Shared.GameObjects
return new NetComponentEnumerable(_netComponents[uid]);
}
/// <inheritdoc />
public NetComponentEnumerable? GetNetComponentsOrNull(EntityUid uid)
{
return _netComponents.TryGetValue(uid, out var data)
? new NetComponentEnumerable(data)
: null;
}
#region Join Functions
public AllEntityQueryEnumerator<TComp1> AllEntityQueryEnumerator<TComp1>()

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@@ -113,7 +113,7 @@ namespace Robust.Shared.GameObjects
Started = false;
}
public void Cleanup()
public virtual void Cleanup()
{
_componentFactory.ComponentAdded -= OnComponentAdded;
_componentFactory.ComponentReferenceAdded -= OnComponentReferenceAdded;
@@ -345,8 +345,8 @@ namespace Robust.Shared.GameObjects
try
{
var ev = new EntityTerminatingEvent();
EventBus.RaiseLocalEvent(uid, ref ev);
var ev = new EntityTerminatingEvent(uid);
EventBus.RaiseLocalEvent(uid, ref ev, true);
}
catch (Exception e)
{

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@@ -6,5 +6,11 @@ namespace Robust.Shared.GameObjects
[ByRefEvent]
public readonly struct EntityTerminatingEvent
{
public readonly EntityUid Entity;
public EntityTerminatingEvent(EntityUid entity)
{
Entity = entity;
}
}
}

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@@ -358,6 +358,14 @@ namespace Robust.Shared.GameObjects
/// <returns>All components that have a network ID.</returns>
NetComponentEnumerable GetNetComponents(EntityUid uid);
/// <summary>
/// Returns ALL networked components on an entity, including deleted ones. Returns null if the entity does
/// not exist.
/// </summary>
/// <param name="uid">Entity UID to look on.</param>
/// <returns>All components that have a network ID.</returns>
public NetComponentEnumerable? GetNetComponentsOrNull(EntityUid uid);
/// <summary>
/// Gets a component state.
/// </summary>