using System.Collections.Generic;
using System.Linq;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Server.GameObjects
{
///
/// An entity system that displays temporary effects to the user
///
public sealed class EffectSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
///
/// Priority queue sorted by how soon the effect will die, we remove messages from the front of the queue during update until caught up
///
private readonly PriorityQueue _currentEffects = new(new EffectMessageComparer());
///
/// Creates a particle effect and sends it to clients.
///
///
/// Session to be excluded for prediction
public void CreateParticle(EffectSystemMessage effect, IPlayerSession? excludedSession = null)
{
_currentEffects.Add(effect);
//For now we will use this which sends to ALL clients
//TODO: Client bubbling
foreach (var player in _playerManager.ServerSessions)
{
if (player.Status != SessionStatus.InGame || player == excludedSession)
continue;
RaiseNetworkEvent(effect, player.ConnectedClient);
}
}
public override void Update(float frameTime)
{
//Take elements from front of priority queue until they are old
while (_currentEffects.Count != 0 && _currentEffects.Peek().DeathTime < _timing.CurTime)
{
_currentEffects.Take();
}
}
///
/// Comparer that keeps the device dictionary sorted by powernet priority
///
public sealed class EffectMessageComparer : IComparer
{
public int Compare(EffectSystemMessage? x, EffectSystemMessage? y)
{
if (x == null && y == null)
{
return 0;
}
if (y == null)
{
return 1;
}
if (x == null)
{
return -1;
}
return y.DeathTime.CompareTo(x.DeathTime);
}
}
//TODO: Send all current effects to new clients on login
//TODO: Send effects only to relevant client bubbles
}
}