Files
RobustToolbox/Robust.Client/GameObjects/ClientEntityManager.cs
2023-11-27 21:41:01 +11:00

232 lines
8.6 KiB
C#

using System;
using System.Collections.Generic;
using Prometheus;
using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Replays;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
/// <summary>
/// Manager for entities -- controls things like template loading and instantiation
/// </summary>
public sealed partial class ClientEntityManager : EntityManager, IClientEntityManagerInternal
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IClientNetManager _networkManager = default!;
[Dependency] private readonly IClientGameTiming _gameTiming = default!;
[Dependency] private readonly IClientGameStateManager _stateMan = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IReplayRecordingManager _replayRecording = default!;
public override void Initialize()
{
SetupNetworking();
ReceivedSystemMessage += (_, systemMsg) => EventBus.RaiseEvent(EventSource.Network, systemMsg);
base.Initialize();
}
public override void FlushEntities()
{
// Server doesn't network deletions on client shutdown so we need to
// manually clear these out or risk stale data getting used.
PendingNetEntityStates.Clear();
using var _ = _gameTiming.StartStateApplicationArea();
base.FlushEntities();
}
EntityUid IClientEntityManagerInternal.CreateEntity(string? prototypeName, out MetaDataComponent metadata)
{
return base.CreateEntity(prototypeName, out metadata);
}
void IClientEntityManagerInternal.InitializeEntity(EntityUid entity, MetaDataComponent? meta)
{
base.InitializeEntity(entity, meta);
}
void IClientEntityManagerInternal.StartEntity(EntityUid entity)
{
base.StartEntity(entity);
}
/// <inheritdoc />
public override void DirtyEntity(EntityUid uid, MetaDataComponent? meta = null)
{
// Client only dirties during prediction
if (_gameTiming.InPrediction)
base.DirtyEntity(uid, meta);
}
public override void QueueDeleteEntity(EntityUid? uid)
{
if (uid == null)
return;
if (IsClientSide(uid.Value))
{
base.QueueDeleteEntity(uid);
return;
}
if (ShuttingDown)
return;
// Client-side entity deletion is not supported and will cause errors.
if (_client.RunLevel == ClientRunLevel.Connected || _client.RunLevel == ClientRunLevel.InGame)
LogManager.RootSawmill.Error($"Predicting the queued deletion of a networked entity: {ToPrettyString(uid.Value)}. Trace: {Environment.StackTrace}");
}
/// <inheritdoc />
public override void Dirty(EntityUid uid, IComponent component, MetaDataComponent? meta = null)
{
Dirty(new Entity<IComponent>(uid, component), meta);
}
/// <inheritdoc />
public override void Dirty<T>(Entity<T> ent, MetaDataComponent? meta = null)
{
// Client only dirties during prediction
if (_gameTiming.InPrediction)
base.Dirty(ent, meta);
}
public override EntityStringRepresentation ToPrettyString(EntityUid uid, MetaDataComponent? metaDataComponent = null)
{
if (_playerManager.LocalPlayer?.ControlledEntity == uid)
return base.ToPrettyString(uid) with { Session = _playerManager.LocalPlayer.Session };
return base.ToPrettyString(uid);
}
public override void RaisePredictiveEvent<T>(T msg)
{
var localPlayer = _playerManager.LocalPlayer;
DebugTools.AssertNotNull(localPlayer);
var sequence = _stateMan.SystemMessageDispatched(msg);
EntityNetManager?.SendSystemNetworkMessage(msg, sequence);
DebugTools.Assert(!_stateMan.IsPredictionEnabled || _gameTiming.InPrediction && _gameTiming.IsFirstTimePredicted || _client.RunLevel != ClientRunLevel.Connected);
var eventArgs = new EntitySessionEventArgs(localPlayer!.Session);
EventBus.RaiseEvent(EventSource.Local, msg);
EventBus.RaiseEvent(EventSource.Local, new EntitySessionMessage<T>(eventArgs, msg));
}
#region IEntityNetworkManager impl
public override IEntityNetworkManager EntityNetManager => this;
/// <inheritdoc />
public event EventHandler<object>? ReceivedSystemMessage;
private readonly PriorityQueue<(uint seq, MsgEntity msg)> _queue = new(new MessageTickComparer());
private uint _incomingMsgSequence = 0;
/// <inheritdoc />
public void SetupNetworking()
{
_networkManager.RegisterNetMessage<MsgEntity>(HandleEntityNetworkMessage);
}
public override void TickUpdate(float frameTime, bool noPredictions, Histogram? histogram)
{
using (histogram?.WithLabels("EntityNet").NewTimer())
{
while (_queue.Count != 0 && _queue.Peek().msg.SourceTick <= _gameTiming.LastRealTick)
{
var (_, msg) = _queue.Take();
// Logger.DebugS("net.ent", "Dispatching: {0}: {1}", seq, msg);
DispatchReceivedNetworkMsg(msg);
}
}
base.TickUpdate(frameTime, noPredictions, histogram);
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message, bool recordReplay = true)
{
SendSystemNetworkMessage(message, default(uint));
}
public void SendSystemNetworkMessage(EntityEventArgs message, uint sequence)
{
var msg = new MsgEntity();
msg.Type = EntityMessageType.SystemMessage;
msg.SystemMessage = message;
msg.SourceTick = _gameTiming.CurTick;
msg.Sequence = sequence;
_networkManager.ClientSendMessage(msg);
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntityEventArgs message, INetChannel? channel)
{
throw new NotSupportedException();
}
private void HandleEntityNetworkMessage(MsgEntity message)
{
if (message.SourceTick <= _gameTiming.LastRealTick)
{
DispatchReceivedNetworkMsg(message);
return;
}
// MsgEntity is sent with ReliableOrdered so Lidgren guarantees ordering of incoming messages.
// We still need to store a sequence input number to ensure ordering remains consistent in
// the priority queue.
_queue.Add((++_incomingMsgSequence, message));
}
private void DispatchReceivedNetworkMsg(MsgEntity message)
{
switch (message.Type)
{
case EntityMessageType.SystemMessage:
// TODO REPLAYS handle late messages.
// If a message was received late, it will be recorded late here.
// Maybe process the replay to prevent late messages when playing back?
_replayRecording.RecordReplayMessage(message.SystemMessage);
DispatchReceivedNetworkMsg(message.SystemMessage);
return;
}
}
public void DispatchReceivedNetworkMsg(EntityEventArgs msg)
{
var sessionType = typeof(EntitySessionMessage<>).MakeGenericType(msg.GetType());
var sessionMsg = Activator.CreateInstance(sessionType, new EntitySessionEventArgs(_playerManager.LocalPlayer!.Session), msg)!;
ReceivedSystemMessage?.Invoke(this, msg);
ReceivedSystemMessage?.Invoke(this, sessionMsg);
}
private sealed class MessageTickComparer : IComparer<(uint seq, MsgEntity msg)>
{
public int Compare((uint seq, MsgEntity msg) x, (uint seq, MsgEntity msg) y)
{
var cmp = y.msg.SourceTick.CompareTo(x.msg.SourceTick);
if (cmp != 0)
{
return cmp;
}
return y.seq.CompareTo(x.seq);
}
}
#endregion
}
}