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