Predict typing indicator (#29551)
It greatly annoys me in the rare instance I do play.
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@ -65,14 +65,13 @@ public sealed class TypingIndicatorSystem : SharedTypingIndicatorSystem
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{
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if (_isClientTyping == isClientTyping)
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return;
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_isClientTyping = isClientTyping;
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// check if player controls any pawn
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// check if player controls any entity.
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if (_playerManager.LocalEntity == null)
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return;
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// send a networked event to server
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RaiseNetworkEvent(new TypingChangedEvent(isClientTyping));
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_isClientTyping = isClientTyping;
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RaisePredictiveEvent(new TypingChangedEvent(isClientTyping));
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}
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private void OnShowTypingChanged(bool showTyping)
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@ -1,64 +1,7 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Chat.TypingIndicator;
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using Robust.Shared.Player;
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namespace Content.Server.Chat.TypingIndicator;
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// Server-side typing system
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// It receives networked typing events from clients
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// And sync typing indicator using appearance component
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public sealed class TypingIndicatorSystem : SharedTypingIndicatorSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<TypingIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeNetworkEvent<TypingChangedEvent>(OnClientTypingChanged);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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// when player poses entity we want to make sure that there is typing indicator
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EnsureComp<TypingIndicatorComponent>(ev.Entity);
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// we also need appearance component to sync visual state
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EnsureComp<AppearanceComponent>(ev.Entity);
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}
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private void OnPlayerDetached(EntityUid uid, TypingIndicatorComponent component, PlayerDetachedEvent args)
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{
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// player left entity body - hide typing indicator
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SetTypingIndicatorEnabled(uid, false);
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}
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private void OnClientTypingChanged(TypingChangedEvent ev, EntitySessionEventArgs args)
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{
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var uid = args.SenderSession.AttachedEntity;
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if (!Exists(uid))
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{
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Log.Warning($"Client {args.SenderSession} sent TypingChangedEvent without an attached entity.");
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return;
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}
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// check if this entity can speak or emote
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if (!_actionBlocker.CanEmote(uid.Value) && !_actionBlocker.CanSpeak(uid.Value))
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{
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// nah, make sure that typing indicator is disabled
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SetTypingIndicatorEnabled(uid.Value, false);
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return;
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}
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SetTypingIndicatorEnabled(uid.Value, ev.IsTyping);
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}
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private void SetTypingIndicatorEnabled(EntityUid uid, bool isEnabled, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref appearance, false))
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return;
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_appearance.SetData(uid, TypingIndicatorVisuals.IsTyping, isEnabled, appearance);
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}
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}
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@ -1,12 +1,17 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Clothing;
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using Robust.Shared.Player;
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namespace Content.Shared.Chat.TypingIndicator;
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/// <summary>
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/// Sync typing indicator icon between client and server.
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/// Supports typing indicators on entities.
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/// </summary>
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public abstract class SharedTypingIndicatorSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <summary>
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/// Default ID of <see cref="TypingIndicatorPrototype"/>
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/// </summary>
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@ -16,8 +21,27 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<TypingIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<TypingIndicatorClothingComponent, ClothingGotEquippedEvent>(OnGotEquipped);
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SubscribeLocalEvent<TypingIndicatorClothingComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
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SubscribeAllEvent<TypingChangedEvent>(OnTypingChanged);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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// when player poses entity we want to make sure that there is typing indicator
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EnsureComp<TypingIndicatorComponent>(ev.Entity);
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// we also need appearance component to sync visual state
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EnsureComp<AppearanceComponent>(ev.Entity);
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}
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private void OnPlayerDetached(EntityUid uid, TypingIndicatorComponent component, PlayerDetachedEvent args)
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{
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// player left entity body - hide typing indicator
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SetTypingIndicatorEnabled(uid, false);
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}
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private void OnGotEquipped(EntityUid uid, TypingIndicatorClothingComponent component, ClothingGotEquippedEvent args)
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@ -33,6 +57,34 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
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if (!TryComp<TypingIndicatorComponent>(args.Wearer, out var indicator))
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return;
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indicator.Prototype = SharedTypingIndicatorSystem.InitialIndicatorId;
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indicator.Prototype = InitialIndicatorId;
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}
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private void OnTypingChanged(TypingChangedEvent ev, EntitySessionEventArgs args)
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{
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var uid = args.SenderSession.AttachedEntity;
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if (!Exists(uid))
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{
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Log.Warning($"Client {args.SenderSession} sent TypingChangedEvent without an attached entity.");
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return;
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}
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// check if this entity can speak or emote
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if (!_actionBlocker.CanEmote(uid.Value) && !_actionBlocker.CanSpeak(uid.Value))
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{
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// nah, make sure that typing indicator is disabled
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SetTypingIndicatorEnabled(uid.Value, false);
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return;
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}
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SetTypingIndicatorEnabled(uid.Value, ev.IsTyping);
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}
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private void SetTypingIndicatorEnabled(EntityUid uid, bool isEnabled, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref appearance, false))
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return;
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_appearance.SetData(uid, TypingIndicatorVisuals.IsTyping, isEnabled, appearance);
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}
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}
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