Predict typing indicator (#29551)

It greatly annoys me in the rare instance I do play.
This commit is contained in:
metalgearsloth 2024-06-29 13:33:56 +10:00 committed by null
parent 345310a7c0
commit 4e6eee2de6
No known key found for this signature in database
GPG Key ID: 212F05528FD678BE
3 changed files with 57 additions and 63 deletions

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@ -65,14 +65,13 @@ public sealed class TypingIndicatorSystem : SharedTypingIndicatorSystem
{
if (_isClientTyping == isClientTyping)
return;
_isClientTyping = isClientTyping;
// check if player controls any pawn
// check if player controls any entity.
if (_playerManager.LocalEntity == null)
return;
// send a networked event to server
RaiseNetworkEvent(new TypingChangedEvent(isClientTyping));
_isClientTyping = isClientTyping;
RaisePredictiveEvent(new TypingChangedEvent(isClientTyping));
}
private void OnShowTypingChanged(bool showTyping)

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@ -1,64 +1,7 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Chat.TypingIndicator;
using Robust.Shared.Player;
namespace Content.Server.Chat.TypingIndicator;
// Server-side typing system
// It receives networked typing events from clients
// And sync typing indicator using appearance component
public sealed class TypingIndicatorSystem : SharedTypingIndicatorSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<TypingIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeNetworkEvent<TypingChangedEvent>(OnClientTypingChanged);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
// when player poses entity we want to make sure that there is typing indicator
EnsureComp<TypingIndicatorComponent>(ev.Entity);
// we also need appearance component to sync visual state
EnsureComp<AppearanceComponent>(ev.Entity);
}
private void OnPlayerDetached(EntityUid uid, TypingIndicatorComponent component, PlayerDetachedEvent args)
{
// player left entity body - hide typing indicator
SetTypingIndicatorEnabled(uid, false);
}
private void OnClientTypingChanged(TypingChangedEvent ev, EntitySessionEventArgs args)
{
var uid = args.SenderSession.AttachedEntity;
if (!Exists(uid))
{
Log.Warning($"Client {args.SenderSession} sent TypingChangedEvent without an attached entity.");
return;
}
// check if this entity can speak or emote
if (!_actionBlocker.CanEmote(uid.Value) && !_actionBlocker.CanSpeak(uid.Value))
{
// nah, make sure that typing indicator is disabled
SetTypingIndicatorEnabled(uid.Value, false);
return;
}
SetTypingIndicatorEnabled(uid.Value, ev.IsTyping);
}
private void SetTypingIndicatorEnabled(EntityUid uid, bool isEnabled, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance, false))
return;
_appearance.SetData(uid, TypingIndicatorVisuals.IsTyping, isEnabled, appearance);
}
}

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@ -1,12 +1,17 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Clothing;
using Robust.Shared.Player;
namespace Content.Shared.Chat.TypingIndicator;
/// <summary>
/// Sync typing indicator icon between client and server.
/// Supports typing indicators on entities.
/// </summary>
public abstract class SharedTypingIndicatorSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
/// <summary>
/// Default ID of <see cref="TypingIndicatorPrototype"/>
/// </summary>
@ -16,8 +21,27 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<TypingIndicatorComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<TypingIndicatorClothingComponent, ClothingGotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<TypingIndicatorClothingComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
SubscribeAllEvent<TypingChangedEvent>(OnTypingChanged);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
// when player poses entity we want to make sure that there is typing indicator
EnsureComp<TypingIndicatorComponent>(ev.Entity);
// we also need appearance component to sync visual state
EnsureComp<AppearanceComponent>(ev.Entity);
}
private void OnPlayerDetached(EntityUid uid, TypingIndicatorComponent component, PlayerDetachedEvent args)
{
// player left entity body - hide typing indicator
SetTypingIndicatorEnabled(uid, false);
}
private void OnGotEquipped(EntityUid uid, TypingIndicatorClothingComponent component, ClothingGotEquippedEvent args)
@ -33,6 +57,34 @@ public abstract class SharedTypingIndicatorSystem : EntitySystem
if (!TryComp<TypingIndicatorComponent>(args.Wearer, out var indicator))
return;
indicator.Prototype = SharedTypingIndicatorSystem.InitialIndicatorId;
indicator.Prototype = InitialIndicatorId;
}
private void OnTypingChanged(TypingChangedEvent ev, EntitySessionEventArgs args)
{
var uid = args.SenderSession.AttachedEntity;
if (!Exists(uid))
{
Log.Warning($"Client {args.SenderSession} sent TypingChangedEvent without an attached entity.");
return;
}
// check if this entity can speak or emote
if (!_actionBlocker.CanEmote(uid.Value) && !_actionBlocker.CanSpeak(uid.Value))
{
// nah, make sure that typing indicator is disabled
SetTypingIndicatorEnabled(uid.Value, false);
return;
}
SetTypingIndicatorEnabled(uid.Value, ev.IsTyping);
}
private void SetTypingIndicatorEnabled(EntityUid uid, bool isEnabled, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref appearance, false))
return;
_appearance.SetData(uid, TypingIndicatorVisuals.IsTyping, isEnabled, appearance);
}
}