Block `TickerJoinGameEvent` in replays (#17649)
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@ -1,10 +1,12 @@
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using Content.Client.Administration.Managers;
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using Content.Client.Launcher;
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using Content.Client.MainMenu;
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using Content.Client.Replay.Spectator;
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using Content.Client.Replay.UI.Loading;
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using Content.Client.UserInterface.Systems.Chat;
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using Content.Shared.Chat;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Hands;
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using Content.Shared.Instruments;
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using Content.Shared.Popups;
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@ -16,6 +18,7 @@ using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Client;
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using Robust.Client.Console;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.Replays.Loading;
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using Robust.Client.Replays.Playback;
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using Robust.Client.State;
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@ -38,6 +41,7 @@ public sealed class ContentReplayPlaybackManager
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[Dependency] private readonly IReplayPlaybackManager _playback = default!;
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[Dependency] private readonly IClientConGroupController _conGrp = default!;
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[Dependency] private readonly IClientAdminManager _adminMan = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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/// <summary>
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/// UI state to return to when stopping a replay or loading fails.
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@ -98,36 +102,53 @@ public sealed class ContentReplayPlaybackManager
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private bool OnHandleReplayMessage(object message, bool skipEffects)
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{
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// TODO REPLAYS figure out a cleaner way of doing this. This sucks.
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// Maybe wrap the event in another cancellable event and raise that?
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// This is where replays filter through networked messages and can choose to ignore or give them special treatment.
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// In particular, we want to avoid spamming pop-ups, sounds, and visual effect entities while fast forwarding.
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// E.g., when rewinding 1 tick, we really rewind back to the last checkpoint and then fast forward. Currently, this is
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// effectively an EntityEvent blacklist.
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switch (message)
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{
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case BoundUserInterfaceMessage:
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break; // TODO REPLAYS refactor BUIs
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case ChatMessage chat:
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// Just pass on the chat message to the UI controller, but skip speech-bubbles if we are fast-forwarding.
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_uiMan.GetUIController<ChatUIController>().ProcessChatMessage(chat, speechBubble: !skipEffects);
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return true;
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// TODO REPLAYS figure out a cleaner way of doing this. This sucks.
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// Next: we want to avoid spamming animations, sounds, and pop-ups while scrubbing or rewinding time
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// (e.g., to rewind 1 tick, we really rewind ~60 and then fast forward 59). Currently, this is
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// effectively an EntityEvent blacklist. But this is kinda shit and should be done differently somehow.
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// The unifying aspect of these events is that they trigger pop-ups, UI changes, spawn client-side
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// entities or start animations.
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case RoundEndMessageEvent:
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case PopupEvent:
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case AudioMessage:
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case PickupAnimationEvent:
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case MeleeLungeEvent:
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case SharedGunSystem.HitscanEvent:
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case ImpactEffectEvent:
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case MuzzleFlashEvent:
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case DamageEffectEvent:
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case InstrumentStartMidiEvent:
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case InstrumentMidiEventEvent:
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case InstrumentStopMidiEvent:
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if (!skipEffects)
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_entMan.DispatchReceivedNetworkMsg((EntityEventArgs)message);
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return true;
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}
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{
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case BoundUserInterfaceMessage: // TODO REPLAYS refactor BUIs
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case RequestWindowAttentionEvent:
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// Mark as handled -- the event won't get raised.
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return true;
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case TickerJoinGameEvent:
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if (!_entMan.EntityExists(_player.LocalPlayer?.ControlledEntity))
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_entMan.System<ReplaySpectatorSystem>().SetSpectatorPosition(default);
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return true;
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}
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if (!skipEffects)
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{
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// Don't mark as handled -- the event get raised as a normal networked event.
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return false;
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}
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switch (message)
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{
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case ChatMessage chat:
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// Pass the chat message to the UI controller, skip the speech-bubble / pop-up.
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_uiMan.GetUIController<ChatUIController>().ProcessChatMessage(chat, speechBubble: false);
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return true;
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case RoundEndMessageEvent:
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case PopupEvent:
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case AudioMessage:
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case PickupAnimationEvent:
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case MeleeLungeEvent:
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case SharedGunSystem.HitscanEvent:
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case ImpactEffectEvent:
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case MuzzleFlashEvent:
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case DamageEffectEvent:
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case InstrumentStartMidiEvent:
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case InstrumentMidiEventEvent:
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case InstrumentStopMidiEvent:
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// Block visual effects, pop-ups, and sounds
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return true;
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}
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return false;
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}
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