Merge branch 'dev' into orb-overhaul

# Conflicts:
#	QSB/SectorSync/QSBSectorManager.cs
#	QSB/Syncs/Sectored/BaseSectoredSync.cs
This commit is contained in:
JohnCorby 2021-12-18 12:46:38 -08:00
commit 07caf6129b
8 changed files with 78 additions and 121 deletions

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@ -121,8 +121,8 @@ namespace QSB.Player
// Misc
public bool IsReady { get; set; }
public bool IsInMoon; // MOVE : move into PlayerStates?
public bool IsInShrine; // MOVE : move into PlayerStates?
public bool IsInMoon;
public bool IsInShrine;
public IQSBQuantumObject EntangledObject;
public bool IsDead { get; set; }
public ClientState State { get; set; }

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@ -117,7 +117,6 @@ namespace QSB
gameObject.AddComponent<ConversationManager>();
gameObject.AddComponent<QSBInputManager>();
gameObject.AddComponent<TimeSyncUI>();
gameObject.AddComponent<RepeatingManager>();
gameObject.AddComponent<PlayerEntanglementWatcher>();
gameObject.AddComponent<DebugGUI>();
gameObject.AddComponent<MenuManager>();

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@ -13,12 +13,29 @@ namespace QSB.SectorSync
{
public static QSBSectorManager Instance { get; private set; }
public bool IsReady { get; private set; }
public List<QSBSector> FakeSectors = new();
public readonly List<QSBSector> FakeSectors = new();
private void OnEnable() => RepeatingManager.Repeatings.Add(this);
private void OnDisable() => RepeatingManager.Repeatings.Remove(this);
public readonly List<BaseSectoredSync> SectoredSyncs = new();
public readonly List<IBaseSectoredSync> SectoredSyncs = new();
#region repeating timer
private const float TimeInterval = 0.4f;
private float _checkTimer = TimeInterval;
private void Update()
{
_checkTimer += Time.unscaledDeltaTime;
if (_checkTimer < TimeInterval)
{
return;
}
Invoke();
_checkTimer = 0;
}
#endregion
public void Invoke()
{
@ -76,8 +93,7 @@ namespace QSB.SectorSync
private void CheckTransformSyncSector(IBaseSectoredSync transformSync)
{
var attachedObject = transformSync.ReturnObject();
var closestSector = transformSync.SectorSync.GetClosestSector(attachedObject.transform);
var closestSector = transformSync.SectorSync.GetClosestSector();
if (closestSector == default(QSBSector))
{
return;
@ -91,4 +107,4 @@ namespace QSB.SectorSync
transformSync.SetReferenceSector(closestSector);
}
}
}
}

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@ -1,5 +1,4 @@
using OWML.Common;
using OWML.Utils;
using QSB.SectorSync.WorldObjects;
using QSB.Utility;
using QSB.WorldSync;
@ -13,9 +12,8 @@ namespace QSB.SectorSync
public class SectorSync : MonoBehaviour
{
public bool IsReady { get; private set; }
public List<QSBSector> SectorList = new();
public readonly List<QSBSector> SectorList = new();
private OWRigidbody _attachedOWRigidbody;
private SectorDetector _sectorDetector;
private TargetType _targetType;
@ -48,40 +46,20 @@ namespace QSB.SectorSync
_sectorDetector.OnEnterSector += AddSector;
_sectorDetector.OnExitSector += RemoveSector;
_attachedOWRigidbody = _sectorDetector.GetValue<OWRigidbody>("_attachedRigidbody");
if (_attachedOWRigidbody == null)
{
DebugLog.ToConsole($"Warning - OWRigidbody for {_sectorDetector.name} is null!", MessageType.Warning);
}
PopulateSectorList();
SectorList.Clear();
_sectorDetector._sectorList.ForEach(AddSector);
_targetType = type;
IsReady = true;
}
private void PopulateSectorList()
{
var currentList = _sectorDetector.GetValue<List<Sector>>("_sectorList");
SectorList.Clear();
foreach (var sector in currentList)
{
if (sector == null)
{
continue;
}
AddSector(sector);
}
}
private void AddSector(Sector sector)
{
var worldObject = QSBWorldSync.GetWorldFromUnity<QSBSector>(sector);
if (worldObject == null)
{
DebugLog.ToConsole($"Error - Can't find QSBSector for sector {sector.name}!", MessageType.Error);
return;
}
if (SectorList.Contains(worldObject))
@ -111,7 +89,7 @@ namespace QSB.SectorSync
SectorList.Remove(worldObject);
}
public QSBSector GetClosestSector(Transform trans) // trans rights \o/
public QSBSector GetClosestSector()
{
if (QSBSectorManager.Instance == null || !QSBSectorManager.Instance.IsReady)
{
@ -120,73 +98,62 @@ namespace QSB.SectorSync
if (!IsReady)
{
DebugLog.ToConsole($"Warning - Tried to use GetClosestSector() before this SectorSync is ready. Transform:{trans.name} Stacktrace:\r\n{Environment.StackTrace}", MessageType.Warning);
DebugLog.ToConsole($"Warning - Tried to use GetClosestSector() before this SectorSync is ready. Stacktrace:\r\n{Environment.StackTrace}", MessageType.Warning);
return null;
}
if (_sectorDetector == null || _attachedOWRigidbody == null || _targetType == TargetType.None)
if (_sectorDetector == null)
{
IsReady = false;
return null;
}
bool ShouldSyncTo(QSBSector sector, TargetType type)
{
if (sector == null)
{
DebugLog.ToConsole($"Warning - Tried to check if we should sync to null sector!", MessageType.Warning);
return false;
}
var inASector = SectorList.Any(x => x.ShouldSyncTo(_targetType));
return sector.ShouldSyncTo(type);
}
var listToCheck = inASector
? SectorList
: QSBWorldSync.GetWorldObjects<QSBSector>().Where(x => !x.IsFakeSector && x.Type != Sector.Name.Unnamed);
var numSectorsCurrentlyIn = SectorList.Count(x => ShouldSyncTo(x, _targetType));
var goodSectors = listToCheck.Where(sector => sector.ShouldSyncTo(_targetType)).ToList();
var listToCheck = numSectorsCurrentlyIn == 0
? QSBWorldSync.GetWorldObjects<QSBSector>().Where(x => !x.IsFakeSector && x.Type != Sector.Name.Unnamed)
: SectorList;
var activeNotNullNotBlacklisted = listToCheck.Where(sector => sector.AttachedObject != null
&& sector.ShouldSyncTo(_targetType));
if (activeNotNullNotBlacklisted.Count() == 0)
if (goodSectors.Count == 0)
{
return default;
}
var ordered = activeNotNullNotBlacklisted
.OrderBy(sector => CalculateSectorScore(sector, trans, _attachedOWRigidbody));
var closest = goodSectors
.OrderBy(sector => CalculateSectorScore(sector, _sectorDetector._attachedRigidbody)).First();
// TODO : clean up this shit???
if (
numSectorsCurrentlyIn != 0 &&
// if any fake sectors are *roughly* in the same place as other sectors - we want fake sectors to override other sectors
QSBSectorManager.Instance.FakeSectors.Any(
x => OWMath.ApproxEquals(Vector3.Distance(x.Position, trans.position), Vector3.Distance(ordered.FirstOrDefault().Position, trans.position), 0.01f)
&& activeNotNullNotBlacklisted.Any(
y => y.AttachedObject == (x.AttachedObject as FakeSector).AttachedSector)))
if (inASector)
{
return QSBSectorManager.Instance.FakeSectors.First(x => OWMath.ApproxEquals(Vector3.Distance(x.Position, trans.position), Vector3.Distance(ordered.FirstOrDefault().Position, trans.position), 0.01f));
var pos = _sectorDetector._attachedRigidbody.GetPosition();
bool IsApproxCloseToClosestSector(QSBSector sectorToCheck)
=> OWMath.ApproxEquals(Vector3.Distance(sectorToCheck.Position, pos),
Vector3.Distance(closest.Position, pos),
0.01f);
bool IsFakeSectorActive(QSBSector fakeSectorToCheck)
=> goodSectors.Any(x => fakeSectorToCheck.FakeSector.AttachedSector == x.AttachedObject);
var fakeToSyncTo = QSBSectorManager.Instance.FakeSectors.FirstOrDefault(x => IsApproxCloseToClosestSector(x) && IsFakeSectorActive(x));
return fakeToSyncTo ?? closest;
}
return ordered.FirstOrDefault();
return closest;
}
public static float CalculateSectorScore(QSBSector sector, Transform trans, OWRigidbody rigidbody)
private static float CalculateSectorScore(QSBSector sector, OWRigidbody rigidbody)
{
var distance = Vector3.Distance(sector.Position, trans.position); // want to be small
var radius = GetRadius(sector); // want to be small
var velocity = GetRelativeVelocity(sector, rigidbody); // want to be small
var distance = (sector.Position - rigidbody.GetPosition()).sqrMagnitude;
var radius = GetRadius(sector);
var velocity = GetRelativeVelocity(sector, rigidbody);
return Mathf.Pow(distance, 2) + Mathf.Pow(radius, 2) + Mathf.Pow(velocity, 2);
return distance + Mathf.Pow(radius, 2) + velocity;
}
public static float GetRadius(QSBSector sector)
private static float GetRadius(QSBSector sector)
{
if (sector == null)
{
return 0f;
}
// TODO : make this work for other stuff, not just shaped triggervolumes
var trigger = sector.AttachedObject.GetTriggerVolume();
if (trigger != null)
@ -200,14 +167,13 @@ namespace QSB.SectorSync
return 0f;
}
public static float GetRelativeVelocity(QSBSector sector, OWRigidbody rigidbody)
private static float GetRelativeVelocity(QSBSector sector, OWRigidbody rigidbody)
{
var sectorRigidBody = sector.AttachedObject.GetOWRigidbody();
if (sectorRigidBody != null && rigidbody != null)
{
var relativeVelocity = sectorRigidBody.GetRelativeVelocity(rigidbody);
var relativeVelocityMagnitude = relativeVelocity.sqrMagnitude; // Remember this is squared for efficiency!
return relativeVelocityMagnitude;
return relativeVelocity.sqrMagnitude;
}
return 0;

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@ -2,10 +2,8 @@
{
public enum TargetType
{
None = 0,
Player = 1,
Probe = 2,
Ship = 3,
Other = 4
Player,
Probe,
Ship
}
}

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@ -1,5 +1,4 @@
using OWML.Common;
using OWML.Utils;
using QSB.Utility;
using QSB.WorldSync;
using System;
@ -25,7 +24,8 @@ namespace QSB.SectorSync.WorldObjects
}
}
public Vector3 Position => Transform.position;
public bool IsFakeSector => AttachedObject.GetType() == typeof(FakeSector);
public bool IsFakeSector => AttachedObject is FakeSector;
public FakeSector FakeSector => (FakeSector)AttachedObject;
public override void Init()
{
@ -86,7 +86,7 @@ namespace QSB.SectorSync.WorldObjects
return false;
}
if (!shuttleController.GetValue<bool>("_isPlayerInside"))
if (!shuttleController._isPlayerInside)
{
return false;
}

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@ -1,11 +1,12 @@
using OWML.Common;
using QSB.LogSync.Events;
using QSB.Player;
using QSB.SectorSync;
using QSB.SectorSync.WorldObjects;
using QSB.Utility;
using QSB.WorldSync;
using QuantumUNET.Transport;
using UnityEngine;
using System.Diagnostics;
namespace QSB.Syncs.Sectored
{
@ -71,7 +72,7 @@ namespace QSB.Syncs.Sectored
private void InitSector()
{
var closestSector = SectorSync.GetClosestSector(AttachedObject.transform);
var closestSector = SectorSync.GetClosestSector();
if (closestSector != null)
{
SetReferenceSector(closestSector);
@ -156,6 +157,12 @@ namespace QSB.Syncs.Sectored
public override void DeserializeTransform(QNetworkReader reader, bool initialState)
{
if (HasAuthority)
{
reader.ReadInt32();
return;
}
int sectorId;
if (!WorldObjectManager.AllObjectsReady)
{
@ -212,7 +219,7 @@ namespace QSB.Syncs.Sectored
{
if (SectorSync.IsReady)
{
var closestSector = SectorSync.GetClosestSector(AttachedObject.transform);
var closestSector = SectorSync.GetClosestSector();
if (closestSector != null)
{
SetReferenceSector(closestSector);

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@ -1,29 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
namespace QSB.Utility
{
internal class RepeatingManager : MonoBehaviour
{
public static List<IRepeating> Repeatings = new();
private const float TimeInterval = 0.4f;
private float _checkTimer = TimeInterval;
private void Update()
{
_checkTimer += Time.unscaledDeltaTime;
if (_checkTimer < TimeInterval)
{
return;
}
foreach (var repeat in Repeatings)
{
repeat.Invoke();
}
_checkTimer = 0;
}
}
}