mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-02-28 12:40:28 +00:00
revert sector sync, since there's a bug in dev
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fbdd719846
commit
83e6d26f44
@ -99,7 +99,7 @@ namespace QSB.Player.TransformSync
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protected override Transform InitLocalTransform()
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{
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetPlayerSectorDetector(), Locator.GetPlayerBody(), TargetType.Player));
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetPlayerSectorDetector(), TargetType.Player));
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// player body
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var player = Locator.GetPlayerTransform();
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@ -76,7 +76,8 @@ namespace QSB.SectorSync
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private void CheckTransformSyncSector(IBaseSectoredSync transformSync)
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{
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var closestSector = transformSync.SectorSync.GetClosestSector();
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var attachedObject = transformSync.ReturnObject();
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var closestSector = transformSync.SectorSync.GetClosestSector(attachedObject.transform);
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if (closestSector == default(QSBSector))
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{
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return;
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@ -1,4 +1,5 @@
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using OWML.Common;
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using OWML.Utils;
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using QSB.SectorSync.WorldObjects;
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using QSB.Utility;
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using QSB.WorldSync;
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@ -12,9 +13,9 @@ namespace QSB.SectorSync
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public class SectorSync : MonoBehaviour
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{
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public bool IsReady { get; private set; }
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public readonly List<QSBSector> SectorList = new();
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public List<QSBSector> SectorList = new();
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private OWRigidbody _body;
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private OWRigidbody _attachedOWRigidbody;
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private SectorDetector _sectorDetector;
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private TargetType _targetType;
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@ -29,7 +30,7 @@ namespace QSB.SectorSync
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IsReady = false;
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}
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public void Init(SectorDetector detector, OWRigidbody body, TargetType type)
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public void Init(SectorDetector detector, TargetType type)
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{
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if (_sectorDetector != null)
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{
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@ -43,25 +44,44 @@ namespace QSB.SectorSync
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return;
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}
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_body = body;
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_sectorDetector = detector;
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_sectorDetector.OnEnterSector += AddSector;
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_sectorDetector.OnExitSector += RemoveSector;
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SectorList.Clear();
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_sectorDetector._sectorList.ForEach(AddSector);
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_attachedOWRigidbody = _sectorDetector.GetValue<OWRigidbody>("_attachedRigidbody");
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if (_attachedOWRigidbody == null)
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{
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DebugLog.ToConsole($"Warning - OWRigidbody for {_sectorDetector.name} is null!", MessageType.Warning);
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}
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PopulateSectorList();
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_targetType = type;
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IsReady = true;
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}
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private void PopulateSectorList()
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{
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var currentList = _sectorDetector.GetValue<List<Sector>>("_sectorList");
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SectorList.Clear();
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foreach (var sector in currentList)
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{
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if (sector == null)
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{
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continue;
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}
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AddSector(sector);
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}
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}
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private void AddSector(Sector sector)
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{
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var worldObject = QSBWorldSync.GetWorldFromUnity<QSBSector>(sector);
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if (worldObject == null)
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{
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DebugLog.ToConsole($"Error - Can't find QSBSector for sector {sector.name}!", MessageType.Error);
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return;
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}
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if (SectorList.Contains(worldObject))
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@ -91,7 +111,7 @@ namespace QSB.SectorSync
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SectorList.Remove(worldObject);
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}
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public QSBSector GetClosestSector()
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public QSBSector GetClosestSector(Transform trans) // trans rights \o/
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{
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if (QSBSectorManager.Instance == null || !QSBSectorManager.Instance.IsReady)
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{
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@ -100,56 +120,68 @@ namespace QSB.SectorSync
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if (!IsReady)
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{
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DebugLog.ToConsole($"Warning - Tried to use GetClosestSector() before this SectorSync is ready. Stacktrace:\r\n{Environment.StackTrace}", MessageType.Warning);
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DebugLog.ToConsole($"Warning - Tried to use GetClosestSector() before this SectorSync is ready. Transform:{trans.name} Stacktrace:\r\n{Environment.StackTrace}", MessageType.Warning);
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return null;
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}
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if (_sectorDetector == null)
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if (_sectorDetector == null || _attachedOWRigidbody == null || _targetType == TargetType.None)
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{
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IsReady = false;
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return null;
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}
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var useSectorList = SectorList.Any(x => x.ShouldSyncTo(_targetType));
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var listToCheck = useSectorList
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? SectorList
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: QSBWorldSync.GetWorldObjects<QSBSector>().Where(x => !x.IsFakeSector && x.Type != Sector.Name.Unnamed);
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bool ShouldSyncTo(QSBSector sector, TargetType type)
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{
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if (sector == null)
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{
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DebugLog.ToConsole($"Warning - Tried to check if we should sync to null sector!", MessageType.Warning);
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return false;
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}
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var goodSectors = listToCheck
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.Where(x => x.ShouldSyncTo(_targetType))
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.ToList();
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if (goodSectors.Count == 0)
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return sector.ShouldSyncTo(type);
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}
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var numSectorsCurrentlyIn = SectorList.Count(x => ShouldSyncTo(x, _targetType));
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var listToCheck = numSectorsCurrentlyIn == 0
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? QSBWorldSync.GetWorldObjects<QSBSector>().Where(x => !x.IsFakeSector && x.Type != Sector.Name.Unnamed)
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: SectorList;
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var activeNotNullNotBlacklisted = listToCheck.Where(sector => sector.AttachedObject != null
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&& sector.ShouldSyncTo(_targetType));
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if (activeNotNullNotBlacklisted.Count() == 0)
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{
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return default;
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}
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var closest = goodSectors
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.OrderBy(CalculateSectorScore).First();
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var ordered = activeNotNullNotBlacklisted
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.OrderBy(sector => CalculateSectorScore(sector, trans, _attachedOWRigidbody));
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if (useSectorList)
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{
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var pos = _body.GetPosition();
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// TODO : clean up this shit???
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if (
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numSectorsCurrentlyIn != 0 &&
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// if any fake sectors are *roughly* in the same place as other sectors - we want fake sectors to override other sectors
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var fakeSector = QSBSectorManager.Instance.FakeSectors.FirstOrDefault(x =>
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OWMath.ApproxEquals(Vector3.Distance(x.Position, pos), Vector3.Distance(closest.Position, pos), 0.01f) &&
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goodSectors.Any(y => x.FakeSector.AttachedSector == y.AttachedObject)
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);
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return fakeSector ?? closest;
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QSBSectorManager.Instance.FakeSectors.Any(
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x => OWMath.ApproxEquals(Vector3.Distance(x.Position, trans.position), Vector3.Distance(ordered.FirstOrDefault().Position, trans.position), 0.01f)
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&& activeNotNullNotBlacklisted.Any(
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y => y.AttachedObject == (x.AttachedObject as FakeSector).AttachedSector)))
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{
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return QSBSectorManager.Instance.FakeSectors.First(x => OWMath.ApproxEquals(Vector3.Distance(x.Position, trans.position), Vector3.Distance(ordered.FirstOrDefault().Position, trans.position), 0.01f));
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}
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return closest;
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return ordered.FirstOrDefault();
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}
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private float CalculateSectorScore(QSBSector sector)
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public static float CalculateSectorScore(QSBSector sector, Transform trans, OWRigidbody rigidbody)
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{
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var distance = Vector3.Distance(sector.Position, _body.GetPosition()); // want to be small
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var distance = Vector3.Distance(sector.Position, trans.position); // want to be small
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var radius = GetRadius(sector); // want to be small
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var velocity = GetRelativeVelocity(sector); // want to be small
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var velocity = GetRelativeVelocity(sector, rigidbody); // want to be small
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return Mathf.Pow(distance, 2) + Mathf.Pow(radius, 2) + Mathf.Pow(velocity, 2);
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}
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private static float GetRadius(QSBSector sector)
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public static float GetRadius(QSBSector sector)
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{
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if (sector == null)
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{
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@ -168,12 +200,12 @@ namespace QSB.SectorSync
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return 0f;
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}
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private float GetRelativeVelocity(QSBSector sector)
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public static float GetRelativeVelocity(QSBSector sector, OWRigidbody rigidbody)
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{
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var sectorRigidBody = sector.AttachedObject.GetOWRigidbody();
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if (sectorRigidBody != null && _body != null)
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if (sectorRigidBody != null && rigidbody != null)
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{
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var relativeVelocity = sectorRigidBody.GetRelativeVelocity(_body);
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var relativeVelocity = sectorRigidBody.GetRelativeVelocity(rigidbody);
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var relativeVelocityMagnitude = relativeVelocity.sqrMagnitude; // Remember this is squared for efficiency!
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return relativeVelocityMagnitude;
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}
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@ -181,4 +213,4 @@ namespace QSB.SectorSync
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return 0;
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}
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}
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}
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}
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@ -2,8 +2,10 @@
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{
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public enum TargetType
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{
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Player,
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Probe,
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Ship
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None = 0,
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Player = 1,
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Probe = 2,
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Ship = 3,
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Other = 4
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}
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}
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@ -25,8 +25,7 @@ namespace QSB.SectorSync.WorldObjects
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}
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}
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public Vector3 Position => Transform.position;
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public bool IsFakeSector => AttachedObject is FakeSector;
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public FakeSector FakeSector => (FakeSector)AttachedObject;
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public bool IsFakeSector => AttachedObject.GetType() == typeof(FakeSector);
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public override void Init()
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{
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@ -26,7 +26,7 @@ namespace QSB.ShipSync.TransformSync
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protected override OWRigidbody GetRigidbody()
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{
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetShipDetector().GetComponent<SectorDetector>(), Locator.GetShipBody(), TargetType.Ship));
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetShipDetector().GetComponent<SectorDetector>(), TargetType.Ship));
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return Locator.GetShipBody();
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}
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@ -71,7 +71,7 @@ namespace QSB.Syncs.Sectored
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private void InitSector()
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{
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var closestSector = SectorSync.GetClosestSector();
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var closestSector = SectorSync.GetClosestSector(AttachedObject.transform);
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if (closestSector != null)
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{
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SetReferenceSector(closestSector);
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@ -212,7 +212,7 @@ namespace QSB.Syncs.Sectored
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{
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if (SectorSync.IsReady)
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{
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var closestSector = SectorSync.GetClosestSector();
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var closestSector = SectorSync.GetClosestSector(AttachedObject.transform);
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if (closestSector != null)
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{
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SetReferenceSector(closestSector);
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@ -23,7 +23,7 @@ namespace QSB.Tools.ProbeTool.TransformSync
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protected override Transform InitLocalTransform()
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{
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetProbe().GetSectorDetector(), Locator.GetProbe().GetOWRigidbody(), TargetType.Probe));
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QSBCore.UnityEvents.RunWhen(() => WorldObjectManager.AllObjectsReady, () => SectorSync.Init(Locator.GetProbe().GetSectorDetector(), TargetType.Probe));
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var body = Locator.GetProbe().transform;
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Player.ProbeBody = body.gameObject;
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