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80 lines
2.6 KiB
C#
80 lines
2.6 KiB
C#
using System.Linq;
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using Robust.Client.Timing;
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using Robust.Shared.Timing;
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namespace Content.Client.UserInterface;
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/// <summary>
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/// A local buffer for <see cref="BoundUserInterface"/>s to manually implement prediction.
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/// </summary>
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/// <remarks>
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/// <para>
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/// In many current (and future) cases, it is not practically possible to implement prediction for UIs
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/// by implementing the logic in shared. At the same time, we want to implement prediction for the best user experience
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/// (and it is sometimes the easiest way to make even a middling user experience).
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/// </para>
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/// <para>
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/// You can queue predicted messages into this class with <see cref="SendMessage"/>,
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/// and then call <see cref="MessagesToReplay"/> later from <see cref="BoundUserInterface.UpdateState"/>
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/// to get all messages that are still "ahead" of the latest server state.
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/// These messages can then manually be "applied" to the latest state received from the server.
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/// </para>
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/// <para>
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/// Note that this system only works if the server is guaranteed to send some kind of update in response to UI messages,
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/// or at a regular schedule. If it does not, there is no opportunity to error correct the prediction.
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/// </para>
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/// </remarks>
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public sealed class BuiPredictionState
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{
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private readonly BoundUserInterface _parent;
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private readonly IClientGameTiming _gameTiming;
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private readonly Queue<MessageData> _queuedMessages = new();
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public BuiPredictionState(BoundUserInterface parent, IClientGameTiming gameTiming)
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{
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_parent = parent;
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_gameTiming = gameTiming;
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}
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public void SendMessage(BoundUserInterfaceMessage message)
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{
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if (_gameTiming.IsFirstTimePredicted)
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{
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var messageData = new MessageData
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{
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TickSent = _gameTiming.CurTick,
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Message = message,
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};
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_queuedMessages.Enqueue(messageData);
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}
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_parent.SendPredictedMessage(message);
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}
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public IEnumerable<BoundUserInterfaceMessage> MessagesToReplay()
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{
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var curTick = _gameTiming.LastRealTick;
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while (_queuedMessages.TryPeek(out var data) && data.TickSent <= curTick)
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{
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_queuedMessages.Dequeue();
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}
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if (_queuedMessages.Count == 0)
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return [];
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return _queuedMessages.Select(c => c.Message);
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}
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private struct MessageData
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{
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public GameTick TickSent;
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public required BoundUserInterfaceMessage Message;
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public override string ToString()
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{
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return $"{Message} @ {TickSent}";
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}
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}
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}
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