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* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
257 lines
9.5 KiB
Plaintext
257 lines
9.5 KiB
Plaintext
/**
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* Client datum
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*
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* A datum that is created whenever a user joins a BYOND world, one will exist for every active connected
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* player
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*
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* when they first connect, this client object is created and [/client/New] is called
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*
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* When they disconnect, this client object is deleted and [/client/Del] is called
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*
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* All client topic calls go through [/client/Topic] first, so a lot of our specialised
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* topic handling starts here
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*/
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/client
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/**
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* This line makes clients parent type be a datum
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*
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* By default in byond if you define a proc on datums, that proc will exist on nearly every single type
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* from icons to images to atoms to mobs to objs to turfs to areas, it won't however, appear on client
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*
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* instead by default they act like their own independent type so while you can do istype(icon, /datum)
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* and have it return true, you can't do istype(client, /datum), it will always return false.
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*
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* This makes writing oo code hard, when you have to consider this extra special case
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*
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* This line prevents that, and has never appeared to cause any ill effects, while saving us an extra
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* pain to think about
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*
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* This line is widely considered black fucking magic, and the fact it works is a puzzle to everyone
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* involved, including the current engine developer, lummox
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*
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* If you are a future developer and the engine source is now available and you can explain why this
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* is the way it is, please do update this comment
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*/
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parent_type = /datum
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////////////////
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//ADMIN THINGS//
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////////////////
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/// hides the byond verb panel as we use our own custom version
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show_verb_panel = FALSE
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///Contains admin info. Null if client is not an admin.
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var/datum/admins/holder = null
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///Needs to implement InterceptClickOn(user,params,atom) proc
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var/datum/click_intercept = null
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///Time when the click was intercepted
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var/click_intercept_time = 0
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///Used for admin AI interaction
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var/AI_Interact = FALSE
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///Used to cache this client's bans to save on DB queries
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var/ban_cache = null
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///Contains the last message sent by this client - used to protect against copy-paste spamming.
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var/last_message = ""
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///contins a number of how many times a message identical to last_message was sent.
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var/last_message_count = 0
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///How many messages sent in the last 10 seconds
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var/total_message_count = 0
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///Next tick to reset the total message counter
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var/total_count_reset = 0
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///Internal counter for clients sending external (IRC/Discord) relay messages via ahelp to prevent spamming. Set to a number every time an admin reply is sent, decremented for every client send.
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var/externalreplyamount = 0
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///Tracks say() usage for ic/dchat while slowmode is enabled
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COOLDOWN_DECLARE(say_slowmode)
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/// The last urgent ahelp that this player sent
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COOLDOWN_DECLARE(urgent_ahelp_cooldown)
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/////////
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//OTHER//
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/////////
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///Player preferences datum for the client
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var/datum/preferences/prefs = null
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///Move delay of controlled mob, any keypresses inside this period will persist until the next proper move
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var/move_delay = 0
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///The visual delay to use for the current client.Move(), mostly used for making a client based move look like it came from some other slower source
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var/visual_delay = 0
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///Current area of the controlled mob
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var/area = null
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///////////////
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//SOUND STUFF//
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///////////////
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////////////
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//SECURITY//
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////////////
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// comment out the line below when debugging locally to enable the options & messages menu
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control_freak = 1
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////////////////////////////////////
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//things that require the database//
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////////////////////////////////////
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///Used to determine how old the account is - in days.
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var/player_age = -1
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///Date that this account was first seen in the server
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var/player_join_date = null
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///So admins know why it isn't working - Used to determine what other accounts previously logged in from this ip
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var/related_accounts_ip = "Requires database"
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///So admins know why it isn't working - Used to determine what other accounts previously logged in from this computer id
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var/related_accounts_cid = "Requires database"
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///Date of byond account creation in ISO 8601 format
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var/account_join_date = null
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///Age of byond account in days
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var/account_age = -1
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preload_rsc = PRELOAD_RSC
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var/atom/movable/screen/click_catcher/void
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///used to make a special mouse cursor, this one for mouse up icon
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var/mouse_up_icon = null
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///used to make a special mouse cursor, this one for mouse up icon
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var/mouse_down_icon = null
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///used to override the mouse cursor so it doesnt get reset
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var/mouse_override_icon = null
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///Used for ip intel checking to identify evaders, disabled because of issues with traffic
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var/ip_intel = "Disabled"
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///datum that controls the displaying and hiding of tooltips
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var/datum/tooltip/tooltips
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///Last ping of the client
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var/lastping = 0
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///Average ping of the client
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var/avgping = 0
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///world.time they connected
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var/connection_time
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///world.realtime they connected
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var/connection_realtime
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///world.timeofday they connected
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var/connection_timeofday
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///Used for limiting the rate of topic sends by the client to avoid abuse
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var/list/topiclimiter
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///Used for limiting the rate of clicks sends by the client to avoid abuse
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var/list/clicklimiter
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///lazy list of all credit object bound to this client
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var/list/credits
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///these persist between logins/logouts during the same round.
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var/datum/player_details/player_details
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///Should only be a key-value list of north/south/east/west = atom/movable/screen.
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var/list/char_render_holders
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///Amount of keydowns in the last keysend checking interval
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var/client_keysend_amount = 0
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///World tick time where client_keysend_amount will reset
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var/next_keysend_reset = 0
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///World tick time where keysend_tripped will reset back to false
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var/next_keysend_trip_reset = 0
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///When set to true, user will be autokicked if they trip the keysends in a second limit again
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var/keysend_tripped = FALSE
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///custom movement keys for this client
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var/list/movement_keys = list()
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///Autoclick list of two elements, first being the clicked thing, second being the parameters.
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var/list/atom/selected_target[2]
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///Autoclick variable referencing the associated item.
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var/obj/item/active_mousedown_item = null
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///Used in MouseDrag to preserve the original mouse click parameters
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var/mouseParams = ""
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///Used in MouseDrag to preserve the last mouse-entered location. Weakref
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var/datum/weakref/mouse_location_ref = null
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///Used in MouseDrag to preserve the last mouse-entered object. Weakref
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var/datum/weakref/mouse_object_ref
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//Middle-mouse-button click dragtime control for aimbot exploit detection.
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var/middragtime = 0
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//Middle-mouse-button clicked object control for aimbot exploit detection. Weakref
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var/datum/weakref/middle_drag_atom_ref
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/// Messages currently seen by this client
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var/list/seen_messages
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/// datum wrapper for client view
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var/datum/view_data/view_size
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/// our current tab
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var/stat_tab
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/// whether our browser is ready or not yet
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var/statbrowser_ready = FALSE
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/// list of all tabs
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var/list/panel_tabs = list()
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/// list of tabs containing spells and abilities
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var/list/spell_tabs = list()
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///A lazy list of atoms we've examined in the last RECENT_EXAMINE_MAX_WINDOW (default 2) seconds, so that we will call [/atom/proc/examine_more] instead of [/atom/proc/examine] on them when examining
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var/list/recent_examines
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var/list/parallax_layers
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var/list/parallax_layers_cached
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///this is the last recorded client eye by SSparallax/fire()
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var/atom/movable/movingmob
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var/turf/previous_turf
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///world.time of when we can state animate()ing parallax again
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var/dont_animate_parallax
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/// Direction our current area wants to move parallax
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var/parallax_movedir = 0
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/// How many parallax layers to show our client
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var/parallax_layers_max = 4
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/// Timer for the area directional animation
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var/parallax_animate_timer
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/// Do we want to do parallax animations at all?
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/// Exists to prevent laptop fires
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var/do_parallax_animations = TRUE
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///Are we locking our movement input?
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var/movement_locked = FALSE
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/**
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* Assoc list with all the active maps - when a screen obj is added to
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* a map, it's put in here as well.
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*
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* Format: list(<mapname> = list(/atom/movable/screen))
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*/
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var/list/screen_maps = list()
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// List of all asset filenames sent to this client by the asset cache, along with their assoicated md5s
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var/list/sent_assets = list()
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/// List of all completed blocking send jobs awaiting acknowledgement by send_asset
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var/list/completed_asset_jobs = list()
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/// Last asset send job id.
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var/last_asset_job = 0
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var/last_completed_asset_job = 0
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/// rate limiting for the crew manifest
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var/crew_manifest_delay
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/// A buffer of currently held keys.
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var/list/keys_held = list()
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/// A buffer for combinations such of modifiers + keys (ex: CtrlD, AltE, ShiftT). Format: `"key"` -> `"combo"` (ex: `"D"` -> `"CtrlD"`)
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var/list/key_combos_held = list()
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/*
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** These next two vars are to apply movement for keypresses and releases made while move delayed.
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** Because discarding that input makes the game less responsive.
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*/
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/// On next move, add this dir to the move that would otherwise be done
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var/next_move_dir_add
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/// On next move, subtract this dir from the move that would otherwise be done
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var/next_move_dir_sub
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/// If the client is currently under the restrictions of the interview system
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var/interviewee = FALSE
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/// Whether or not this client has standard hotkeys enabled
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var/hotkeys = TRUE
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/// Whether or not this client has the combo HUD enabled
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var/combo_hud_enabled = FALSE
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/// If this client has been fully initialized or not
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var/fully_created = FALSE
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