]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Try fix collision mispredicts (#16298)
authorLeon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Fri, 12 May 2023 14:02:50 +0000 (02:02 +1200)
committerGitHub <noreply@github.com>
Fri, 12 May 2023 14:02:50 +0000 (00:02 +1000)
Content.Client/Physics/Controllers/MoverController.cs
Content.Client/Weapons/Ranged/Systems/TetherGunSystem.cs
Content.Server/CardboardBox/CardboardBoxSystem.cs
Content.Shared/Mech/EntitySystems/SharedMechSystem.cs
Content.Shared/Movement/Components/MovementRelayTargetComponent.cs
Content.Shared/Movement/Components/RelayInputMoverComponent.cs
Content.Shared/Movement/Systems/SharedJetpackSystem.cs
Content.Shared/Movement/Systems/SharedMoverController.Input.cs
Content.Shared/Movement/Systems/SharedMoverController.Relay.cs
Content.Shared/Movement/Systems/SharedMoverController.cs
Content.Shared/Vehicle/SharedVehicleSystem.cs

index 32c6247f0503bb60a2632fc38826b3d300854f81..0a0d22e68f1296414d0c2a48c066ecb25dfdda7a 100644 (file)
@@ -2,11 +2,10 @@ using Content.Shared.Movement.Components;
 using Content.Shared.Movement.Systems;
 using Content.Shared.Pulling.Components;
 using Robust.Client.GameObjects;
+using Robust.Client.Physics;
 using Robust.Client.Player;
-using Robust.Shared.Physics;
 using Robust.Shared.Physics.Components;
 using Robust.Shared.Timing;
-using Robust.Shared.Utility;
 
 namespace Content.Client.Physics.Controllers
 {
@@ -22,16 +21,51 @@ namespace Content.Client.Physics.Controllers
             SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
             SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
             SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
+
+            SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
+            SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
+            SubscribeLocalEvent<SharedPullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
+        }
+
+        private void OnUpdatePredicted(EntityUid uid, InputMoverComponent component, ref UpdateIsPredictedEvent args)
+        {
+            // Enable prediction if an entity is controlled by the player
+            if (uid == _playerManager.LocalPlayer?.ControlledEntity)
+                args.IsPredicted = true;
+        }
+
+        private void OnUpdateRelayTargetPredicted(EntityUid uid, MovementRelayTargetComponent component, ref UpdateIsPredictedEvent args)
+        {
+            if (component.Source == _playerManager.LocalPlayer?.ControlledEntity)
+                args.IsPredicted = true;
+        }
+
+        private void OnUpdatePullablePredicted(EntityUid uid, SharedPullableComponent component, ref UpdateIsPredictedEvent args)
+        {
+            // Enable prediction if an entity is being pulled by the player.
+            // Disable prediction if an entity is being pulled by some non-player entity.
+
+            if (component.Puller == _playerManager.LocalPlayer?.ControlledEntity)
+                args.IsPredicted = true;
+            else if (component.Puller != null)
+                args.BlockPrediction = true;
+
+            // TODO recursive pulling checks?
+            // What if the entity is being pulled by a vehicle controlled by the player?
         }
 
         private void OnRelayPlayerAttached(EntityUid uid, RelayInputMoverComponent component, PlayerAttachedEvent args)
         {
+            Physics.UpdateIsPredicted(uid);
+            Physics.UpdateIsPredicted(component.RelayEntity);
             if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
                 SetMoveInput(inputMover, MoveButtons.None);
         }
 
         private void OnRelayPlayerDetached(EntityUid uid, RelayInputMoverComponent component, PlayerDetachedEvent args)
         {
+            Physics.UpdateIsPredicted(uid);
+            Physics.UpdateIsPredicted(component.RelayEntity);
             if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
                 SetMoveInput(inputMover, MoveButtons.None);
         }
@@ -53,12 +87,8 @@ namespace Content.Client.Physics.Controllers
             if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
                 return;
 
-            if (TryComp<RelayInputMoverComponent>(player, out var relayMover)
-                && TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp))
-            {
-                DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
-                HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
-            }
+            if (TryComp<RelayInputMoverComponent>(player, out var relayMover))
+                HandleClientsideMovement(relayMover.RelayEntity, frameTime);
 
             HandleClientsideMovement(player, frameTime);
         }
@@ -70,7 +100,6 @@ namespace Content.Client.Physics.Controllers
             var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
             var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
             var pullableQuery = GetEntityQuery<SharedPullableComponent>();
-            var physicsQuery = GetEntityQuery<PhysicsComponent>();
             var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
 
             if (!moverQuery.TryGetComponent(player, out var mover) ||
@@ -98,42 +127,6 @@ namespace Content.Client.Physics.Controllers
                 return;
             }
 
-            // Essentially we only want to set our mob to predicted so every other entity we just interpolate
-            // (i.e. only see what the server has sent us).
-            // The exception to this is joints.
-            body.Predict = true;
-
-            // We set joints to predicted given these can affect how our mob moves.
-            // I would only recommend disabling this if you make pulling not use joints anymore (someday maybe?)
-
-            if (TryComp(player, out JointComponent? jointComponent))
-            {
-                foreach (var joint in jointComponent.GetJoints.Values)
-                {
-                    if (physicsQuery.TryGetComponent(joint.BodyAUid, out var physics))
-                        physics.Predict = true;
-
-                    if (physicsQuery.TryGetComponent(joint.BodyBUid, out physics))
-                        physics.Predict = true;
-                }
-            }
-
-            // If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
-            if (pullableQuery.TryGetComponent(player, out var pullableComp))
-            {
-                if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent>(puller, out var pullerBody))
-                {
-                    pullerBody.Predict = false;
-                    body.Predict = false;
-
-                    if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
-                        physicsQuery.TryGetComponent(playerPuller.Pulling, out var pulledBody))
-                    {
-                        pulledBody.Predict = false;
-                    }
-                }
-            }
-
             // Server-side should just be handled on its own so we'll just do this shizznit
             HandleMobMovement(
                 player,
index 482643076bd8edc17f2940ba86b2dfeb17e6f02d..3a66f07bc91c8e1dba59c95a06a6095e9aa2433a 100644 (file)
@@ -1,9 +1,9 @@
-using Content.Client.Clickable;
 using Content.Client.Gameplay;
 using Content.Shared.Weapons.Ranged.Systems;
 using Robust.Client.GameObjects;
 using Robust.Client.Graphics;
 using Robust.Client.Input;
+using Robust.Client.Physics;
 using Robust.Client.State;
 using Robust.Shared.Input;
 using Robust.Shared.Map;
@@ -18,6 +18,7 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
     [Dependency] private readonly IGameTiming _gameTiming = default!;
     [Dependency] private readonly IInputManager _inputManager = default!;
     [Dependency] private readonly InputSystem _inputSystem = default!;
+    [Dependency] private readonly PhysicsSystem _physics = default!;
 
     public bool Enabled { get; set; }
 
@@ -34,6 +35,13 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
         base.Initialize();
         SubscribeNetworkEvent<PredictTetherEvent>(OnPredictTether);
         SubscribeNetworkEvent<TetherGunToggleMessage>(OnTetherGun);
+        SubscribeLocalEvent<UpdateIsPredictedEvent>(OnUpdatePrediction);
+    }
+
+    private void OnUpdatePrediction(ref UpdateIsPredictedEvent ev)
+    {
+        if (ev.Uid == _dragging || ev.Uid == _tether)
+            ev.IsPredicted = true;
     }
 
     private void OnTetherGun(TetherGunToggleMessage ev)
@@ -43,22 +51,13 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
 
     private void OnPredictTether(PredictTetherEvent ev)
     {
-        if (_dragging != ev.Entity) return;
+        if (_dragging != ev.Entity || _tether == ev.Entity)
+            return;
 
+        var oldTether = _tether;
         _tether = ev.Entity;
-    }
-
-    public override void FrameUpdate(float frameTime)
-    {
-        base.FrameUpdate(frameTime);
-        if (!TryComp<PhysicsComponent>(_dragging, out var body)) return;
-
-        body.Predict = true;
-
-        if (TryComp<PhysicsComponent>(_tether, out var tetherBody))
-        {
-            tetherBody.Predict = true;
-        }
+        _physics.UpdateIsPredicted(oldTether);
+        _physics.UpdateIsPredicted(_tether);
     }
 
     public override void Update(float frameTime)
@@ -102,13 +101,6 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
             return;
         }
 
-        body.Predict = true;
-
-        if (TryComp<PhysicsComponent>(_tether, out var tetherBody))
-        {
-            tetherBody.Predict = true;
-        }
-
         if (_lastMousePosition.Value.Position.EqualsApprox(mousePos.Position)) return;
 
         _lastMousePosition = mousePos;
@@ -123,10 +115,15 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
     {
         if (_dragging == null) return;
 
+        var oldDrag = _dragging;
+        var oldTether = _tether;
         RaiseNetworkEvent(new StopTetherEvent());
         _dragging = null;
         _lastMousePosition = null;
         _tether = null;
+
+        _physics.UpdateIsPredicted(oldDrag);
+        _physics.UpdateIsPredicted(oldTether);
     }
 
     private void StartDragging(EntityUid uid, MapCoordinates coordinates)
@@ -138,5 +135,8 @@ public sealed class TetherGunSystem : SharedTetherGunSystem
             Entity = _dragging!.Value,
             Coordinates = coordinates,
         });
+
+        _physics.UpdateIsPredicted(uid);
+
     }
 }
index 0e0c171f02cfd26b43955c96d8aa13aed54e8220..e7a0c8f973e42b6306e030b8051a9cd76c1440ef 100644 (file)
@@ -100,8 +100,7 @@ public sealed class CardboardBoxSystem : SharedCardboardBoxSystem
             RemComp<RelayInputMoverComponent>(component.Mover.Value);
         }
 
-        var relay = EnsureComp<RelayInputMoverComponent>(args.Entity);
-        _mover.SetRelay(args.Entity, uid, relay);
+        _mover.SetRelay(args.Entity, uid);
         component.Mover = args.Entity;
     }
 
index afed3e4fd85e0f4c43f5bc8fb1278879e13519f5..0b5e63297b6966fb5086f4ba09627ce6acec7f06 100644 (file)
@@ -169,12 +169,11 @@ public abstract class SharedMechSystem : EntitySystem
             return;
 
         var rider = EnsureComp<MechPilotComponent>(pilot);
-        var relay = EnsureComp<RelayInputMoverComponent>(pilot);
 
         // Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
         var irelay = EnsureComp<InteractionRelayComponent>(pilot);
 
-        _mover.SetRelay(pilot, mech, relay);
+        _mover.SetRelay(pilot, mech);
         _interaction.SetRelay(pilot, mech, irelay);
         rider.Mech = mech;
         Dirty(rider);
index 80e5c27a5a2c8163b653903f2be9af04b79ea943..dbe5d23f1c6d5e2cae902b256597a992c24c9300 100644 (file)
@@ -1,17 +1,15 @@
+using Content.Shared.Movement.Systems;
 using Robust.Shared.GameStates;
 
 namespace Content.Shared.Movement.Components;
 
-[RegisterComponent, NetworkedComponent]
-public sealed class MovementRelayTargetComponent : Component
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
+[Access(typeof(SharedMoverController))]
+public sealed partial class MovementRelayTargetComponent : Component
 {
-    // This really shouldn't be a list at the moment. Its just not supported.
-    // Neither movement updating, nor HandleDirChange() support more than one mover.
-    // Its currently possible for the direction to be set by one mover and the relative rotation to be set by a separate unrelated mover.
-    // AAAAA
-
     /// <summary>
-    /// Entities that are relaying to us.
+    /// The entity that is relaying to this entity.
     /// </summary>
-    [ViewVariables] public readonly List<EntityUid> Entities = new();
+    [ViewVariables, AutoNetworkedField]
+    public EntityUid Source;
 }
index aff229026469264da13493f3faddab244c8e7e17..c783165cbe0ade6c9e6f5ece7877b5d23b7a2026 100644 (file)
@@ -6,10 +6,10 @@ namespace Content.Shared.Movement.Components;
 /// <summary>
 /// Raises the engine movement inputs for a particular entity onto the designated entity
 /// </summary>
-[RegisterComponent, NetworkedComponent]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
 [Access(typeof(SharedMoverController))]
-public sealed class RelayInputMoverComponent : Component
+public sealed partial class RelayInputMoverComponent : Component
 {
-    [ViewVariables]
-    public EntityUid? RelayEntity;
+    [ViewVariables, AutoNetworkedField]
+    public EntityUid RelayEntity;
 }
index cb18fac0365cd32b2beef004fc0ee8b4a7b29eff..0a82aa3576cfefbfaf8924028721d94b9ffea524 100644 (file)
@@ -101,8 +101,7 @@ public abstract class SharedJetpackSystem : EntitySystem
     private void SetupUser(EntityUid uid, JetpackComponent component)
     {
         var user = EnsureComp<JetpackUserComponent>(uid);
-        var relay = EnsureComp<RelayInputMoverComponent>(uid);
-        _mover.SetRelay(uid, component.Owner, relay);
+        _mover.SetRelay(uid, component.Owner);
         user.Jetpack = component.Owner;
     }
 
index fbf0346d7b5ff13d428fb257701b5ff654c71ea5..087a3ab5ebcf6c745461bfb865e3e00100f18e3f 100644 (file)
@@ -274,11 +274,8 @@ namespace Content.Shared.Movement.Systems
                 if (TryComp<InputMoverComponent>(entity, out var mover))
                     SetMoveInput(mover, MoveButtons.None);
 
-                DebugTools.Assert(TryComp(relayMover.RelayEntity, out MovementRelayTargetComponent? targetComp) && targetComp.Entities.Count == 1,
-                    "Multiple relayed movers are not supported at the moment");
-
-                if (relayMover.RelayEntity != null && !_mobState.IsIncapacitated(entity))
-                    HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
+                if (!_mobState.IsIncapacitated(entity))
+                    HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
 
                 return;
             }
@@ -328,9 +325,7 @@ namespace Content.Shared.Movement.Systems
                     SetMoveInput(moverComp, MoveButtons.None);
                 }
 
-                if (relayMover.RelayEntity == null) return;
-
-                HandleRunChange(relayMover.RelayEntity.Value, subTick, walking);
+                HandleRunChange(relayMover.RelayEntity, subTick, walking);
                 return;
             }
 
index 3f73e114315d7e52b87d057123357a405c392827..320bea0de4aee3a97fdc19d392c8262039caefa6 100644 (file)
@@ -1,7 +1,4 @@
 using Content.Shared.Movement.Components;
-using Robust.Shared.GameStates;
-using Robust.Shared.Serialization;
-using Robust.Shared.Utility;
 
 namespace Content.Shared.Movement.Systems;
 
@@ -9,136 +6,85 @@ public abstract partial class SharedMoverController
 {
     private void InitializeRelay()
     {
-        SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
-        SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
         SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
-
-        SubscribeLocalEvent<MovementRelayTargetComponent, ComponentGetState>(OnTargetRelayGetState);
-        SubscribeLocalEvent<MovementRelayTargetComponent, ComponentHandleState>(OnTargetRelayHandleState);
         SubscribeLocalEvent<MovementRelayTargetComponent, ComponentShutdown>(OnTargetRelayShutdown);
+        SubscribeLocalEvent<MovementRelayTargetComponent, AfterAutoHandleStateEvent>(OnAfterRelayTargetState);
+        SubscribeLocalEvent<RelayInputMoverComponent, AfterAutoHandleStateEvent>(OnAfterRelayState);
+    }
+
+    private void OnAfterRelayTargetState(EntityUid uid, MovementRelayTargetComponent component, ref AfterAutoHandleStateEvent args)
+    {
+        Physics.UpdateIsPredicted(uid);
+    }
+
+    private void OnAfterRelayState(EntityUid uid, RelayInputMoverComponent component, ref AfterAutoHandleStateEvent args)
+    {
+        Physics.UpdateIsPredicted(uid);
     }
 
     /// <summary>
     ///     Sets the relay entity and marks the component as dirty. This only exists because people have previously
     ///     forgotten to Dirty(), so fuck you, you have to use this method now.
     /// </summary>
-    public void SetRelay(EntityUid uid, EntityUid relayEntity, RelayInputMoverComponent? component = null)
+    public void SetRelay(EntityUid uid, EntityUid relayEntity)
     {
-        if (!Resolve(uid, ref component) || component.RelayEntity == relayEntity)
-            return;
-
         if (uid == relayEntity)
         {
             Logger.Error($"An entity attempted to relay movement to itself. Entity:{ToPrettyString(uid)}");
             return;
         }
 
-        if (TryComp<MovementRelayTargetComponent>(relayEntity, out var targetComp))
+        var component = EnsureComp<RelayInputMoverComponent>(uid);
+        if (component.RelayEntity == relayEntity)
+            return;
+
+        if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? oldTarget))
         {
-            targetComp.Entities.Remove(uid);
+            oldTarget.Source = EntityUid.Invalid;
+            RemComp(component.RelayEntity, oldTarget);
+            Physics.UpdateIsPredicted(component.RelayEntity);
+        }
 
-            if (targetComp.Entities.Count == 0)
-                RemComp<MovementRelayTargetComponent>(relayEntity);
+        var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
+        if (TryComp(targetComp.Source, out RelayInputMoverComponent? oldRelay))
+        {
+            oldRelay.RelayEntity = EntityUid.Invalid;
+            RemComp(targetComp.Source, oldRelay);
+            Physics.UpdateIsPredicted(targetComp.Source);
         }
 
+        Physics.UpdateIsPredicted(uid);
+        Physics.UpdateIsPredicted(relayEntity);
         component.RelayEntity = relayEntity;
-        targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
-        targetComp.Entities.Add(uid);
-        DebugTools.Assert(targetComp.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
+        targetComp.Source = uid;
         Dirty(component);
         Dirty(targetComp);
     }
 
     private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
     {
-        // If relay is removed then cancel all inputs.
-        if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
-            return;
-
-        if (TryComp<MovementRelayTargetComponent>(component.RelayEntity, out var targetComp) &&
-            targetComp.LifeStage < ComponentLifeStage.Stopping)
-        {
-            targetComp.Entities.Remove(uid);
-
-            if (targetComp.Entities.Count == 0)
-                RemCompDeferred<MovementRelayTargetComponent>(component.RelayEntity.Value);
-            else
-                Dirty(targetComp);
-        }
-
-        SetMoveInput(inputMover, MoveButtons.None);
-    }
+        Physics.UpdateIsPredicted(uid);
+        Physics.UpdateIsPredicted(component.RelayEntity);
 
-    private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
-    {
-        if (args.Current is not RelayInputMoverComponentState state) return;
+        if (TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover))
+            SetMoveInput(inputMover, MoveButtons.None);
 
-        DebugTools.Assert(state.Entity != uid);
-        component.RelayEntity = state.Entity;
-    }
+        if (Timing.ApplyingState)
+            return;
 
-    private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
-    {
-        args.State = new RelayInputMoverComponentState()
-        {
-            Entity = component.RelayEntity,
-        };
+        if (TryComp(component.RelayEntity, out MovementRelayTargetComponent? target) && target.LifeStage <= ComponentLifeStage.Running)
+            RemComp(component.RelayEntity, target);
     }
 
-    #region Target Relay
-
     private void OnTargetRelayShutdown(EntityUid uid, MovementRelayTargetComponent component, ComponentShutdown args)
     {
-        if (component.Entities.Count == 0)
-            return;
-
-        var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
-
-        foreach (var ent in component.Entities)
-        {
-            if (!relayQuery.TryGetComponent(ent, out var relay))
-                continue;
-
-            DebugTools.Assert(relay.RelayEntity == uid);
+        Physics.UpdateIsPredicted(uid);
+        Physics.UpdateIsPredicted(component.Source);
 
-            if (relay.RelayEntity != uid)
-                continue;
-
-            RemCompDeferred<RelayInputMoverComponent>(ent);
-        }
-    }
-
-    private void OnTargetRelayHandleState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentHandleState args)
-    {
-        if (args.Current is not MovementRelayTargetComponentState state)
+        if (Timing.ApplyingState)
             return;
 
-        component.Entities.Clear();
-        component.Entities.AddRange(state.Entities);
-        DebugTools.Assert(component.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
-    }
-
-    private void OnTargetRelayGetState(EntityUid uid, MovementRelayTargetComponent component, ref ComponentGetState args)
-    {
-        args.State = new MovementRelayTargetComponentState(component.Entities);
-    }
-
-    #endregion
-
-    [Serializable, NetSerializable]
-    private sealed class RelayInputMoverComponentState : ComponentState
-    {
-        public EntityUid? Entity;
-    }
-
-    [Serializable, NetSerializable]
-    private sealed class MovementRelayTargetComponentState : ComponentState
-    {
-        public List<EntityUid> Entities;
-
-        public MovementRelayTargetComponentState(List<EntityUid> entities)
-        {
-            Entities = entities;
-        }
+        if (TryComp(component.Source, out RelayInputMoverComponent? relay) && relay.LifeStage <= ComponentLifeStage.Running)
+            RemComp(component.Source, relay);
     }
 }
index 57ee41b718eea308939f662de4081b7842cd1202..ba52975105a9bd4cf17e9b6e86a869dde931decc 100644 (file)
@@ -30,6 +30,7 @@ namespace Content.Shared.Movement.Systems
     {
         [Dependency] private readonly IConfigurationManager _configManager = default!;
         [Dependency] protected readonly IGameTiming Timing = default!;
+        [Dependency] protected readonly SharedPhysicsSystem Physics = default!;
         [Dependency] private readonly IMapManager _mapManager = default!;
         [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
         [Dependency] private readonly InventorySystem _inventory = default!;
@@ -108,25 +109,19 @@ namespace Content.Shared.Movement.Systems
             EntityQuery<MovementSpeedModifierComponent> modifierQuery)
         {
             var canMove = mover.CanMove;
-            if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
+            if (relayTargetQuery.TryGetComponent(uid, out var relayTarget))
             {
-                DebugTools.Assert(relayTarget.Entities.Count <= 1, "Multiple relayed movers are not supported at the moment");
-
-                var found = false;
-                foreach (var ent in relayTarget.Entities)
+                if (_mobState.IsIncapacitated(relayTarget.Source) ||
+                    !moverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
+                {
+                    canMove = false;
+                }
+                else
                 {
-                    if (_mobState.IsIncapacitated(ent) || !moverQuery.TryGetComponent(ent, out var relayedMover))
-                        continue;
-
-                    found = true;
                     mover.RelativeEntity = relayedMover.RelativeEntity;
                     mover.RelativeRotation = relayedMover.RelativeRotation;
                     mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
-                    break;
                 }
-
-                // lets just hope that this is the same entity that set the movement keys/direction.
-                canMove &= found;
             }
 
             // Update relative movement
@@ -267,10 +262,7 @@ namespace Content.Shared.Movement.Systems
                     // If we're a relay target then predict the sound for all relays.
                     if (relayTarget != null)
                     {
-                        foreach (var ent in relayTarget.Entities)
-                        {
-                            _audio.PlayPredicted(sound, uid, ent, audioParams);
-                        }
+                        _audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
                     }
                     else
                     {
index d299945a2110fa2208c7e095f68a2a552274e398..7193cdd61309804dfb06c75a44d3e7aa0dd37547 100644 (file)
@@ -121,8 +121,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
             Dirty(component);
             Appearance.SetData(uid, VehicleVisuals.HideRider, true);
 
-            var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
-            _mover.SetRelay(args.BuckledEntity, uid, relay);
+            _mover.SetRelay(args.BuckledEntity, uid);
             rider.Vehicle = uid;
 
             // Update appearance stuff, add actions