- fixed "signal loops" causing StackOverFlowExceptions (now the signals can only take 10 "steps" between components per frame)
- parameter for changing the output value of And/Or components when the input conditions aren't met - or components work properly now - a limited number of signals (100) can be queued in a delay component
This commit is contained in:
@@ -282,7 +282,7 @@ namespace Barotrauma.Items.Components
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}
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item.SendSignal((isOpen) ? "1" : "0", "state_out");
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item.SendSignal(0, (isOpen) ? "1" : "0", "state_out");
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}
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public override void UpdateBroken(float deltaTime, Camera cam)
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@@ -436,7 +436,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (isStuck || GameMain.Client != null) return;
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@@ -458,7 +458,7 @@ namespace Barotrauma.Items.Components
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//called then the item is dropped or dragged out of a "limbslot"
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public virtual void Unequip(Character character) { }
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public virtual void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0.0f)
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public virtual void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
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{
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switch (connection.Name)
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@@ -137,7 +137,7 @@ namespace Barotrauma.Items.Components
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return false;
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}
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item.SendSignal("1", "trigger_out");
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item.SendSignal(0, "1", "trigger_out");
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ApplyStatusEffects(ActionType.OnUse, 1.0f, activator);
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@@ -173,7 +173,7 @@ namespace Barotrauma.Items.Components
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if (focusTarget == null)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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return;
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}
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@@ -185,13 +185,13 @@ namespace Barotrauma.Items.Components
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if (!character.IsNetworkPlayer || character.ViewTarget == focusTarget)
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{
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item.SendSignal(ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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item.SendSignal(0, ToolBox.Vector2ToString(character.CursorWorldPosition), "position_out");
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}
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}
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public override bool Pick(Character picker)
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{
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item.SendSignal("1", "signal_out");
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item.SendSignal(0, "1", "signal_out");
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PlaySound(ActionType.OnUse, item.WorldPosition);
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@@ -237,7 +237,7 @@ namespace Barotrauma.Items.Components
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IsActive = true;
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}
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item.SendSignal("1", "signal_out");
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item.SendSignal(0, "1", "signal_out");
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return true;
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}
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@@ -124,9 +124,9 @@ namespace Barotrauma.Items.Components
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force = MathHelper.Lerp(force, 0.0f, 0.1f);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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if (connection.Name == "set_force")
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{
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@@ -163,9 +163,9 @@ namespace Barotrauma.Items.Components
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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if (connection.Name == "toggle")
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{
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@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
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ExtraCooling = 0.0f;
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AvailableFuel = 0.0f;
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item.SendSignal(((int)temperature).ToString(), "temperature_out");
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item.SendSignal(0, ((int)temperature).ToString(), "temperature_out");
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sendUpdateTimer = Math.Max(sendUpdateTimer - deltaTime, 0.0f);
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@@ -519,7 +519,7 @@ namespace Barotrauma.Items.Components
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GUI.DrawLine(spriteBatch, prevPoint, lastPoint, color);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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switch (connection.Name)
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{
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@@ -135,13 +135,13 @@ namespace Barotrauma.Items.Components
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UpdateAutoPilot(deltaTime);
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}
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item.SendSignal(targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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item.SendSignal(0, targetVelocity.X.ToString(CultureInfo.InvariantCulture), "velocity_x_out");
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float targetLevel = -targetVelocity.Y;
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targetLevel += (neutralBallastLevel - 0.5f) * 100.0f;
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item.SendSignal(targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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item.SendSignal(0, targetLevel.ToString(CultureInfo.InvariantCulture), "velocity_y_out");
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voltage -= deltaTime;
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@@ -299,7 +299,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (connection.Name == "velocity_in")
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{
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@@ -307,7 +307,7 @@ namespace Barotrauma.Items.Components
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}
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else
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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}
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}
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@@ -208,7 +208,7 @@ namespace Barotrauma.Items.Components
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return true;
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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if (!connection.IsPower) return;
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@@ -61,7 +61,7 @@ namespace Barotrauma.Items.Components
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pt.powerLoad += (fullLoad - pt.powerLoad) / inertia;
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pt.currPowerConsumption += (-fullPower - pt.currPowerConsumption) / inertia;
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pt.Item.SendSignal("", "power", fullPower / Math.Max(fullLoad, 1.0f));
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pt.Item.SendSignal(0, "", "power", fullPower / Math.Max(fullLoad, 1.0f));
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//damage the item if voltage is too high
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if (-pt.currPowerConsumption < Math.Max(pt.powerLoad * Rand.Range(1.95f,2.05f), 200.0f)) continue;
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@@ -182,13 +182,13 @@ namespace Barotrauma.Items.Components
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spriteBatch.DrawString(GUI.Font, "Load: " + (int)powerLoad + " kW", new Vector2(x + 30, y + 100), Color.White);
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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if (connection.Name.Length > 5 && connection.Name.Substring(0, 6).ToLower() == "signal")
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{
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connection.SendSignal(signal, sender, 0.0f);
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connection.SendSignal(stepsTaken, signal, sender, 0.0f);
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}
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}
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@@ -83,7 +83,7 @@ namespace Barotrauma.Items.Components
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}
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0)
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{
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if (currPowerConsumption == 0.0f) voltage = 0.0f;
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if (connection.IsPower) voltage = power;
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@@ -5,7 +5,7 @@ namespace Barotrauma.Items.Components
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{
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class AndComponent : ItemComponent
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{
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protected string output;
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protected string output, falseOutput;
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//an array to keep track of how long ago a non-zero signal was received on both inputs
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protected float[] timeSinceReceived;
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@@ -30,6 +30,13 @@ namespace Barotrauma.Items.Components
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set { output = value; }
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}
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[InGameEditable, HasDefaultValue("", true)]
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public string FalseOutput
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{
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get { return falseOutput; }
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set { falseOutput = value; }
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}
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public AndComponent(Item item, XElement element)
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: base (item, element)
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{
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@@ -47,13 +54,13 @@ namespace Barotrauma.Items.Components
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(output, "signal_out");
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}
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string signalOut = sendOutput ? output : falseOutput;
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if (string.IsNullOrEmpty(signalOut)) return;
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item.SendSignal(0, signalOut, "signal_out");
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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switch (connection.Name)
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{
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@@ -152,7 +152,7 @@ namespace Barotrauma.Items.Components
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}
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public void SendSignal(string signal, Item sender, float power)
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public void SendSignal(int stepsTaken, string signal, Item sender, float power)
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{
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for (int i = 0; i<MaxLinked; i++)
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{
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@@ -164,7 +164,7 @@ namespace Barotrauma.Items.Components
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foreach (ItemComponent ic in recipient.item.components)
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{
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ic.ReceiveSignal(signal, recipient, this.item, power);
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ic.ReceiveSignal(stepsTaken, signal, recipient, this.item, power);
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}
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foreach (StatusEffect effect in recipient.effects)
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@@ -9,8 +9,10 @@ namespace Barotrauma.Items.Components
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{
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class DelayComponent : ItemComponent
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{
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const int SignalQueueSize = 500;
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//the output is sent if both inputs have received a signal within the timeframe
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protected TimeSpan delay;
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private TimeSpan delay;
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private Queue<Tuple<string, DateTime>> signalQueue;
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@@ -40,15 +42,17 @@ namespace Barotrauma.Items.Components
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{
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var signalOut = signalQueue.Dequeue();
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item.SendSignal(signalOut.Item1, "signal_out");
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item.SendSignal(0, signalOut.Item1, "signal_out");
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}
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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switch (connection.Name)
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{
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case "signal_in":
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if (signalQueue.Count >= SignalQueueSize) return;
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signalQueue.Enqueue(new Tuple<string, DateTime>(signal, DateTime.Now));
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break;
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}
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@@ -163,9 +163,9 @@ namespace Barotrauma.Items.Components
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light.Remove();
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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base.ReceiveSignal(signal, connection, sender, power);
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base.ReceiveSignal(stepsTaken, signal, connection, sender, power);
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switch (connection.Name)
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{
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@@ -9,11 +9,11 @@ namespace Barotrauma.Items.Components
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{
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}
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
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{
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if (connection.Name != "signal_in") return;
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item.SendSignal(signal=="0" ? "1" : "0", "signal_out");
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item.SendSignal(stepsTaken, signal=="0" ? "1" : "0", "signal_out");
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}
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}
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}
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@@ -11,17 +11,17 @@ namespace Barotrauma.Items.Components
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public override void Update(float deltaTime, Camera cam)
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{
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bool sendOutput = true;
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bool sendOutput = false;
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for (int i = 0; i<timeSinceReceived.Length; i++)
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{
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if (timeSinceReceived[i] > timeFrame) sendOutput = false;
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if (timeSinceReceived[i] <= timeFrame) sendOutput = true;
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timeSinceReceived[i] += deltaTime;
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}
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if (sendOutput)
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{
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item.SendSignal(output, "signal_out");
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}
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string signalOut = sendOutput ? output : falseOutput;
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if (string.IsNullOrEmpty(signalOut)) return;
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item.SendSignal(0, signalOut, "signal_out");
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}
|
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}
|
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}
|
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|
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@@ -14,7 +14,7 @@ namespace Barotrauma.Items.Components
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{
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if (item.CurrentHull == null) return;
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item.SendSignal(((int)item.CurrentHull.OxygenPercentage).ToString(), "signal_out");
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item.SendSignal(0, ((int)item.CurrentHull.OxygenPercentage).ToString(), "signal_out");
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|
||||
}
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|
||||
|
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@@ -40,7 +40,7 @@ namespace Barotrauma.Items.Components
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|
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catch
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{
|
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item.SendSignal("ERROR", "signal_out");
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item.SendSignal(0, "ERROR", "signal_out");
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return;
|
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}
|
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}
|
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@@ -67,17 +67,17 @@ namespace Barotrauma.Items.Components
|
||||
}
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catch
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{
|
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item.SendSignal("ERROR", "signal_out");
|
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item.SendSignal(0, "ERROR", "signal_out");
|
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previousResult = false;
|
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return;
|
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}
|
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}
|
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|
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|
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item.SendSignal(previousResult ? output : "0", "signal_out");
|
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item.SendSignal(0, previousResult ? output : "0", "signal_out");
|
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}
|
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|
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public override void ReceiveSignal(string signal, Connection connection, Item sender, float power = 0.0f)
|
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public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power = 0.0f)
|
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{
|
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switch (connection.Name)
|
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{
|
||||
|
||||
@@ -20,20 +20,23 @@ namespace Barotrauma.Items.Components
|
||||
[Editable, HasDefaultValue(false, true)]
|
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public bool IsOn
|
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{
|
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get { return IsActive; }
|
||||
set
|
||||
{
|
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IsActive = value;
|
||||
}
|
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get; set;
|
||||
}
|
||||
|
||||
public RelayComponent(Item item, XElement element)
|
||||
: base (item, element)
|
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{
|
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IsActive = true;
|
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IsOn = true;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
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public override void Update(float deltaTime, Camera cam)
|
||||
{
|
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|
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item.SendSignal(0, IsOn ? "1" : "0", "state_out");
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
if (item.Condition <= 0.0f) return;
|
||||
|
||||
@@ -41,7 +44,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (connection.Name.Contains("_in"))
|
||||
{
|
||||
if (!IsActive) return;
|
||||
if (!IsOn) return;
|
||||
|
||||
string outConnection = connection.Name.Contains("power_in") ? "power_out" : "signal_out";
|
||||
|
||||
@@ -50,15 +53,15 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
if (connectionNumber > 0) outConnection += connectionNumber;
|
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|
||||
item.SendSignal(signal, outConnection, power);
|
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item.SendSignal(stepsTaken, signal, outConnection, power);
|
||||
}
|
||||
else if (connection.Name == "toggle")
|
||||
{
|
||||
IsActive = !IsActive;
|
||||
IsOn = !IsOn;
|
||||
}
|
||||
else if (connection.Name == "set_state")
|
||||
{
|
||||
IsActive = signal == "1";
|
||||
IsOn = signal != "0";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -27,12 +27,12 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
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case "signal_in":
|
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item.SendSignal((signal == targetSignal) ? output : "0", "signal_out");
|
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item.SendSignal(stepsTaken, (signal == targetSignal) ? output : "0", "signal_out");
|
||||
|
||||
break;
|
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case "set_output":
|
||||
|
||||
@@ -12,7 +12,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
{
|
||||
item.SendSignal(item.InWater ? "1" : "0", "signal_out");
|
||||
item.SendSignal(0, item.InWater ? "1" : "0", "signal_out");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -28,7 +28,7 @@ namespace Barotrauma.Items.Components
|
||||
list.Add(this);
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power=0.0f)
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power=0.0f)
|
||||
{
|
||||
//prevent an ininite loop of wificomponents sending messages between each other
|
||||
if (sender.GetComponent<WifiComponent>()!=null) return;
|
||||
@@ -39,7 +39,7 @@ namespace Barotrauma.Items.Components
|
||||
foreach (WifiComponent wifiComp in list)
|
||||
{
|
||||
if (wifiComp == this || wifiComp.channel != channel) continue;
|
||||
wifiComp.item.SendSignal(signal, "signal_out");
|
||||
wifiComp.item.SendSignal(stepsTaken, signal, "signal_out");
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -327,7 +327,7 @@ namespace Barotrauma.Items.Components
|
||||
return projectiles;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(string signal, Connection connection, Item sender, float power)
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item sender, float power)
|
||||
{
|
||||
switch (connection.Name)
|
||||
{
|
||||
|
||||
@@ -986,18 +986,42 @@ namespace Barotrauma
|
||||
return connectedComponents;
|
||||
}
|
||||
|
||||
public void SendSignal(string signal, string connectionName, float power = 0.0f)
|
||||
public void SendSignal(int stepsTaken, string signal, string connectionName, float power = 0.0f)
|
||||
{
|
||||
stepsTaken++;
|
||||
|
||||
ConnectionPanel panel = GetComponent<ConnectionPanel>();
|
||||
if (panel == null) return;
|
||||
foreach (Connection c in panel.Connections)
|
||||
{
|
||||
if (c.Name != connectionName) continue;
|
||||
|
||||
c.SendSignal(signal, this, power);
|
||||
|
||||
if (stepsTaken > 10)
|
||||
{
|
||||
//use a coroutine to prevent infinite loops by creating a one
|
||||
//frame delay if the "signal chain" gets too long
|
||||
CoroutineManager.StartCoroutine(SendSignal(signal, c, power));
|
||||
}
|
||||
else
|
||||
{
|
||||
c.SendSignal(stepsTaken, signal, this, power);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<object> SendSignal(string signal, Connection connection, float power = 0.0f)
|
||||
{
|
||||
//wait one frame
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
ConnectionPanel panel = GetComponent<ConnectionPanel>();
|
||||
if (panel == null) yield return CoroutineStatus.Success;
|
||||
|
||||
connection.SendSignal(0, signal, this, power);
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
|
||||
/// <param name="position">Position of the Character doing the pick, only items that are close enough to this are checked</param>
|
||||
/// <param name="pickPosition">the item closest to pickPosition is returned</param>
|
||||
/// <param name="hull">If a hull is specified, only items within that hull are checked</param>
|
||||
|
||||
Reference in New Issue
Block a user