fix: reset interrupted fishing state
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d07adb530c
commit
d7c887db21
3 changed files with 61 additions and 2 deletions
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@ -385,6 +385,24 @@ func set_gameplay_input_enabled(enabled: bool) -> void:
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if not enabled:
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_local_menu_input_owners.clear()
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_stop_reeling_audio()
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# FishingSpot survives session and gameplay transitions. Restore the
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# player's canonical movement state before input is disabled so a cast
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# lock cannot follow that player into the next session.
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reset_transient_state()
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func reset_transient_state(restore_movement: bool = true) -> void:
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var local_state_was_active: bool = (
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state != FishingState.READY or _active_player != null
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)
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if local_state_was_active and _active_player == null and _local_player != null:
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_local_player.set_fighting_visual(false)
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_local_player.set_fishing_visual(false)
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_local_player.end_catch_showcase(Callable(), true)
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if restore_movement:
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_local_player.set_movement_enabled(true)
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_finalize_attempt_cleanup("", restore_movement)
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_new_cast_press_armed = not Input.is_action_pressed("fish_primary")
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func configure_accessibility_auto_click(
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@ -1339,13 +1357,17 @@ func _cleanup_attempt(
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_finalize_attempt_cleanup(cooldown_message)
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func _finalize_attempt_cleanup(cooldown_message: String) -> void:
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func _finalize_attempt_cleanup(
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cooldown_message: String,
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restore_movement: bool = true,
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) -> void:
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_showcase_restore_generation += 1
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if _active_player != null:
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_active_player.set_fighting_visual(false)
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_active_player.set_fishing_visual(false)
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_active_player.end_catch_showcase()
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_active_player.set_movement_enabled(true)
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if restore_movement:
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_active_player.set_movement_enabled(true)
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_active_player = null
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_state_time_remaining = 0.0
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_cast_charge = 0.0
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@ -1839,6 +1861,7 @@ func _on_network_session_state_changed(state_value: NetworkSession.State) -> voi
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]:
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_stop_fight_audio()
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_stop_reeling_audio()
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reset_transient_state()
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func _start_fight_audio() -> void:
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@ -176,6 +176,31 @@ func _run() -> void:
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assert(fishing_status.text.is_empty())
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assert(not fishing_status.visible)
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assert(not fishing_panel.visible)
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var reset_test_deadline: int = Time.get_ticks_msec() + 3000
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while (
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Time.get_ticks_msec() < reset_test_deadline
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and fishing_spot.state != FishingSpotType.FishingState.READY
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):
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await process_frame
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assert(fishing_spot.state == FishingSpotType.FishingState.READY)
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# Leaving a session during the cast presentation must release every local
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# action and equipment lock. This is the same cleanup path used by an
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# in-game server switch or a lost connection.
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fishing_spot.call("_begin_aiming", player)
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fishing_spot.set("_cast_charge", 0.32)
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fishing_spot.call("_update_cast_charge", 0.0)
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fishing_spot.call("_confirm_cast")
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assert(fishing_spot.state == FishingSpotType.FishingState.CASTING)
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assert(not player.is_movement_enabled())
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fishing_spot.call(
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"_on_network_session_state_changed",
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NetworkSession.State.DISCONNECTING,
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)
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assert(fishing_spot.state == FishingSpotType.FishingState.READY)
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assert(player.is_movement_enabled())
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assert(fishing_spot.can_change_hotbar_selection())
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assert(fishing_spot.can_open_fishing_shop())
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print("Fishing authority validation: PASS")
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session.disconnect_session("")
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@ -146,6 +146,17 @@ func _run_host() -> void:
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):
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await process_frame
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assert(remote_animation_player.current_animation == &"retract_sit")
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var retract_completion_deadline: int = Time.get_ticks_msec() + 5000
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while (
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Time.get_ticks_msec() < retract_completion_deadline
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and not remote_avatar.is_retract_visual_complete()
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):
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await process_frame
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assert(remote_avatar.is_retract_visual_complete())
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# Give the client that owns the same presentation a frame boundary to finish
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# local cleanup before the host intentionally tears down this test session.
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for _frame: int in 4:
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await physics_frame
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print("Fishing multiplayer host validation: PASS")
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session.disconnect_session("")
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