mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
fixes heaps of build warnings (#3329)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -46,6 +46,7 @@ public sealed class SoundPathSpecifier : SoundSpecifier
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Params = @params.Value;
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}
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[Obsolete("Use SharedAudioSystem.GetSound(), or just pass sound specifier directly into SharedAudioSystem.")]
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public override string GetSound(IRobustRandom? rand = null, IPrototypeManager? proto = null)
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{
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return Path == null ? string.Empty : Path.ToString();
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@@ -70,6 +71,7 @@ public sealed class SoundCollectionSpecifier : SoundSpecifier
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Params = @params.Value;
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}
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[Obsolete("Use SharedAudioSystem.GetSound(), or just pass sound specifier directly into SharedAudioSystem.")]
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public override string GetSound(IRobustRandom? rand = null, IPrototypeManager? proto = null)
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{
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if (Collection == null)
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@@ -149,7 +149,7 @@ namespace Robust.Shared.Containers
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physicsSys.SetCanCollide(physics, false, false);
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if (jointQuery.TryGetComponent(xform.Owner, out var joint))
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jointSys.ClearJoints(joint);
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jointSys.ClearJoints(xform.Owner, joint);
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}
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foreach (var child in xform.ChildEntities)
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@@ -28,7 +28,6 @@ namespace Robust.Shared.GameObjects
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ISerializationManager _serManager = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly ProfManager _prof = default!;
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#endregion Dependencies
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@@ -201,7 +200,7 @@ namespace Robust.Shared.GameObjects
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// For whatever reason, tests create and expect null-space to have a map entity, and it does on the client, but it
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// intentionally doesn't on the server??
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if (coordinates.MapId == MapId.Nullspace &&
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mapXform == null)
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mapXform == null)
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{
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transform._parent = EntityUid.Invalid;
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transform.Anchored = false;
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@@ -1,9 +1,13 @@
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Robust.Shared.GameObjects
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{
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public sealed class CollideOnAnchorSystem : EntitySystem
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{
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[Dependency] private SharedPhysicsSystem _physics = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -35,7 +39,7 @@ namespace Robust.Shared.GameObjects
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enabled ^= true;
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}
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body.CanCollide = enabled;
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_physics.SetCanCollide(body, enabled);
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}
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}
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}
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@@ -38,7 +38,7 @@ namespace Robust.Shared.GameObjects
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if (component.Enabled)
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UpdateCanCollide(uid, component);
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else if (TryComp(uid, out PhysicsComponent? physics))
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physics.CanCollide = true;
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_physics.SetCanCollide(physics, true);
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Dirty(component);
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}
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@@ -65,7 +65,7 @@ namespace Robust.Shared.GameObjects
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&& !Terminating(uid)
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&& TryComp(uid, out PhysicsComponent? physics))
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{
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physics.CanCollide = true;
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_physics.SetCanCollide(physics, true);
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}
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}
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@@ -307,10 +307,10 @@ namespace Robust.Shared.Physics.Dynamics
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if (contact.Manifold.PointCount > 0 && contact.FixtureA?.Hard == true && contact.FixtureB?.Hard == true)
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{
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if (bodyA.CanCollide)
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contact.FixtureA.Body.Awake = true;
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_physics.SetAwake(contact.FixtureA.Body, true);
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if (bodyB.CanCollide)
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contact.FixtureB.Body.Awake = true;
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_physics.SetAwake(contact.FixtureB.Body, true);
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}
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// Remove from the world
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@@ -417,8 +417,8 @@ namespace Robust.Shared.Physics.Dynamics
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var xformA = xformQuery.GetComponent(bodyA.Owner);
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var xformB = xformQuery.GetComponent(bodyB.Owner);
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var gridABounds = fixtureA.Shape.ComputeAABB(bodyA.GetTransform(xformA), 0);
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var gridBBounds = fixtureB.Shape.ComputeAABB(bodyB.GetTransform(xformB), 0);
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var gridABounds = fixtureA.Shape.ComputeAABB(_physics.GetPhysicsTransform(bodyA.Owner, xformA, xformQuery), 0);
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var gridBBounds = fixtureB.Shape.ComputeAABB(_physics.GetPhysicsTransform(bodyB.Owner, xformB, xformQuery), 0);
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if (!gridABounds.Intersects(gridBBounds))
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{
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@@ -574,8 +574,8 @@ namespace Robust.Shared.Physics.Dynamics
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var bodyA = contact.FixtureA!.Body;
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var bodyB = contact.FixtureB!.Body;
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bodyA.Awake = true;
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bodyB.Awake = true;
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_physics.SetAwake(bodyA, true);
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_physics.SetAwake(bodyB, true);
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}
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ArrayPool<bool>.Shared.Return(wake);
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@@ -146,8 +146,7 @@ namespace Robust.Shared.Physics.Dynamics
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}
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}
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[DataField("hard")]
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private bool _hard = true;
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[DataField("hard")] private bool _hard = true;
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// MassData
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// The reason these aren't a struct is because Serv3 + doing MassData in yaml everywhere would suck.
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@@ -172,8 +172,7 @@ namespace Robust.Shared.Physics.Dynamics.Joints
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}
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}
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[DataField("collideConnected")]
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protected bool _collideConnected = true;
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[DataField("collideConnected")] protected bool _collideConnected = true;
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/// <summary>
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/// The Breakpoint simply indicates the maximum Value the JointError can be before it breaks.
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@@ -54,7 +54,7 @@ namespace Robust.Shared.Physics.Systems
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_broadphaseSystem.RemoveBody(body, component);
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// TODO im 99% sure _broadphaseSystem.RemoveBody(body, component) gets triggered by this as well, so is this even needed?
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body.CanCollide = false;
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_physics.SetCanCollide(body, false);
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}
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#region Public
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@@ -132,11 +132,14 @@ namespace Robust.Shared.Physics.Systems
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/// </summary>
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public void CreateFixture(PhysicsComponent body, IPhysShape shape, float density, int collisionLayer, int collisionMask)
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{
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var fixture = new Fixture(body, shape) {
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Density = density,
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CollisionLayer = collisionLayer,
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CollisionMask = collisionMask
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var fixture = new Fixture(body, shape)
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{
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Density = density
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};
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FixturesComponent? manager = null;
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_physics.SetCollisionLayer(fixture, collisionLayer, manager);
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_physics.SetCollisionMask(fixture, collisionMask, manager);
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CreateFixture(body, fixture);
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}
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@@ -218,7 +221,7 @@ namespace Robust.Shared.Physics.Systems
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if (updates)
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{
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FixtureUpdate(manager, body);
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body.ResetMassData(manager);
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_physics.ResetMassData(body, manager);
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Dirty(manager);
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}
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}
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@@ -371,7 +374,7 @@ namespace Robust.Shared.Physics.Systems
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if (computeProperties)
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{
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physics.ResetMassData(component);
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_physics.ResetMassData(physics, component);
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}
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}
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@@ -232,7 +232,7 @@ namespace Robust.Shared.Physics.Systems
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// TODO: Need to handle grids colliding with non-grid entities with the same layer
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// (nothing in SS14 does this yet).
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var transform = bodyQuery.GetComponent(grid.GridEntityId).GetTransform(xform);
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var transform = _physicsSystem.GetPhysicsTransform(grid.GridEntityId, xformQuery: xformQuery);
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gridsPool.Clear();
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foreach (var colliding in _mapManager.FindGridsIntersecting(mapId, aabb, gridsPool, xformQuery, bodyQuery, true))
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@@ -242,7 +242,7 @@ namespace Robust.Shared.Physics.Systems
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var otherGrid = (MapGrid)colliding;
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var otherGridBounds = colliding.WorldAABB;
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var otherGridInvMatrix = colliding.InvWorldMatrix;
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var otherTransform = bodyQuery.GetComponent(colliding.GridEntityId).GetTransform(xformQuery.GetComponent(colliding.GridEntityId));
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var otherTransform = _physicsSystem.GetPhysicsTransform(colliding.GridEntityId, xformQuery: xformQuery);
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// Get Grid2 AABB in grid1 ref
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var aabb1 = grid.LocalAABB.Intersect(invWorldMatrix.TransformBox(otherGridBounds));
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@@ -460,16 +460,16 @@ namespace Robust.Shared.Physics.Systems
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MetaData(bodyAUid).EntityLifeStage < EntityLifeStage.Terminating &&
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!_container.IsEntityInContainer(bodyAUid))
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{
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bodyA.CanCollide = true;
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bodyA.Awake = true;
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_physics.SetCanCollide(bodyA, true);
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_physics.SetAwake(bodyA, true);
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}
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if (EntityManager.TryGetComponent<PhysicsComponent>(bodyBUid, out var bodyB) &&
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MetaData(bodyBUid).EntityLifeStage < EntityLifeStage.Terminating &&
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!_container.IsEntityInContainer(bodyBUid))
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{
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bodyB.CanCollide = true;
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bodyB.Awake = true;
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_physics.SetCanCollide(bodyB, true);
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_physics.SetAwake(bodyB, true);
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}
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if (!jointComponentA.Deleted)
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@@ -55,7 +55,7 @@ public partial class SharedPhysicsSystem
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{
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if (component.BodyType != BodyType.Static)
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{
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component.Awake = true;
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SetAwake(component, true);
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}
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}
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@@ -95,21 +95,21 @@ public partial class SharedPhysicsSystem
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if (args.Current is not PhysicsComponentState newState)
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return;
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component.SleepingAllowed = newState.SleepingAllowed;
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component.FixedRotation = newState.FixedRotation;
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component.CanCollide = newState.CanCollide;
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SetSleepingAllowed(component, newState.SleepingAllowed);
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SetFixedRotation(component, newState.FixedRotation);
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SetCanCollide(component, newState.CanCollide);
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component.BodyStatus = newState.Status;
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// So transform doesn't apply MapId in the HandleComponentState because ??? so MapId can still be 0.
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// Fucking kill me, please. You have no idea deep the rabbit hole of shitcode goes to make this work.
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Dirty(component);
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component.LinearVelocity = newState.LinearVelocity;
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component.AngularVelocity = newState.AngularVelocity;
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component.BodyType = newState.BodyType;
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component.Friction = newState.Friction;
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component.LinearDamping = newState.LinearDamping;
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component.AngularDamping = newState.AngularDamping;
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SetLinearVelocity(component, newState.LinearVelocity);
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SetAngularVelocity(component, newState.AngularVelocity);
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SetBodyType(component, newState.BodyType);
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SetFriction(component, newState.Friction);
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SetLinearDamping(component, newState.LinearDamping);
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SetAngularDamping(component, newState.AngularDamping);
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component.Predict = false;
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}
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@@ -376,7 +376,7 @@ public partial class SharedPhysicsSystem
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}
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if (updateSleepTime)
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body.SleepTime = 0.0f;
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SetSleepTime(body, 0);
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Dirty(body);
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}
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@@ -189,8 +189,8 @@ public abstract partial class SharedPhysicsSystem
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if (args.OldParent is not EntityUid { Valid: true } parent)
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{
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// no previous parent --> simple
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physics.LinearVelocity += physics.LinearVelocity - newLinear;
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physics.AngularVelocity += physics.AngularVelocity - newAngular;
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SetLinearVelocity(physics, physics.LinearVelocity - newLinear);
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SetAngularVelocity(physics, physics.AngularVelocity - newAngular);
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return;
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}
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@@ -225,7 +225,7 @@ public abstract partial class SharedPhysicsSystem
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// Finally we can update the Velocities. linear velocity is already in terms of map-coordinates, so no
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// world-rotation is required
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physics.LinearVelocity += oldLinear - newLinear;
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physics.AngularVelocity += oldAngular - newAngular;
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SetLinearVelocity(physics, oldLinear - newLinear);
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SetAngularVelocity(physics, oldAngular - newAngular);
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}
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}
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@@ -47,7 +47,6 @@ namespace Robust.Shared.Physics.Systems
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedGridTraversalSystem _traversal = default!;
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[Dependency] private readonly IManifoldManager _collision = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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@@ -91,7 +90,7 @@ namespace Robust.Shared.Physics.Systems
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private void OnPhysicsRemove(EntityUid uid, PhysicsComponent component, ComponentRemove args)
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{
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component.CanCollide = false;
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SetCanCollide(component, false);
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DebugTools.Assert(!component.Awake);
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}
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@@ -217,7 +216,7 @@ namespace Robust.Shared.Physics.Systems
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EntityQuery<JointComponent> jointQuery,
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EntityQuery<BroadphaseComponent> broadQuery)
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{
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EntityUid? uid = xform.Owner;
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var uid = xform.Owner;
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DebugTools.Assert(!Deleted(uid));
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@@ -239,7 +238,7 @@ namespace Robust.Shared.Physics.Systems
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DebugTools.Assert(body.Contacts.Count == 0);
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// TODO: When we cull sharedphysicsmapcomponent we can probably remove this grid check.
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if (!MapManager.IsGrid(uid.Value) && fixturesQuery.TryGetComponent(uid, out var fixtures) && body._canCollide)
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if (!MapManager.IsGrid(uid) && fixturesQuery.TryGetComponent(uid, out var fixtures) && body._canCollide)
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{
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// TODO If not deleting, update world position+rotation while iterating through children and pass into UpdateBodyBroadphase
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_broadphase.UpdateBodyBroadphase(body, fixtures, xform, newBroadphase, xformQuery, oldMoveBuffer);
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@@ -247,7 +246,7 @@ namespace Robust.Shared.Physics.Systems
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}
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if (jointQuery.TryGetComponent(uid, out var joint))
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_joints.ClearJoints(joint);
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_joints.ClearJoints(uid, joint);
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if (newMapId != MapId.Nullspace && broadQuery.TryGetComponent(uid, out var parentBroadphase))
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newBroadphase = parentBroadphase;
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@@ -269,7 +268,7 @@ namespace Robust.Shared.Physics.Systems
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if (!EntityManager.EntityExists(ev.EntityUid)) return;
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// Yes this ordering matters
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var collideComp = EntityManager.EnsureComponent<PhysicsComponent>(ev.EntityUid);
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collideComp.BodyType = BodyType.Static;
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SetBodyType(collideComp, BodyType.Static);
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EntityManager.EnsureComponent<FixturesComponent>(ev.EntityUid);
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}
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@@ -53,7 +53,7 @@ namespace Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Pro
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IReadOnlyCollection<string> value,
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IDependencyCollection dependencies,
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bool alwaysWrite,
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ISerializationContext? context = null)
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ISerializationContext? context)
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{
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return WriteInternal(serializationManager, value, dependencies, alwaysWrite, context);
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}
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@@ -19,7 +19,7 @@ namespace Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Pro
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IReadOnlyList<string> value,
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IDependencyCollection dependencies,
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bool alwaysWrite,
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ISerializationContext? context = null)
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ISerializationContext? context)
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{
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return WriteInternal(serializationManager, value, dependencies, alwaysWrite, context);
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}
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@@ -93,7 +93,7 @@ namespace Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Pro
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List<string> value,
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IDependencyCollection dependencies,
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bool alwaysWrite,
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ISerializationContext? context = null)
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ISerializationContext? context)
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{
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return WriteInternal(serializationManager, value, dependencies, alwaysWrite, context);
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}
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