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https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
Fix replay handling of bad prototype uploads (#4259)
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@@ -7,6 +7,7 @@ using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Threading.Tasks;
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using Robust.Client.Upload.Commands;
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using Robust.Shared;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Replays;
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@@ -250,36 +251,56 @@ public sealed partial class ReplayLoadManager
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continue;
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message.Messages.RemoveSwap(i);
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var changed = new Dictionary<Type, HashSet<string>>();
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_protoMan.LoadString(protoUpload.PrototypeData, true, changed);
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foreach (var (kind, ids) in changed)
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try
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{
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var protos = prototypes[kind];
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var count = protos.Count;
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protos.UnionWith(ids);
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if (!ignoreDuplicates && ids.Count + count != protos.Count)
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{
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// An existing prototype was overwritten. Much like for resource uploading, supporting this
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// requires tracking the last-modified time of prototypes and either resetting or applying
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// prototype changes when jumping around in time. This also requires reworking how the initial
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// implicit state data is generated, because we can't simply cache it anymore.
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// Also, does reloading prototypes in release mode modify existing entities?
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var msg = $"Overwriting an existing prototype! Kind: {kind.Name}. Ids: {string.Join(", ", ids)}";
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if (_confMan.GetCVar(CVars.ReplayIgnoreErrors))
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_sawmill.Error(msg);
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else
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throw new NotSupportedException(msg);
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}
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LoadPrototype(protoUpload.PrototypeData, prototypes, ignoreDuplicates);
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}
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catch (Exception e)
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{
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if (e is NotSupportedException || !_confMan.GetCVar(CVars.ReplayIgnoreErrors))
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throw;
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_protoMan.ResolveResults();
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_protoMan.ReloadPrototypes(changed);
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_locMan.ReloadLocalizations();
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var msg = $"Caught exception while parsing uploaded prototypes in a replay. Exception: {e}";
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_sawmill.Error(msg);
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}
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}
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}
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private void LoadPrototype(
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string data,
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Dictionary<Type, HashSet<string>> prototypes,
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bool ignoreDuplicates)
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{
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var changed = new Dictionary<Type, HashSet<string>>();
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_protoMan.LoadString(data, true, changed);
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foreach (var (kind, ids) in changed)
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{
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var protos = prototypes[kind];
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var count = protos.Count;
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protos.UnionWith(ids);
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if (!ignoreDuplicates && ids.Count + count != protos.Count)
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{
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// An existing prototype was overwritten. Much like for resource uploading, supporting this
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// requires tracking the last-modified time of prototypes and either resetting or applying
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// prototype changes when jumping around in time. This also requires reworking how the initial
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// implicit state data is generated, because we can't simply cache it anymore.
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// Also, does reloading prototypes in release mode modify existing entities?
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var msg = $"Overwriting an existing prototype! Kind: {kind.Name}. Ids: {string.Join(", ", ids)}";
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if (_confMan.GetCVar(CVars.ReplayIgnoreErrors))
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_sawmill.Error(msg);
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else
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throw new NotSupportedException(msg);
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}
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}
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_protoMan.ResolveResults();
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_protoMan.ReloadPrototypes(changed);
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_locMan.ReloadLocalizations();
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}
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private void UpdateDeletions(NetListAsArray<EntityUid> entityDeletions,
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Dictionary<EntityUid, EntityState> entStates, HashSet<EntityUid> detached)
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{
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@@ -37,18 +37,22 @@ public abstract class SharedPrototypeLoadManager : IGamePrototypeLoadManager
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protected virtual void LoadPrototypeData(GamePrototypeLoadMessage message)
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{
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var data = message.PrototypeData;
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LoadedPrototypes.Add(data);
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_replay.RecordReplayMessage(new ReplayPrototypeUploadMsg { PrototypeData = data });
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// TODO validate yaml before loading?
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var changed = new Dictionary<Type, HashSet<string>>();
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_prototypeManager.LoadString(data, true, changed);
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_prototypeManager.ResolveResults();
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_prototypeManager.ReloadPrototypes(changed);
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_localizationManager.ReloadLocalizations();
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// Add to replay recording after we have loaded the file, in case it contains bad yaml that throws exceptions.
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LoadedPrototypes.Add(data);
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_replay.RecordReplayMessage(new ReplayPrototypeUploadMsg { PrototypeData = data });
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_sawmill.Info("Loaded adminbus prototype data.");
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}
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private void OnStartReplayRecording(MappingDataNode metadat, List<object> events)
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private void OnStartReplayRecording(MappingDataNode metadata, List<object> events)
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{
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foreach (var prototype in LoadedPrototypes)
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{
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