* Move MapManager queries to SharedMapSystem
Moves all variants of FindGridsIntersecting/TryFindGridAt to SharedMapSystem
Hollows out the MapManager methods and converts them into relays to SharedMapSystem
* Move CreateGrid to SharedMapSystem
Moves the functionality for CreateGrid and its variants to SharedMapSystem
Hollows out the MapManager methods and converts them into relays for the SharedMapSystem methods
Obsoletes them too
Also moves over the GetAllMapGrids and GetAllGrids methods
* Move RaiseOnTileChanged to SharedMapSystem
Also moves the SuppressOnTileChanged flag member to SharedMapSystem
Hollows out and obsoletes the MapManager versions
* Move default value constants to SharedMapSystem
* Converts map pausing events into LocalizedEntityCommands
* Move MapManager related delegates/structs to SharedMapSystem
Moves the GridCreationOptions struct to the same namespace as SharedMapSystem and converts it into a record struct
Move the GridCallback delegates to the same namespace as SharedMapSystem
* Move CullDeletionHistory to SharedMapSystem
Well, that was less painful than I thought it would be
* Actually obsolete the NetworkedMapManager method
* Rename file
* Doc comments for new SharedMapSystem methods
* Doc comment
* Doc comments
* Fix access
* Purge all references to IMapManagerInternal
* Cull easy IMapManager references
* The rest
* Purge IMapManager
* Private internal FindGridsIntersecting method
* please die
* 41
* notes
---------
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
* WebSocket-based data transfer system
* Move resource downloads/uploads to the new transfer system
Should drastically increase the permitted practical size
* Transfer impl for Lidgren
* Async impl for receive stream
* Use unbounded channel for Lidgren
* Add metrics
* More comments
* Add serverside stream limit to avoid being a DoS vector
* Fix tests
* Oops forgot to actually implement sequence channels in NetMessage
* Doc comment for NetMessage.SequenceChannel
* Release notes
* Added basic loading screen
* Make it look better!
* I forgor xD
* Fix test fails
* Add comment
* Removed unused import
* Only write to file if the number of sections changed
* Servers can now have their own settings
* Minor optionzation and rare colors
* Remove some of the cvars
* debug only loading messages
* Added a few more steps
* Only one section at a time
* nullable section name
* Lock out functions if finished
* Get rid of saving the ccvar
* Cleanup
* Forgot!
* A few tweaks
* Disable vsync
* remove colors
* remove outdated vsync functions
* Silly me xD
* What I get for trying to be clever... ;(
* Better seconds display
* Simplify drawing logic + it looks better
* Type does not need to be partial
* Make interface to expose to content
* Use correct define to gate showing debug info
Should be TOOLS instead of DEBUG
* Use appropriate exception type in BeginLoadingSection
* Fix exception when closing window during loading screen
Would try to stop the main loop before it exists.
* Rename CVars, put debug info behind CVar instead of conditional compilation.
* Add to RELEASE-NOTES.md
* Add UI scaling support
* Make ILoadingScreenManager fully internal
Didn't realize content can't touch it as it'd break the total amount of sections
* Don't re-enable vsync manually, GameController does it at the end of init
* Add command to show top load time usage.
* Improve verbosity of debug time tracking
More steps and some steps named better
---------
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
* System font API
This is a new API that allows operating system fonts to be loaded by the engine and used by content.
Fonts are provided in a flat list exposing all the relevant metadata. They are loaded from disk with a Load call.
Initial implementation is only for Windows DirectWrite.
* Load system fonts as memory mapped files if possible.
This allows sharing the font file memory with other processes which is always good.
* Use ArrayPool to reduce char array allocations
* Disable verbose logging
* Implement system font support on Linux via Fontconfig
* Implement macOS support
* Add "FREEDESKTOP" define constant
This is basically LINUX || FREEBSD. Though FreeBSD currently gets detected as LINUX too. Oh well.
* Compile out Fontconfig and CoreText system font backends when not on those platforms
* Don't add Fontconfig package dep on Mac/Windows
* Allow disabling system font support via CVar
Cuz why not.
* feat: now view-variable controls can be registered from content, or even dynamically added
* refactor: whitespaces and xml-doc
* refactor: added changelog entry
* refactor: added methods for adding condition at start and at the end
* refactor: merged start/end methods, for IViewVariableControlFactory, improved changelog message
* refactor: replaced bool insertLast with InsertPosition enum
* refactor: reverse order of checks registration in ViewVariableControlFactory c-tor
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* sloth is so going to kill me
* the voices in my head told me to do this
* Register ILocalizationManagerInternal on client
* Avoid breaking change
* Cleanup
* Release notes
* Fix ResPath CanonPath
Apparently this is supposed to standardise to / but this isn't always the case. Alternatively we could just assert for performance reasons I'm good with either. The comment as written says this should happen.
* Fixes
* change
* assert
* Fix bad respath input
* Buffer
* Merge conflicts
* review
* Fix
* New HWID system prep
* Allow HWID to be disabled.
Both client and server can now request HWID to be disabled.
On the server via CVar, if disabled the client won't send it.
On the client via env var, if disabled it won't be sent to the client.
This involved moving legacy HWID to be sent in MsgEncryptionResponse instead of MsgLoginStart. This means the legacy HWID won't be available anymore if the connection isn't authenticated.
* Fix tests
* Fix another test
* Review
* Thanks Rider
* Move RobustXaml to a shared package
In a near-future change, I'll make it possible to optionally link to
this from Robust.Client, which will allow JIT compiling XAML.
Also upgrade it to a version of .NET that supports nullability
annotations.
* Re-namespace packages
* Add a JIT compiler, plus hooks that call into it
In Debug, after this change, all XAML will be hot reloaded once every
time an assembly is reloaded.
The new code is compiled with SRE and is _not_ sandboxed -- this is not
suitable to run against prod.
In Release, the hot reload path is totally skipped, using the same trick
as SmugLeaf used in an earlier attempt to implement this functionality.
* Hot reload: watcher
This is a bit of a horror, but there's not in-engine support for
identifying the source tree or the XAML files in it.
* Put everything dangerous behind conditional comp
* Code cleanup, docs
* Fix a bad comment
* Deal a little better with crashes in the watcher
* Make reload failures Info, since they're expected
They were previously causing the integration tests to flag, even though
"a few types fail hot reloading because they're internal" is expected
behavior.
* Fix an unnecessary null check
I removed the ability for CompileCore to return null.
* injectors: null! strings, default primitives
* Tidy documentation (thanks, PJB!)
* Reinstate netstandard2.0, abolish Pidgin
* Internal-ize all of Robust.Xaml
* Add a cautionary note to Sandbox.yml
* Shuffle around where conditional compilation occurs
* Privatize fields in XamlImplementationStorage
* Internalize XamlJitDelegate
* Inline some remarks. No cond. comp in Robust.Xaml
* Use file-scoped namespaces
They aren't allowed at Language Level 8.0. (which I arbitrarily picked
for Robust.Xaml because it's the oldest one that would work)
* Bump language level for R.Xaml, file namespaces
* Force hot reloading off for integration tests
* Fix bizarre comment/behavior in XamlImplementationStorage
* Consistently use interfaces, even in generated code
* Update Robust.Client/ClientIoC.cs
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Implement MarkupTagManager for getting markup tags
Implement IMarkupTag interface
Implement markup node classes
Prepare switching out FormattedMessage with new implementations
* UIControllerManager
Implemented UI Controller Manager
* added fetch function
* added note
* Hiding some internal stuff
* Implemented event on gamestate switch for ui
* Fix serialization field assigner emit
* fixing issues with ILEmitter stuff
* AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Blame Smug
* fixing nullref
* Add checking for no backing field / property for ui system dependencies
* fixes Gamestate detection
* Implemented event on UIControllers on system load
* Updated systemload/unload listeners
* Had this backwards lol
* Fix nulling systems before calling OnSystemUnloaded, broke InventoryUIController.Hands.cs
* Created UI Window management system
- A manager that allows for easy creation and access of popup or gamestate windows
* Changing to use basewindow instead of default window
* Implemented UI Theming that isn't ass
* Updated default theme loading and validation
* Added path validation for themes
* Implemented UI Themes
* Implemented UI Theme prototypes
* Implementing theming for texture buttons and Texturerects
* fixing server error
* Remove IUILink
* Implemented default theme overriding and theme colors
* Fixing sandbox lul
* Added error for not finding UITheme
* fixing setting default theme in content
* Move entity and tile spawn window logic to controllers
* Add 2 TODOs
* Merge fixes
* Add IOnStateChanged for UI controllers
* Fix inventory window being slow to open
Caches resources when the UI theme is changed
* Remove caching on theme change
The real fix was fixing the path for resources
* Remove test method
* Fix crash when controllers implement non generic interfaces
* Add controllers frame update
* Split UserInterfaceManager into partials
- Created UI screen
* Converted more UI managers into partials
* Setup UIScreen manager system
* Added some widget utility funcs
updated adding widgets
* Started removing HUDManager
* Moved UiController Manager to Partials
Finished moving all UIController code to UIManager
* Fixed screen loading
* Fixed Screen scaling
* Fixed Screen scaling
cleanup
* wat
* IwantToDie
* Fixed resolving ResourceCache instead of IResourceCache
* Split IOnStateChanged into IOnStateEntered and IOnStateExited
* Implemented helpers for adjusting UIAutoscale for screens
* Fixed autoscale, removed archiving from autoscale
* Implemented popups and adjusted some stuff
* Fixing some popup related shinanegans
* Fixing some draw order issues
* fixing dumb shit
* Fix indentation in UserInterfaceManager.Input.cs
* Moved screen setup to post init (run after content)
* Fix updating theme
* Merge fixes
* Fix resolving sprite system on control creation
* Fix min size of tile spawn window
* Add UIController.Initialize method
* https://tenor.com/view/minor-spelling-mistake-gif-21179057
* Add doc comment to UIController
* Split UIController.cs and UISystemDependency.cs into their own files
* Add more documentation to ui controllers
* Add AttributeUsage to UISystemDependencyAttribute
* Fix method naming
* Add documentation for assigners
* Return casted widgets where relevant
* Fix entity spawner scroll (#1)
* Add CloseOnClick and CloseOnEscape for popups
* Remove named windows and popups
* Cleanup controller code
* Add IOnStateChanged, IOnSystemChanged, IOnSystemLoaded, IOnSystemUnloaded
* Add more docs to state and system change interfaces
* Fixing Window issues
* Fixing some window fuckery
* Added OnOpen event to windows, updated sandbox window
Sandbox windows now persist values and positions
* Recurse through controls to register widgets (#2)
* Allow path to be folder
* Fix local player shutdown
* Fixing escape menu
* Fix backing field in DataDefinition.Emitters
* Ent+Tile spawn no crash
* Skip no-spawn in entity spawn menu
Co-authored-by: Jezithyr <jmaster9999@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
Co-authored-by: wrexbe <wrexbe@protonmail.com>
* Don't generate physics contacts for non-predicted bodies
These are all just handled on the server anyway so it's a significant waste of performance on the client for busy scenes.
* Significantly optimise broadphase updates
Cache all of the broadphase data properly now and also save the cache for physics step to boot.
* Fix cross-map broadphases
* Remove unnecessary clear
* fix
* Fixes
* Numerous ray fixes
* Cache physics transforms internally
3 main points to cache them for:
1. Contact updates
2. Physics Islands solving
3. GetWorldManifold (though this is primarily for ss14).
Whenever multi-threading is done it will need adjustments to make sure no race conditions on accessing the transforms dictionary
* Also cache position and angle for GetWorldAABB
* Fix boogs
* woops
* ComponentNames are not sent over the network when components are created.
* Removed ComponentStates array from EntityState, now the state is stored directly inside the CompChange struct.
* Remove the unnecessary NetID property from ComponentState.
* Remove Component.NetworkSynchronizeExistence.
* Change GetNetComponents to return both the component and the component NetId.
* Remove public usages of the Component.NetID property.
* Adds the NetIDAttribute that can be applied to components.
* Removed Component.NetID.
* Revert changes to GetComponentState and how prediction works.
* Adds component netID automatic generation.
* Modifies ClientConsoleHost so that commands can be called before Initialize().
* Completely remove static NetIds.
* Renamed NetIDAttribute to NetworkedComponentAttribute.
* Fixing unit tests.
* Refactors EntityManager to not do any networking.
ServerEntityManager and ClientEntityManager now do the networking instead.
* Rename property for "backwards compat."
* Remove comented out code in robust server simulation
* Refactors MapManager to not do any networking.
Now, ServerMapManager and ClientMapManager handle any networking.
* it's christmas in april!
* Remove comented line
* Remove useless seal
* Fix incorrect semicolon
* Event is no longer overriden, has a protected Invoke method instead
* Split entity lookups from entitymanager
* Helps if you subscribe dingus
* Handle map changes
* Stacks instead
* Make mapchanges use a queue because it's probably better
Moves likely only care about the latest position
* IoC what you did there
* IoC refactor
* Minor optimisations
* Apply feedback
* My IQ dropped 3 sizes that day
* Rest of acruid's feedback
* final_no_actual commit
* enlightenment?
* Liftoff
* final_commit_v2_actual
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>