* [Dependency] source generator
No more reflection, no more codegen at runtime
Also various changes to Roslyn helpers to make this easier to write.
Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback.
No fallback is available for [field: Dependency] properties, due to a Roslyn bug.
Code Fixes exist. We love Roslyn
* Apply dependencies generator changes to all code
* Release notes
* Preprocessor got hands
* Handle nullable dependencies
These are bad but gotta deal with it.
* Apply suggestions from code review
Co-authored-by: Moony <moony@hellomouse.net>
* Fine, let's not use collection expressions
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Co-authored-by: Moony <moony@hellomouse.net>
* Implement hot reloading for entity prototypes
* Implement automatic prototype hot-reloading
* Merge fixes
* Add yaml hot reloading and a message to notify the client
* Add reloading only changed files, remove cooldown, add retries and remove IPrototype
* Remove reload command
* Make the client listen for reloads instead and only when focused
* Fix errors
* Only queue a reload when the queue has items in it
* Make fails after 10 retries log instead of throw if reloading
Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Some stuff for auth
* Holy crap auth works
* Enable encryption even if no auth token is provided.
It's still possible that the public key was retrieved over HTTPS via the status API, in which case it will be secure.
* Fix integration test compile.
* Secure CVar API.
* Literally rewrite the auth protocol to be minecraft's.
* Better exception tolerance in server handshake.
* Auth works from launcher.
* Fix some usages of UserID instead of UserName
* Fix auth.server CVar
* Kick existing connection if same account connects twice.
* Username assignment, guest session distinguishing.
* Necessary work to make bans work.
* Expose LoginType to OnConnecting.
* Fixing tests and warnings.
Net message functions are now cached when the message is registered or the string table updates (client side). This removes the cache call from DispatchNetMessage.
Receiving net messages that we don't have reception callbacks for, or that are blocked with the new NetMessageAccept enum, will instantly cause the net manager to drop the offending connection to avoid malicious use.
This means trying to send string tables to the server will just result in an instant kick without even hitting ReadFromBuffer().
This allows us to move some if() checks to asserts.