* 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>
* [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
---------
Co-authored-by: Moony <moony@hellomouse.net>
* 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
This is a gigantic kerfuffle because Chromium expects a very specific directory & app bundle layout. Have to change a bunch of resource loading code to account for content development being launched from an app bundle, and also had to make automatic MSBuild tooling & a python script to generate such an app bundle
This means we don't have to JIT a bunch of UIs that you might not open, reducing memory usage and startup overhead.
One (1) UI is always JITed in another thread before prototype UIs are loaded, so as to warm up the JIT machinery. Said type is DropDownDebugConsole which always gets used anyways so there's no harm in it.
In total, these changes save more than a second of startup time for me.
* 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.
Applies when vsync is not enabled.
Had to shuffle stuff around to GameController since it involves the game loop.
The implementation isn't great and undershoots the target FPS value (because the OS overshoots the desired sleep value). I tried using SDL_DelayPrecise too but this causes significantly increased CPU usage probably because it spinwaits and all that nonsense, so I decided against it.
I don't know why I bothered to do this. I just got the idea in my head. Kinda feels like a waste of time, but there's no point not committing it at this point.
* 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
* Start converting SDL2 backend to SDL3.
Game starts, but a lot of stuff is broken. Oh well.
* Fix text input
SDL3 changed the API somewhat, for the better. Changes all over UI/Clyde/SDL3 layer.
* Fix mouse buttons being broken
* Remove records from SDL3 WSI
The fact that this shaved 2-3% off Robust.Client.dll is mindboggling. Records are so bad.
* Set Windows/X11 native window properties
* Fix window resize events getting wrong size
oops
* Remove "using static" from SDL3 WSI
Seriously seems to hurt IDE performance, oh well.
* Apparently I never called CheckThreadApartment().
* Add STAThreadAttribute to sandbox
Necessary for content start
* Set window title on creation properly.
* Load window icons
* Fix GLFW NoTitleBar style handling
Yeah this PR is supposed to be about SDL3, so what?
* Implement more window creation settings in SDL3
Mostly the ones that need a lot of platform-specific stuff to work.
* Make fullscreen work properly in SDL3.
* File dialogs with SDL3
Removes need for swnfd.
* Fix some TODOs
* Fix WebView build
* Expose GameTitle to public
Requirement for upstream ss14 pr
* Missing method implemented
* Add windowiconset and splashlogo (I think this is what pjb meant?)
I don't think its worth it to add the other stuff (modules, assemblyprefix, autocnnect, clientassemblies)
* Docs
* 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>
Re-organize initialization so that User-Agent CVar actually works.
Add web.headless CVar to not load CEF even on graphical client.
Clean up init logic to not rely on static IoC, and clean up loggers used too.