* [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
Had a plan to use this, but realized for what I'm doing immediately I don't quite need it yet.
/update server endpoint can now receive a Reason code and Message field. These are available with IWatchdogApi.RestartRequested.
Cleaned up IWatchdogApi: Added comments, moved symbols that should only be called by the engine to an internal interface. Also cleaned up some code in WatchdogApi to remove some IDE warnings.
The hub has been adding this parameter for a while, instructing the game server that it doesn't need to run ACZ. This fixes the (relatively common) issue where the first publish fails because ACZ takes longer than the hub status timeout.
I apparently already committed some code for this once on accident. Whoops.
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Fix double loading of assemblies due to ALC shenanigans.
Due to how the "sideloading" code for the ModLoader was set up, it would first try to load Microsoft.Extensions.Primitives from next to the content dll. But we already have that library in Robust!
Chaos ensues.
We now try to forcibly prioritize loading from the default ALC first to avoid this.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Mute CA1416 (platform check) errors
TerraFX started annotating APIs with this and I can't be arsed to entertain this analyzer so out it goes.
* Fine ya cranky, no more CPM for Robust.Client.Injectors
* Changelog
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Central package management for remaining 2 robust projects
* Ok that was a bad idea let's just use NUnit 3 on the analyzer test project
* Oh right forgot to remove this one
* Update to a newer version of RemoteExecutor
* Disable RemoteExecutor test
https://github.com/dotnet/arcade/issues/8483 Yeah this package is not well maintained and clearly we can't rely on it.
* Fix immutable list serialization
This is Hybrid ACZ (Content.Client.zip in server package) but with the ability to add extra files on top (OpenDream rsc)
Also added IStatusHost.InvalidateAcz().
All HttpClient usages in the engine now use Happy Eyeballs, same implementation as the launcher.
Makes a IHttpClientHolder type so content can profit from this technology too. Didn't make use of this in all HttpClient usages in the engine itself, due to varying circumstances making it annoying to refactor.
* Add ISawmill.Verbose log helpers
* Verbose logs for server-side networking handshake.
* Replays: final boss
It does zippies now. It fucking works. Amazingly, in fact.
* Add ZipArchive to sandbox
* Cleave the ACZ code into two parts
* SSAZip - faster-performing than ZipArchive, very small codebase
* OnDemandFile to reduce RAM usage of SSAZip
* Modify OnDemandFile to be more amiable for replacing parts of ACManifest
* Make the ACZ Manifest code a lot less reliant on an "internal zip file" for memory usage reasons
* Finally allow disabling legacy client zip creation entirely
* ZIP is now only an ingestion format for ACZ, not actually served anymore
* We do a little renaming
* We do a little namespace adjustment
* We do a little ABOMINATION OF FILE MERGING