mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
Compare commits
6 Commits
fix/bui-st
...
v222.0.0
| Author | SHA1 | Date | |
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4500669f65 | ||
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7d19ea9338 | ||
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2dc610907d | ||
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beb1c4b1fb | ||
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7e331eaa75 | ||
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caf9e45ad9 |
@@ -1,4 +1,4 @@
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<Project>
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<!-- This file automatically reset by Tools/version.py -->
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<!-- This file automatically reset by Tools/version.py -->
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@@ -54,6 +54,25 @@ END TEMPLATE-->
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*None yet*
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## 222.0.0
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### Breaking changes
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* Mark IComponentFactory argument in EntityPrototype as mandatory.
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### New features
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* Add `EntProtoId<T>` to check for components on the attached entity as well.
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### Bugfixes
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* Fix PVS iterating duplicate chunks for multiple viewsubscriptions.
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### Other
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* Defer clientside BUI opens if it's the first state that comes in.
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## 221.2.0
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### New features
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@@ -51,10 +51,15 @@ internal sealed class PvsSession(ICommonSession session, ResizableMemoryRegion<P
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public (GameTick ToTick, List<PvsIndex> PreviouslySent)? LastSent;
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/// <summary>
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/// Visible chunks, sorted by proximity to the clients's viewers;
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/// Visible chunks, sorted by proximity to the client's viewers.
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/// </summary>
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public readonly List<(PvsChunk Chunk, float ChebyshevDistance)> Chunks = new();
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/// <summary>
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/// Unsorted set of visible chunks. Used to construct the <see cref="Chunks"/> list.
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/// </summary>
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public readonly HashSet<PvsChunk> ChunkSet = new();
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/// <summary>
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/// Squared distance ta all of the visible chunks.
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/// </summary>
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@@ -117,6 +122,7 @@ internal sealed class PvsSession(ICommonSession session, ResizableMemoryRegion<P
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{
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PlayerStates.Clear();
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Chunks.Clear();
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ChunkSet.Clear();
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States.Clear();
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State = null;
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}
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@@ -90,15 +90,13 @@ internal sealed partial class PvsSystem
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foreach (var session in _sessions)
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{
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session.Chunks.Clear();
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session.ChunkSet.Clear();
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GetSessionViewers(session);
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foreach (var eye in session.Viewers)
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{
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GetVisibleChunks(eye, session.Chunks);
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GetVisibleChunks(eye, session.ChunkSet);
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}
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// The list of visible chunks should be unique.
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DebugTools.Assert(session.Chunks.Select(x => x.Chunk).ToHashSet().Count == session.Chunks.Count);
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}
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DebugTools.Assert(_dirtyChunks.ToHashSet().Count == _dirtyChunks.Count);
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DebugTools.Assert(_cleanChunks.ToHashSet().Count == _cleanChunks.Count);
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@@ -108,7 +106,7 @@ internal sealed partial class PvsSystem
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/// Get the chunks visible to a single entity and add them to a player's set of visible chunks.
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/// </summary>
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private void GetVisibleChunks(Entity<TransformComponent, EyeComponent?> eye,
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List<(PvsChunk Chunk, float ChebyshevDistance)> playerChunks)
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HashSet<PvsChunk> chunks)
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{
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var (viewPos, range, mapUid) = CalcViewBounds(eye);
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if (mapUid is not {} map)
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@@ -121,7 +119,7 @@ internal sealed partial class PvsSystem
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if (!_chunks.TryGetValue(loc, out var chunk))
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continue;
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playerChunks.Add((chunk, default));
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chunks.Add(chunk);
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if (chunk.UpdateQueued)
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continue;
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@@ -147,7 +145,7 @@ internal sealed partial class PvsSystem
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if (!_chunks.TryGetValue(loc, out var chunk))
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continue;
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playerChunks.Add((chunk, default));
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chunks.Add(chunk);
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if (chunk.UpdateQueued)
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continue;
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@@ -137,15 +137,19 @@ internal sealed partial class PvsSystem
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if (!CullingEnabled || session.DisableCulling)
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return;
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var chunkSet = session.ChunkSet;
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var chunks = session.Chunks;
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var distances = session.ChunkDistanceSq;
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DebugTools.AssertEqual(chunks.Count, 0);
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distances.Clear();
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distances.EnsureCapacity(chunks.Count);
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distances.EnsureCapacity(chunkSet.Count);
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chunks.EnsureCapacity(chunkSet.Count);
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// Assemble list of chunks and their distances to the nearest eye.
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foreach (ref var tuple in CollectionsMarshal.AsSpan(chunks))
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foreach(var chunk in chunkSet)
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{
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var chunk = tuple.Chunk;
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var dist = float.MaxValue;
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var chebDist = float.MaxValue;
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@@ -165,7 +169,7 @@ internal sealed partial class PvsSystem
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}
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distances.Add(dist);
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tuple.ChebyshevDistance = chebDist;
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chunks.Add((chunk, chebDist));
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}
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// Sort chunks based on distances
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@@ -289,6 +289,12 @@ namespace Robust.Shared.GameObjects
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return GetRegistration(componentType).Name;
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}
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[Pure]
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public string GetComponentName<T>() where T : IComponent, new()
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{
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return GetRegistration<T>().Name;
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}
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[Pure]
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public string GetComponentName(ushort netID)
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{
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@@ -324,7 +330,7 @@ namespace Robust.Shared.GameObjects
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public ComponentRegistration GetRegistration<T>() where T : IComponent, new()
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{
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return GetRegistration(typeof(T));
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return GetRegistration(CompIdx.Index<T>());
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}
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public ComponentRegistration GetRegistration(IComponent component)
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@@ -19,7 +19,7 @@ namespace Robust.Shared.GameObjects
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/// <summary>
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/// The last received state object sent from the server.
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/// </summary>
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protected internal BoundUserInterfaceState? State { get; internal set; }
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protected BoundUserInterfaceState? State { get; private set; }
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protected BoundUserInterface(EntityUid owner, Enum uiKey)
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{
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@@ -160,6 +160,9 @@ namespace Robust.Shared.GameObjects
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[Pure]
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string GetComponentName(Type componentType);
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[Pure]
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string GetComponentName<T>() where T : IComponent, new();
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/// <summary>
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/// Gets the name of a component, throwing an exception if it does not exist.
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/// </summary>
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@@ -48,6 +48,7 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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SubscribeLocalEvent<UserInterfaceComponent, OpenBoundInterfaceMessage>(OnUserInterfaceOpen);
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SubscribeLocalEvent<UserInterfaceComponent, CloseBoundInterfaceMessage>(OnUserInterfaceClosed);
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SubscribeLocalEvent<UserInterfaceComponent, ComponentStartup>(OnUserInterfaceStartup);
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SubscribeLocalEvent<UserInterfaceComponent, ComponentShutdown>(OnUserInterfaceShutdown);
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SubscribeLocalEvent<UserInterfaceComponent, ComponentGetState>(OnUserInterfaceGetState);
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SubscribeLocalEvent<UserInterfaceComponent, ComponentHandleState>(OnUserInterfaceHandleState);
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@@ -55,28 +56,10 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<UserInterfaceUserComponent, ComponentShutdown>(OnActorShutdown);
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SubscribeLocalEvent<UserInterfaceUserComponent, ComponentGetStateAttemptEvent>(OnGetStateAttempt);
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SubscribeLocalEvent<UserInterfaceUserComponent, ComponentGetState>(OnActorGetState);
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SubscribeLocalEvent<UserInterfaceUserComponent, ComponentHandleState>(OnActorHandleState);
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_player.PlayerStatusChanged += OnStatusChange;
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}
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private void OnStatusChange(object? sender, SessionStatusEventArgs e)
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{
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var attachedEnt = e.Session.AttachedEntity;
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|
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if (attachedEnt == null)
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return;
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// Content can't handle it yet sadly :(
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CloseUserUis(attachedEnt.Value);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_player.PlayerStatusChanged -= OnStatusChange;
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}
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||||
|
||||
/// <summary>
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@@ -135,6 +118,11 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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#region User
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private void OnActorShutdown(Entity<UserInterfaceUserComponent> ent, ref ComponentShutdown args)
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{
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CloseUserUis((ent.Owner, ent.Comp));
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}
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|
||||
private void OnGetStateAttempt(Entity<UserInterfaceUserComponent> ent, ref ComponentGetStateAttemptEvent args)
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{
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if (args.Cancelled || args.Player?.AttachedEntity != ent.Owner)
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@@ -233,10 +221,8 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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Dirty(ent);
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// If the actor is also deleting then don't worry about updating what they have open.
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if (!TerminatingOrDeleted(actor))
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if (!TerminatingOrDeleted(actor) && _userQuery.TryComp(actor, out var actorComp))
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{
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var actorComp = EnsureComp<UserInterfaceUserComponent>(actor);
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if (actorComp.OpenInterfaces.TryGetValue(ent.Owner, out var keys))
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{
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keys.Remove(args.UiKey);
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@@ -282,6 +268,20 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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EnsureClientBui(ent, args.UiKey, ent.Comp.Interfaces[args.UiKey]);
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}
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private void OnUserInterfaceStartup(Entity<UserInterfaceComponent> ent, ref ComponentStartup args)
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{
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// PlayerAttachedEvent will catch some of these.
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foreach (var (key, bui) in ent.Comp.ClientOpenInterfaces)
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{
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bui.Open();
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|
||||
if (ent.Comp.States.TryGetValue(key, out var state))
|
||||
{
|
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bui.UpdateState(state);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
private void OnUserInterfaceShutdown(EntityUid uid, UserInterfaceComponent component, ComponentShutdown args)
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{
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foreach (var bui in component.ClientOpenInterfaces.Values)
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@@ -387,18 +387,20 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
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if (!ent.Comp.ClientOpenInterfaces.TryGetValue(key, out var cBui))
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continue;
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||||
|
||||
cBui.State = buiState;
|
||||
cBui.UpdateState(buiState);
|
||||
}
|
||||
|
||||
// If UI not open then open it
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var attachedEnt = _player.LocalEntity;
|
||||
|
||||
// If we get the first state for an ent coming in then don't open BUIs yet, just defer it until later.
|
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var open = ent.Comp.LifeStage > ComponentLifeStage.Added;
|
||||
|
||||
if (attachedEnt != null)
|
||||
{
|
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foreach (var (key, value) in ent.Comp.Interfaces)
|
||||
{
|
||||
EnsureClientBui(ent, key, value);
|
||||
EnsureClientBui(ent, key, value, open);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -406,7 +408,7 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
|
||||
/// <summary>
|
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/// Opens a client's BUI if not already open and applies the state to it.
|
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/// </summary>
|
||||
private void EnsureClientBui(Entity<UserInterfaceComponent> entity, Enum key, InterfaceData data)
|
||||
private void EnsureClientBui(Entity<UserInterfaceComponent> entity, Enum key, InterfaceData data, bool open = true)
|
||||
{
|
||||
// If it's out BUI open it up and apply the state, otherwise do nothing.
|
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var player = _player.LocalEntity;
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@@ -429,11 +431,15 @@ public abstract class SharedUserInterfaceSystem : EntitySystem
|
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var boundUserInterface = (BoundUserInterface) _factory.CreateInstance(type, [entity.Owner, key]);
|
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|
||||
entity.Comp.ClientOpenInterfaces[key] = boundUserInterface;
|
||||
|
||||
// This is just so we don't open while applying UI states.
|
||||
if (!open)
|
||||
return;
|
||||
|
||||
boundUserInterface.Open();
|
||||
|
||||
if (entity.Comp.States.TryGetValue(key, out var buiState))
|
||||
{
|
||||
boundUserInterface.State = buiState;
|
||||
boundUserInterface.UpdateState(buiState);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,7 @@
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations;
|
||||
|
||||
@@ -42,3 +45,59 @@ public readonly record struct EntProtoId(string Id) : IEquatable<string>, ICompa
|
||||
|
||||
public override string ToString() => Id ?? string.Empty;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="EntProtoId"/>
|
||||
[Serializable]
|
||||
public readonly record struct EntProtoId<T>(string Id) : IEquatable<string>, IComparable<EntProtoId> where T : IComponent, new()
|
||||
{
|
||||
public static implicit operator string(EntProtoId<T> protoId)
|
||||
{
|
||||
return protoId.Id;
|
||||
}
|
||||
|
||||
public static implicit operator EntProtoId(EntProtoId<T> protoId)
|
||||
{
|
||||
return new EntProtoId(protoId.Id);
|
||||
}
|
||||
|
||||
public static implicit operator EntProtoId<T>(string id)
|
||||
{
|
||||
return new EntProtoId<T>(id);
|
||||
}
|
||||
|
||||
public static implicit operator EntProtoId<T>?(string? id)
|
||||
{
|
||||
return id == null ? default(EntProtoId<T>?) : new EntProtoId<T>(id);
|
||||
}
|
||||
|
||||
public bool Equals(string? other)
|
||||
{
|
||||
return Id == other;
|
||||
}
|
||||
|
||||
public int CompareTo(EntProtoId other)
|
||||
{
|
||||
return string.Compare(Id, other.Id, StringComparison.Ordinal);
|
||||
}
|
||||
|
||||
public override string ToString() => Id ?? string.Empty;
|
||||
|
||||
public T Get(IPrototypeManager? prototypes, IComponentFactory compFactory)
|
||||
{
|
||||
prototypes ??= IoCManager.Resolve<IPrototypeManager>();
|
||||
var proto = prototypes.Index(this);
|
||||
if (!proto.TryGetComponent(out T? comp, compFactory))
|
||||
{
|
||||
throw new ArgumentException($"{nameof(EntityPrototype)} {proto.ID} has no {nameof(T)}");
|
||||
}
|
||||
|
||||
return comp;
|
||||
}
|
||||
|
||||
public bool TryGet([NotNullWhen(true)] out T? comp, IPrototypeManager? prototypes, IComponentFactory compFactory)
|
||||
{
|
||||
prototypes ??= IoCManager.Resolve<IPrototypeManager>();
|
||||
var proto = prototypes.Index(this);
|
||||
return proto.TryGetComponent(out comp, compFactory);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ using Robust.Shared.Serialization.Manager;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Serialization.Markdown.Mapping;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Array;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Robust.Shared.Prototypes
|
||||
@@ -168,28 +169,37 @@ namespace Robust.Shared.Prototypes
|
||||
_loc = IoCManager.Resolve<ILocalizationManager>();
|
||||
}
|
||||
|
||||
public bool TryGetComponent<T>([NotNullWhen(true)] out T? component, IComponentFactory? factory = null) where T : IComponent
|
||||
[Obsolete("Pass in IComponentFactory")]
|
||||
public bool TryGetComponent<T>([NotNullWhen(true)] out T? component)
|
||||
where T : IComponent
|
||||
{
|
||||
if (factory == null)
|
||||
{
|
||||
factory = IoCManager.Resolve<IComponentFactory>();
|
||||
}
|
||||
var compName = IoCManager.Resolve<IComponentFactory>().GetComponentName(typeof(T));
|
||||
return TryGetComponent(compName, out component);
|
||||
}
|
||||
|
||||
var compName = factory.GetComponentName(typeof(T));
|
||||
public bool TryGetComponent<T>([NotNullWhen(true)] out T? component, IComponentFactory factory) where T : IComponent, new()
|
||||
{
|
||||
var compName = factory.GetComponentName<T>();
|
||||
return TryGetComponent(compName, out component);
|
||||
}
|
||||
|
||||
public bool TryGetComponent<T>(string name, [NotNullWhen(true)] out T? component) where T : IComponent
|
||||
{
|
||||
DebugTools.AssertEqual(IoCManager.Resolve<IComponentFactory>().GetComponentName(typeof(T)), name);
|
||||
|
||||
if (!Components.TryGetValue(name, out var componentUnCast))
|
||||
{
|
||||
component = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
// There are no duplicate component names
|
||||
// TODO Sanity check with names being in an attribute of the type instead
|
||||
component = (T) componentUnCast.Component;
|
||||
if (componentUnCast.Component is not T cast)
|
||||
{
|
||||
component = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
component = cast;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.Manager;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Serialization.Markdown;
|
||||
using Robust.Shared.Serialization.Markdown.Mapping;
|
||||
using Robust.Shared.Serialization.Markdown.Sequence;
|
||||
using Robust.Shared.Serialization.Markdown.Validation;
|
||||
using Robust.Shared.Serialization.Markdown.Value;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Interfaces;
|
||||
@@ -40,3 +43,49 @@ public sealed class EntProtoIdSerializer : ITypeSerializer<EntProtoId, ValueData
|
||||
return source;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Serializer used automatically for <see cref="EntProtoId"/> types.
|
||||
/// </summary>
|
||||
[TypeSerializer]
|
||||
public sealed class EntProtoIdSerializer<T> : ITypeSerializer<EntProtoId<T>, ValueDataNode>, ITypeCopyCreator<EntProtoId<T>> where T : IComponent, new()
|
||||
{
|
||||
public ValidationNode Validate(ISerializationManager serialization, ValueDataNode node, IDependencyCollection dependencies, ISerializationContext? context = null)
|
||||
{
|
||||
var prototypes = dependencies.Resolve<IPrototypeManager>();
|
||||
if (!prototypes.TryGetMapping(typeof(EntityPrototype), node.Value, out var mapping))
|
||||
return new ErrorNode(node, $"No {nameof(EntityPrototype)} found with id {node.Value} that has a {typeof(T).Name}");
|
||||
|
||||
if (!mapping.TryGet("components", out SequenceDataNode? components))
|
||||
return new ErrorNode(node, $"{nameof(EntityPrototype)} {node.Value} doesn't have a {typeof(T).Name}.");
|
||||
|
||||
var compFactory = dependencies.Resolve<IComponentFactory>();
|
||||
var registration = compFactory.GetRegistration<T>();
|
||||
foreach (var componentNode in components)
|
||||
{
|
||||
if (componentNode is MappingDataNode component &&
|
||||
component.TryGet("type", out ValueDataNode? compName) &&
|
||||
compName.Value == registration.Name)
|
||||
{
|
||||
return new ValidatedValueNode(node);
|
||||
}
|
||||
}
|
||||
|
||||
return new ErrorNode(node, $"{nameof(EntityPrototype)} {node.Value} doesn't have a {typeof(T).Name}.");
|
||||
}
|
||||
|
||||
public EntProtoId<T> Read(ISerializationManager serialization, ValueDataNode node, IDependencyCollection dependencies, SerializationHookContext hookCtx, ISerializationContext? context = null, InstantiationDelegate<EntProtoId<T>>? instanceProvider = null)
|
||||
{
|
||||
return new EntProtoId<T>(node.Value);
|
||||
}
|
||||
|
||||
public DataNode Write(ISerializationManager serialization, EntProtoId<T> value, IDependencyCollection dependencies, bool alwaysWrite = false, ISerializationContext? context = null)
|
||||
{
|
||||
return new ValueDataNode(value.Id);
|
||||
}
|
||||
|
||||
public EntProtoId<T> CreateCopy(ISerializationManager serializationManager, EntProtoId<T> source, IDependencyCollection dependencies, SerializationHookContext hookCtx, ISerializationContext? context = null)
|
||||
{
|
||||
return source;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user