Compare commits

...

385 Commits

Author SHA1 Message Date
Pieter-Jan Briers
abea3024b4 Raise event when entity paused state changes. 2021-07-02 17:19:34 +02:00
Pieter-Jan Briers
07dafeb6cd Can now rotate anchored entities 2021-07-02 01:16:25 +02:00
Pieter-Jan Briers
a726d42ae3 Fix ResetPredictedEntities applying data early in some cases.
FullState was getting updated before ResetPredictedEntities ran instead of after. So ResetPredictedEntities was applying data to stuff like containers that depends on entities that hadn't been made yet.
2021-07-01 12:16:18 +02:00
metalgearsloth
d02d186a2f Fix light pop-in 2 (#1798)
* Fix light pop-in

Doh

* Uniqueness

* Refactor to be less bad

* Better perf

* Fix perf problems

* Hide debug commands under preprocessor

Can't imagine anyone using this during live-game.

* CVars
2021-06-29 22:29:47 +10:00
Vera Aguilera Puerto
a6be66949d Fix segfault when MIDI renderer is disposed.
Apparently? You need to dispose of the sequencer BEFORE the synth or a funny segfault will occur... T-Thanks libfluidsynth.
Also unregisters the sequencer clients before disposing, just for cleanliness.
2021-06-28 10:59:20 +02:00
Galactic Chimp
0dfd3b7443 #1462 extracted MapGrid's HasGravity property to separate Content component (#1835) 2021-06-27 15:01:58 +10:00
metalgearsloth
6f90e9a76e MapGridSystem for grid initialization (#1838)
* MapGridSystem for grid initialization

Doesn't seem to be a clean way to hook into grids being initialized (can't duplicate directed bus events and a few systems need to EnsureComponent) hence the event.

* Address reviews
2021-06-27 14:59:38 +10:00
Galactic Chimp
9246b88560 #1607 deprecate IEntityQuery (#1837)
* #1607 partial progress

* #1607 almost done

* #1607 small test tweak

* #1607 PR suggestions

* #1607 PR suggestions

* #1607 indentation tweaks
2021-06-27 13:40:00 +10:00
Vera Aguilera Puerto
61af9db362 Fix bug where anchored entities would be spawned at 0,0 always.
This is because the parent was attached first, and then the Entity Coordinates are set, but position doesn't change because the parent is the same and the entity is anchored.
NOTE: I only fixed the EntityCoordinates overload. Unsure if this is even a problem with MapCoordinates.
2021-06-24 21:41:39 +02:00
Vera Aguilera Puerto
5aa950e7f7 GetTilesIntersecting yield returns instead of creating, populating and returning a list of tiles. 2021-06-23 12:40:31 +02:00
Pieter-Jan Briers
b8903af52f Make public DrawingHandleScreen.DrawString helper method.
This method was copy pasted into 4 separate overlays already.
2021-06-23 01:42:47 +02:00
Pieter-Jan Briers
5b35c4e82b Fix disposed exception on client shutdown (I think?). 2021-06-23 01:26:16 +02:00
metalgearsloth
06db80780c Filter contacts for joints properly (#1836)
If you're colliding with something you obtain a joint with it should be filtered correctly now.
2021-06-21 02:27:07 +02:00
Acruid
e5fd4f5700 DependencyCollection Children (#1833)
Adds a new register function for registering a simple Type without an interface.
2021-06-21 02:15:23 +02:00
Galactic Chimp
e1a199e060 Removed old Loc.GetString() use instances (#1814)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-06-21 02:12:53 +02:00
Pieter-Jan Briers
22ac34c7a1 Are you for real, .NET CLI. 2021-06-21 02:01:55 +02:00
Pieter-Jan Briers
04fa6901b1 Fix ordering of command arguments.
Dumb CLI.
2021-06-21 01:57:09 +02:00
Pieter-Jan Briers
8f7d4211e3 Try server GC for content integration tests. 2021-06-21 01:53:40 +02:00
Pieter-Jan Briers
1147d6fd9a Do not cache injector delegates for entity system creation. 2021-06-21 01:44:36 +02:00
Pieter-Jan Briers
e4449c4901 Cache data definitions statically.
Significantly improves integration test times.
2021-06-21 01:31:13 +02:00
Pieter-Jan Briers
dc8963faa5 Use a no-op mapped string serializer in integration tests.
Serialization never happens in integration tests, so...
2021-06-21 01:29:51 +02:00
Pieter-Jan Briers
f9cf9a8fd4 Single-threaded integration tests experiment.
This didn't really seem to improve performance, so it's not enabled, but I'm not deleting the code.
2021-06-21 00:38:37 +02:00
Pieter-Jan Briers
393bdc04bc ItemList doesn't render things outside its clip region. 2021-06-20 19:48:24 +02:00
Pieter-Jan Briers
db4d787b49 use a struct enumerator for EventTables GetReferences. 2021-06-20 18:50:43 +02:00
Pieter-Jan Briers
cd802d6a66 Fix more nullrefs due to dummy sprite IEntity. 2021-06-20 18:50:29 +02:00
Pieter-Jan Briers
be2281a5b3 Remove glue code to allow components to subscribe to EventBus.
No. Just no.
2021-06-20 18:10:21 +02:00
Pieter-Jan Briers
e717396b33 MapManager uses directed remove event instead of hooking global ComponentRemoved event. 2021-06-20 18:07:24 +02:00
Pieter-Jan Briers
db0e49f5dd Defer SpriteComponent.IsInert updates.
Prevents O(n^2) behavior in many cases.
2021-06-20 17:57:45 +02:00
Pieter-Jan Briers
d3b94aa6af Fix name generator xaml file locating logic.
It would do .EndsWidth(), so DropDownDebugConsole and DebugConsole would get confused.

It now properly checks for path separators and also will report an error if there are two candidate XAML files.

Also, fixed the AXN0003 diagnostic having the wrong name.
2021-06-20 15:48:48 +02:00
Acruid
713f702064 Engine Entity Anchoring (#1829)
* Added unit tests for the new anchor system design.

* Amend ME!

* SnapGridComponent now anchors the entity when added or removed.
TransformComponent.Anchored properly replicates it's state to clients.

* Converted all SnapGridPositionChangedEvent subscriptions to AnchorStateChangedEvent.
Removed SnapGridPositionChangedEvent.
Obsoleted SnapGridComponent.

* Allows setting Transform.Anchored in prototypes.

* Changing tile to empty under anchored ents unanchors them.

* More unit testing.

* Migrated transform gamestate tests to RobustServerSimulation.

* Fixed nasty off-by-one error when sending a full server state.

* Adds lifetime stages to Component.

* More test fixing.

* Review changes.
2021-06-19 17:26:18 -07:00
Pieter-Jan Briers
d0b6a9b28c Replace usages of OperatingSystem.IsOSPlatform with OperatingSystem.IsXXX(). 2021-06-19 03:14:39 +02:00
Pieter-Jan Briers
4003781a1b Manually load libEGL.dll to fix ANGLE in dev builds. 2021-06-19 03:05:15 +02:00
Acruid
40586a8f0e Removes all engine component events. (#1832) 2021-06-18 10:44:21 +02:00
metalgearsloth
f4d427f5c5 Pre-reqs for multithreaded physics (#1784)
* Tanks off guard

* Medic

* Diamondback

* Gaming

* Gamingo

* Finalise

* Doh

* Bullet licence

* Marginal cleanup

* Physics licences

* Apply reviews
2021-06-17 16:01:41 +10:00
metalgearsloth
ce2a4282f3 Bandaid GridTileLookup containers (#1789)
* Bandaid GridTileLookup containers

I'm hoping tile entities deprecates this system but this should fix our problems for now.

* Fix stupid
2021-06-16 16:18:23 +02:00
Ygg01
0cc78c1402 Add missing types to type conversion (#1828) 2021-06-15 10:22:24 +02:00
Pieter-Jan Briers
fa0d4da6d1 Implement subscription ordering into EventBus. (#1823)
* Implement subscription ordering into EventBus.

* Topological helpers, rest of code uses shared topological sort, fix bugs.

* Fix tests.

Didn't realize that multi-subscriptions are allowed on input handlers like that??

* Improve and use topological sort helpers more.
2021-06-14 21:34:30 +02:00
Ygg01
33334d6f5c Upgrade Linguini to latest (prevents IDE issue with SG) (#1826) 2021-06-13 22:16:12 +02:00
ShadowCommander
55aba93faf Revert "Update Linguini"
This reverts commit 4f49296a94.
2021-06-13 08:38:01 -07:00
ShadowCommander
4f49296a94 Update Linguini 2021-06-13 08:34:57 -07:00
Vera Aguilera Puerto
65357ee8da ComponentHandleState event (#1778) 2021-06-12 15:50:27 +02:00
Vera Aguilera Puerto
bfcad4001b Adds public methods to ActorSystem. (#1824) 2021-06-12 15:50:01 +02:00
DrSmugleaf
5a3000febb Add directed events for player attach/detach (#1815) 2021-06-12 01:45:43 +02:00
DrSmugleaf
2d236670ab Add SetAndDirtyIfChanged extension method (#1816) 2021-06-12 01:44:28 +02:00
20kdc
796f1480a8 Add more tolerance for if player sessions are connected to dead entities (#1818)
* Add more tolerance for if some calamity causes a player session to be connected to a dead entity

* Fix build issues w/ previous commit (oops)
2021-06-10 09:29:25 +02:00
Ygg01
a8ee7be844 Add linguini loc (#1760)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-06-09 19:44:18 +02:00
metalgearsloth
60b506cb2a Fix GetWorldAABB again (#1802)
No weird-ass bug this time. There was also an issue where occasionally the AABB on the client would disappear if you had a bunch of objects and used showbb but I think it's fixed now.
2021-06-09 12:25:08 +10:00
metalgearsloth
66117e35ba Don't store lights in rendertree if not enabled (#1803) 2021-06-09 01:37:40 +02:00
metalgearsloth
22cfee4f01 Don't store non-visible / occluded sprites in rendertree (#1805)
Sister commit to the point-light one.
2021-06-09 01:33:24 +02:00
metalgearsloth
d9355e576f Remove PhysicsManager (#1812)
Goodnight sweet prince
2021-06-09 01:26:51 +02:00
Vera Aguilera Puerto
e54e33edb0 Client Networked event subscriptions can now take in EntitySessionEventArgs (#1817) 2021-06-09 01:22:20 +02:00
mirrorcult
25881ce343 MapInit ECS event (#1813)
* MapInit ECS event

* allocs
2021-06-08 22:33:21 +02:00
Acruid
f64197c189 Removes the map and grid entity pivot hack from clientside map networking. (#1811) 2021-06-08 02:45:02 -07:00
metalgearsloth
a7ec907f1d Remove mass from physics comp state (#1810)
Deprecated by fixtures storing mass
2021-06-07 13:56:21 +10:00
metalgearsloth
81272b0bc8 Reduce rendertree allocs (#1806) 2021-06-06 14:50:31 +02:00
metalgearsloth
25c1c6ef91 Fix rendertree updatequeued (#1804)
Woulda pushed directly but I cooked my git so ya know, nothing to see here
2021-06-06 19:25:27 +10:00
ShadowCommander
d1a83134e3 Fix SpriteView when UI is scaled 2021-06-05 19:47:26 -07:00
metalgearsloth
71c2993d20 Add joint support for CollisionWakeComponent (#1794)
* Add joint support for CollisionWakeComponent

* Less bad

* Fix heresy
2021-06-05 18:16:06 +10:00
Galactic Chimp
14fa616723 #1224 removed obsolete FloatMath class (#1800) 2021-06-03 00:11:19 +02:00
metalgearsloth
d46ea9c9ba Add gridtilelookup debugger back in (#1792)
Was reverted from the broadphase PR.
2021-06-01 11:58:44 +10:00
ShadowCommander
ea00ccb34f Fix window not calling OnMouseExited 2021-05-31 18:56:23 -07:00
Pieter-Jan Briers
8e416bb3cb Fix error in RenderingTreeSystem.
Seems related to #1754? Doesn't seem to fix it though.
2021-06-01 00:01:36 +02:00
Galactic Chimp
8e0a26073d #1765 - replaced 3 try-catch clauses with if-else clause + VS autoformat of affected files (#1796) 2021-05-31 22:49:23 +02:00
metalgearsloth
9fa24948ea Fix EntitySystemManagerOrderTest (#1793) 2021-05-31 13:20:09 +02:00
metalgearsloth
b9a9cc4b0f Revert "Immediate broadphase updates (#1687)" (#1790)
This reverts commit ee6aee57bd.
2021-05-31 20:33:29 +10:00
Pieter-Jan Briers
a67345f9bf Add debug log for runtime/OS info on game start. 2021-05-31 10:48:30 +02:00
Pieter-Jan Briers
2a022f39bd Add system for loading extra serializer strings.
"fixture-0" comes up a LOT so we load this manually now.
2021-05-31 10:48:30 +02:00
Vera Aguilera Puerto
a3ba969589 Container modified events are raised directed to the container owner. 2021-05-31 10:14:02 +02:00
metalgearsloth
21e1b75f5d Remove ICollideSpecial entirely (#1782)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-05-31 09:41:11 +02:00
metalgearsloth
1f6ddd96a6 Optimise the shit out of showpos (#1788) 2021-05-31 09:11:29 +02:00
metalgearsloth
b4d2cd26aa Named joints (#1787)
1 step closer to ECS physics.
2021-05-31 09:01:02 +02:00
metalgearsloth
ee6aee57bd Immediate broadphase updates (#1687) 2021-05-31 08:58:23 +02:00
DrSmugleaf
ac1705e41f Make NetMessage name and group virtual to remove required boilerplate (#1770) 2021-05-31 08:53:46 +02:00
metalgearsloth
196a6047f1 Use Box2D FindMaxSeparation (#1786) 2021-05-31 08:52:01 +02:00
ShadowCommander
b98b36a461 Add loglevel command line arg (#1769) 2021-05-31 08:41:34 +02:00
mirrorcult
9980a98a94 Add new fluent functions for words that change based on gender (#1775) 2021-05-31 08:41:06 +02:00
Pieter-Jan Briers
5a1a1d0420 Add component names to string serializer. 2021-05-30 22:55:33 +02:00
ShadowCommander
1c99678fe9 Change other physics awake event calls to RaiseLocalEvent 2021-05-30 12:16:17 -07:00
ShadowCommander
4049f10faa Make awake dispatch local events (#1785) 2021-05-30 21:05:16 +02:00
metalgearsloth
331c0bd43f Fix PreventCollideEvent (#1781)
With directed bus it's better to raise it both ways for a collision.
2021-05-30 18:38:28 +02:00
metalgearsloth
604cd2f93d Fix physics nullrefs (#1780)
* Fix physics nullrefs

* woops
2021-05-30 05:15:22 -07:00
Vera Aguilera Puerto
a87db2e57c EntitySystemManager uses IRuntimeLog for exception logging. 2021-05-30 12:27:36 +02:00
ShadowCommander
4c7f0a8d6b Add container helper for entity storage interaction (#1777) 2021-05-29 11:40:36 +02:00
20kdc
9eaf52886a Make RenderingTreeSystem handle parent recursion properly, fixing space-station-14#4040 and possibly other bugs (#1776) 2021-05-29 11:39:35 +02:00
Vera Aguilera Puerto
fce6f6c714 Adds ActorSystem to handle Attaching/Detaching players to/from entities sanely. (#1774) 2021-05-29 11:37:34 +02:00
DrSmugleaf
c04d51d489 Add test for YAML hot reloading (#1773)
* Add test for YAML hot reloading

* Perhaps test the event firing as well
2021-05-27 15:50:44 +02:00
Vera Aguilera Puerto
d310871aa6 CVar for MIDI volume. 2021-05-26 19:27:02 +02:00
Vera Aguilera Puerto
5fa422865f AudioSystem warning now prints audio stream name, if any. 2021-05-26 18:56:30 +02:00
Vera Aguilera Puerto
c137823355 Proper cleanup when detaching player from a deleted entity. 2021-05-26 18:44:37 +02:00
Vera Aguilera Puerto
0a0026b9ae Add formatted message newline helper method. 2021-05-26 10:18:27 +02:00
Pieter-Jan Briers
97a2a5cfae Block loading of R2R'd .NET assemblies in sandboxing. 2021-05-25 16:57:54 +02:00
Pieter-Jan Briers
a266e21d9e Add single-type IoC register call. 2021-05-24 22:05:15 +02:00
Pieter-Jan Briers
ad8bbe6401 Clyde audio improvements:
1. Allow loading audio directly from a sample buffer
2. SetVolumeDirect that takes a 0 -> 1 scale similar to OpenAL's AL_GAIN.
3. Fix OpenAL threading bugs with logging by caching the sawmill.
2021-05-23 22:58:32 +02:00
Pieter-Jan Briers
71ce4749fe Show active input context on DebugInputPanel. 2021-05-23 22:58:32 +02:00
Pieter-Jan Briers
1e33c3c843 MIDI renderer debugging code. 2021-05-23 22:58:32 +02:00
Vera Aguilera Puerto
b3f3ca9725 MIDI renderer uses NumericsHelpers to convert stereo audio to mono. 2021-05-23 13:40:06 +02:00
Vera Aguilera Puerto
33c37393ba Fixes incorrect comment in MidiRenderer.
Pain.
2021-05-23 13:15:31 +02:00
metalgearsloth
ae36529744 Emit line for mapping node exceptions (#1764)
Makes it a billion times more useful when I dun screwed up
2021-05-22 11:36:28 +02:00
20kdc
ed2be48864 Fix Coordinates setter destroying local position during a parent change by migrating parent changes to it (#1763)
This fixes computer boards going missing. (Seriously.)
2021-05-22 11:36:18 +02:00
Vera Aguilera Puerto
7ad5ce302e Directed event improvements (#1761)
* IComponentManager holds a reference to IComponentFactory.

* Directed events for a same <TComp, TEvent> can be duplicated, component references of a component are added to the entity's event tables.

* Fix tests.

* Improvements, duplicated subscriptions are no more

* Cache component factory for faster access

* when the
2021-05-21 17:38:52 -07:00
Vera Aguilera Puerto
647f1a6808 Fixes bug where deleting things causes their sprite to appear and pile on 0,0.
- Cleans up an unneeded event.
2021-05-20 21:17:20 +02:00
metalgearsloth
6c44dd9665 RenderingTreeSystem cleanup (#1759)
* RenderingTreeSystem cleanup

10% less bad but 100% still boilerplate

* Slight changies

* Even better

* New shit just got made

* Apply revews
2021-05-20 18:57:29 +10:00
Acruid
c81413b0b4 Fixes bug where the net_entityreport red PVS range square was drawn at half the actual range. 2021-05-19 15:52:44 -07:00
Vera Aguilera Puerto
88b3a557da Fixes bug with PrototypeIdListSerializer where lists wouldn't be copied at all. 2021-05-19 12:12:13 +02:00
Vera Aguilera Puerto
572eb01290 Opens SCSI window centered
- Kinda fixes it getting NaN'd on resize... This isn't a proper fix, however.
2021-05-19 11:11:35 +02:00
Vera Aguilera Puerto
9dab74c9d5 Fixes SS14Window going off-screen. 2021-05-19 10:55:41 +02:00
Paul
e1cb1e1b9c fixes xamlui nuking itself when one (1) (singular) partial declaration is missing 2021-05-18 20:19:50 +02:00
Vera Aguilera Puerto
a23da702b1 MidiManager now has a Volume property which changes the general midi volume.
- Adds VV attributes to MidiManager and MidiRenderer.
2021-05-18 20:03:20 +02:00
Vera Aguilera Puerto
ae9c2423ff Fixes EntityLookup not being restarted correctly on reconnect. 2021-05-18 17:55:24 +02:00
metalgearsloth
a6dae8e30a GridId caching (#1678)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-05-17 11:43:22 +02:00
Pieter-Jan Briers
96c0a4ae1f Automatically unsubscribe event bus registrations in entity system shutdown. (#1758)
* Automatically unsubscribe event bus registrations in entity system shutdown.

* Fix incorrect unsubscription of local events, obsolete unsubscribe methods.

That's what we got tests for.

* = null instead of .Clear()
2021-05-17 11:01:22 +02:00
Vera Aguilera Puerto
c26ebcbc78 QueueDelete method for entities (#1757) 2021-05-17 09:20:55 +02:00
Vera Aguilera Puerto
8334050411 MIDI improvements (#1756) 2021-05-16 19:28:14 +02:00
Vera Aguilera Puerto
cc67edfc2c Unsubscribe from directed event in UI System. 2021-05-15 12:40:35 +02:00
Vera Aguilera Puerto
943ea9e6c8 Shutdown and dispose of BoundUserInterfaces correctly when the UI component gets shutdown. 2021-05-14 14:25:53 +02:00
Pieter-Jan Briers
3aa5cefe03 Stop using component messages in bound UI code. 2021-05-13 03:29:38 +02:00
Pieter-Jan Briers
c5b34bab69 More obsoletions component messages. 2021-05-13 02:24:35 +02:00
Pieter-Jan Briers
e4f24ec125 Remove IPlayerSession on client. 2021-05-13 02:16:55 +02:00
Pieter-Jan Briers
250971ade7 Remove anchored APIs from physics. 2021-05-13 02:13:18 +02:00
Pieter-Jan Briers
718adf9740 Deprecate component messages harder. 2021-05-13 01:24:20 +02:00
20kdc
5d63aa8c95 Deferred Input Context Switches (fixes spawn entities menu while moving) (#1755) 2021-05-12 18:40:26 +02:00
Vera Aguilera Puerto
17af3612a5 Remove IActorComponent, rename BasicActorComponent to ActorComponent. (#1752)
Rename playerSession to PlayerSession.
2021-05-12 13:40:16 +02:00
Pieter-Jan Briers
d2ecf6b9b1 Remove CollidesOnMask
Only usage was a unit test.
2021-05-12 01:58:12 +02:00
Pieter-Jan Briers
2a1eda0d38 Fix tests 2021-05-12 01:57:03 +02:00
Pieter-Jan Briers
f0180abeb0 Missed a spot while fixing warnings. 2021-05-12 00:26:47 +02:00
Pieter-Jan Briers
720f1b1d05 Fix a bunch of compiler warnings. 2021-05-12 00:16:12 +02:00
ShadowCommander
ae45a96753 Fix error when someone else is shooting outside client PVS 2021-05-11 13:21:30 -07:00
ShadowCommander
74257c72ee Add yaml linting for entity prototype parent (#1749)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-05-11 21:54:51 +02:00
ShadowCommander
cea088f4b4 Change maxlinvelocity and maxangvelocity to take tickrate (#1746) 2021-05-11 21:53:36 +02:00
Pieter-Jan Briers
88678e7d58 Entity localization refactoring (#1753) 2021-05-11 21:52:54 +02:00
Pieter-Jan Briers
d222e25d22 Remove outdated comment. 2021-05-11 20:58:21 +02:00
Pieter-Jan Briers
f0d7fbb6f2 Allow enumeration of monitor video modes.
Basically I kept dumping debugging code for this into Clyde startup to test multi-monitor stuff with GLFW so I guess I'm making it official now.
2021-05-11 20:57:27 +02:00
Pieter-Jan Briers
adec0e71ec I can't believe Zumorica would clean up this class in the last 24 hours. 2021-05-11 13:30:38 +02:00
Pieter-Jan Briers
86d9067d62 Report error if prototype has invalid parent ID. 2021-05-11 13:24:42 +02:00
Vera Aguilera Puerto
b989c9dbee Remove unused IEntityQuery methods from EntitySystem. 2021-05-10 20:35:52 +02:00
Vera Aguilera Puerto
3101ec1985 Mark IEntityQuery and implementing classes as obsolete. 2021-05-10 20:25:54 +02:00
Vera Aguilera Puerto
9ec2da1777 PlayerSession comment cleanup. 2021-05-10 20:20:44 +02:00
Vera Aguilera Puerto
0acd28e8f4 Slight PrototypeManager cleanup. 2021-05-10 20:18:08 +02:00
Vera Aguilera Puerto
c340f50ee5 Remove unused dependencies. 2021-05-10 20:14:15 +02:00
Vera Aguilera Puerto
2b589215aa Improves the Filter API. (#1747)
- Recipients is now of type `IEnumerable<ICommonSession>`.
    - This way, people need to use the Filter API to modify the recipients, instead of being allowed to modify the underlying collection directly.
- Underlying collection is now a HashSet.
    - We want no duplicates at all. This will ensure that while being quite performant.
- Removes `IFilter`.
    - Let's face it, everyone is gonna end up using `Filter` instead as it has a much more convenient API, and nothing else will EVER implement `IFilter`. For this reason, I've just gone ahead and removed it. Every method used `Filter` already, anyway.
- Adds EntitySystem `RaiseNetworkEvent` overload that takes in a `Filter`.
    - This deduplicates a lot of code that enumerated the recipients and raised a network event per each one.
- Made AddPlayersByPvs aware of `net.pvs` and `net.maxupdaterange`, has a range multiplier parameter.
    - Now it will simply add all players to the filter if PVS is disabled, and add all players in range if it's enabled.
    - The range multiplier parameter allows us to make the PVS filter a bit more permissive, and generally better. The range is doubled by default, as it was already before.
- Adds `AddInRange` method to filters.
    - This is useful for the AudioSystem, and the PVS methods use it, too!
- Adds `RemoveByVisibility` method to filters.
    - This will remove all recipients that don't have a visibility flag in their entity's EyeComponent from the filter.
    - (This will be VERY useful for Ghost Pointing, for example)
- Adds `Clone` method to filters.
    - This is useful in cases where methods take in a filter and want to modify it without modifying the original instance. (See AudioSystem)
2021-05-08 22:27:47 +02:00
Vera Aguilera Puerto
490a567ad4 Makes some PlayerManager methods thread-safe. (#1744) 2021-05-08 22:27:26 +02:00
DrSmugleaf
32f0c49484 Fix missing Attribute suffix from some serialization attributes (#1741)
* Fix missing Attribute suffix from some serialization attributes

* Rename DataDefinition namespace to Definition
2021-05-07 14:23:21 +02:00
DrSmugleaf
61113d2434 Fix comments on serialization PropertyAndFieldDefinitionTest 2021-05-04 14:33:29 +02:00
DrSmugleaf
6ba1baa88c Add summary to seed data definition in Robust.Benchmarks 2021-05-04 14:26:07 +02:00
DrSmugleaf
07867acb9a Add serialization writing benchmark, optimize writing (#1739)
* Add serialization write benchmark

* Add baseline test and rename AddNode to Add in mapping extensions

* Optimize serialization writing

* Make reader delegate private

* Unhardcode baseline test
2021-05-04 14:25:13 +02:00
DrSmugleaf
3e28b083b9 Cleanup serialization markdown, add extensions for easier mapping node manipulation (#1738) 2021-05-04 13:01:07 +02:00
DrSmugleaf
68d9e13edf Fix nullability in ViewVariablesInstance onValueChanged tuple action 2021-05-04 12:08:53 +02:00
Pieter-Jan Briers
a0c0a722c9 Don't crash if window creation fails due to selected renderer. 2021-05-03 23:37:41 +02:00
Pieter-Jan Briers
bf4aead1e8 Fix margins on debug console background 2021-05-03 12:43:21 +02:00
Pieter-Jan Briers
39f0d2e974 Fix positioning and size handling when the game started in fullscreen and exited it later.
It now actually makes the non-fullscreen windows sized and placed sanely so it isn't placed offscreen and too big.
2021-05-02 23:30:50 +02:00
Pieter-Jan Briers
b20ae98f21 quit command now does soft exit, hardquit command added. 2021-05-02 23:30:50 +02:00
Acruid
7899780543 Unsubscribing from a directed entity event does not require a delegate argument anymore. 2021-05-02 14:23:48 -07:00
Pieter-Jan Briers
0c9e322b3e Fix macOS builds. 2021-05-02 21:48:58 +02:00
Pieter-Jan Briers
6005208285 Use Fluent localization for key names. 2021-05-02 21:48:50 +02:00
Pieter-Jan Briers
2b15831349 Fix fullscreen startup crashing. 2021-05-02 21:36:08 +02:00
Pieter-Jan Briers
1b2450d1cb Make debug.target_fps cvar for frame graph.
So 60 FPS isn't hardcoded anymore.
2021-05-02 20:55:46 +02:00
DrSmugleaf
5f31036ab2 Cleanup serialization code (#1735)
* Cleanup serialization code

* Merge fixes

* american codebase
2021-05-02 14:23:39 +02:00
Pieter-Jan Briers
8efffc471d Multi-window support (#1713) 2021-05-02 14:05:50 +02:00
DrSmugleaf
eb9e842027 Make SpecificPropertyInfo not return attributes on the backing field by default (#1734) 2021-05-02 13:47:32 +02:00
DrSmugleaf
f9cd9ac12a Add serialization copy benchmark, optimize copying and reading with IL generators (#1729)
* Create serialization copy benchmark

* Optimize copy generic method call

Before
|                             Method |         Mean |      Error |     StdDev |       Median |
|----------------------------------- |-------------:|-----------:|-----------:|-------------:|
|                   CreateCopyString |     43.54 ns |   0.918 ns |   0.859 ns |     43.74 ns |
|                  CreateCopyInteger |     19.33 ns |   0.388 ns |   0.860 ns |     19.24 ns |
| CreateCopyDataDefinitionWithString |  3,971.42 ns |  78.974 ns | 213.512 ns |  3,902.54 ns |
|       CreateCopySeedDataDefinition | 49,916.69 ns | 264.992 ns | 221.280 ns | 49,950.53 ns |

After
|                             Method |         Mean |      Error |     StdDev |
|----------------------------------- |-------------:|-----------:|-----------:|
|                   CreateCopyString |     43.15 ns |   0.917 ns |   1.766 ns |
|                  CreateCopyInteger |     17.91 ns |   0.366 ns |   0.305 ns |
| CreateCopyDataDefinitionWithString |    544.20 ns |   8.137 ns |   7.611 ns |
|       CreateCopySeedDataDefinition | 18,233.34 ns | 357.861 ns | 397.761 ns |

* Change populate delegate to use IL

|                       Method |        Mean |     Error |    StdDev |
|----------------------------- |------------:|----------:|----------:|
|                   ReadString |    190.7 ns |   3.48 ns |   5.63 ns |
|                  ReadInteger |    218.8 ns |   4.29 ns |   6.01 ns |
| ReadDataDefinitionWithString |    677.5 ns |  13.34 ns |  24.06 ns |
|       ReadSeedDataDefinition | 11,067.0 ns | 219.19 ns | 260.93 ns |

|                             Method |         Mean |      Error |     StdDev |
|----------------------------------- |-------------:|-----------:|-----------:|
|                   CreateCopyString |     42.69 ns |   0.926 ns |   1.414 ns |
|                  CreateCopyInteger |     18.02 ns |   0.268 ns |   0.237 ns |
| CreateCopyDataDefinitionWithString |    556.80 ns |  11.206 ns |  21.589 ns |
|       CreateCopySeedDataDefinition | 13,797.07 ns | 256.011 ns | 367.163 ns |

* Make copying use IL to get values

|                               Method |        Mean |      Error |     StdDev |
|------------------------------------- |------------:|-----------:|-----------:|
|                     CreateCopyString |    42.55 ns |   0.889 ns |   1.357 ns |
|                    CreateCopyInteger |    18.72 ns |   0.394 ns |   0.740 ns |
|   CreateCopyDataDefinitionWithString |   398.98 ns |   7.853 ns |  12.682 ns |
|         CreateCopySeedDataDefinition | 5,996.60 ns | 118.724 ns | 181.304 ns |
| BaselineCreateCopySeedDataDefinition |   340.85 ns |   6.811 ns |  12.281 ns |

* Rest in peace the fast path
For now

* Fix serialization copying not passing the target ref properly

* Fix field assigners for structs
2021-05-02 12:09:12 +02:00
Pieter-Jan Briers
8fd98c75a9 Fix finalizer stutter from post-process shaders. 2021-05-02 11:23:48 +02:00
Pieter-Jan Briers
7c008e857d Rewrite FileDialogManager to remove #if from it. 2021-05-02 09:35:38 +02:00
Pieter-Jan Briers
4de2e35e66 Add macOS CI for build-test 2021-05-02 09:25:26 +02:00
metalgearsloth
d4467acf93 Fix filedialogmanager 2021-05-02 17:16:27 +10:00
Silver
f3babcc39f Update FileDialogManager.cs 2021-05-01 19:30:45 -06:00
Silver
f491bb5571 Update FileDialogManager.cs 2021-05-01 19:20:40 -06:00
Pieter-Jan Briers
b201f10c76 Reduce some dictionary allocations in RSI loading. 2021-05-02 01:08:51 +02:00
Pieter-Jan Briers
a9208c0d29 Reduce allocations in RSIResource.LoadRsiMetadata somewhat.
Using stackallocs for the meta.json file.
2021-05-02 00:55:01 +02:00
Pieter-Jan Briers
b8cc01d872 Remove unecessary array allocation from ResourcePath constructor. 2021-05-02 00:16:52 +02:00
Pieter-Jan Briers
2d827890e9 Fix nullable errors reported by Rider. 2021-05-02 00:00:40 +02:00
Pieter-Jan Briers
f86d6ccd3c Remvoe unused .dll.config and app.config. 2021-05-02 00:00:04 +02:00
Vera Aguilera Puerto
967b76483a Fix rendering tree system crash involving nullspace.
Nullspace is a valid map, so we need to account for that!
2021-04-30 01:11:16 +02:00
Vera Aguilera Puerto
ef2c0ad8cf Fix the comp lifetime ComponentRemove event
Now, event tables DispatchComponent takes in the component reference directly.
2021-04-30 01:09:50 +02:00
metalgearsloth
9ae1352030 Enable nullables as errors in Robust (#1732) 2021-04-29 15:56:05 -06:00
SweptWasTaken
d8d9b271cc Updates sandbox.yml 2021-04-28 14:31:46 -07:00
Acruid
122acc5fd5 SnapGridComponent Removal (#1720)
* Removed SnapGridOffset, there is only center now.

* SnapGridComponent methods are now static.

* Removed SnapGridComponent.OnPositionChanged.

* Refactored static functions off SnapGridComponent to MapGrid.
Refactored away usages of SnapGridComponent.Position.

* Added Transform.Anchored for checking if an entity is a tile entity.
More refactoring for static MapGrid functions.

* Static snapgrid methods on MapGrid are no longer static.

* Removed IMapGrid.SnapSize, it is now always equal to the IMapGrid.TileSize.

* Add setter to ITransformComponent.Anchored.
Removed direct references to SnapGridComponent from content.

* Grid functions now deal with EntityUids instead of SnapGridComponents.
Began renaming public API functions from SnapGrid to Anchor.

* Add some unit tests.

* SnapGridComponent now anchors itself in startup, instead of Initialize (sending directed events in init is an error).
2021-04-28 10:24:11 -07:00
metalgearsloth
32dea84196 Fix physics build warnings (#1731) 2021-04-28 15:29:51 +02:00
DrSmugleaf
91d58dbca4 Make serialization work with backing fields automatically (#1727)
* Make serialization work with backing fields automatically

* Fix not taking priorities into account, make the test fail when that is the case

* Turn fieldDefs back into a list

* Format it better

* Remove GetInheritanceBehaviour, expose immutable array of base field definitions
2021-04-27 14:11:06 +02:00
MehimoNemo
c54b1572f5 Unbuckling Closes Inventory UI (#1723)
* pain

* Add test for parent changed when not at 0,0

* Fix map loading of grids

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-04-26 12:26:29 -07:00
DrSmugleaf
1fa979c0f6 Add serialization manager shutdown method and initialize benchmark (#1728) 2021-04-25 13:00:31 -07:00
metalgearsloth
760599171d Obsolete collision interfaces (#1725) 2021-04-25 12:58:30 -07:00
metalgearsloth
10d295d535 Basic Collisionmanager tests (#1722)
* Add some unit tests for CollisionManager
2021-04-25 12:49:45 -07:00
ShadowCommander
0047c5000f Fix placement of grid tiles on the edge of a grid (#1724)
* Fix placement of grid tiles on the edge of a grid
2021-04-25 12:48:26 -07:00
metalgearsloth
810a6d190f Add MapId error to tp command (#1726)
Previously it would just dump the exception
2021-04-25 04:12:28 -07:00
metalgearsloth
197227dcf6 Fix showbb
matrices momento
2021-04-25 19:03:19 +10:00
Swept
fa23ec8fc6 Updates the README.md 2021-04-23 19:23:54 +00:00
Vera Aguilera Puerto
6506171ea0 Server ContentStart.StartLibrary method.
This will skip the FULL_RELEASE check on games specifically using RobustToolbox as a library.
2021-04-23 20:37:45 +02:00
Vera Aguilera Puerto
8bd1e72e9f Adds GameController options for games using RobustToolbox as a library. (#1711) 2021-04-23 00:05:42 +02:00
Acruid
4ce6629ace RSIs fail to load if they have duplicate states defined in their JSON. (#1701) 2021-04-22 15:21:34 -06:00
Vera Aguilera Puerto
f9ef605903 Add optional AwaitEvent methods that take a Type instead of using generics. 2021-04-21 15:29:43 +02:00
Vera Aguilera Puerto
c6b74e998f Use System.Numerics in a few Box2 methods to speed them up (#1708) 2021-04-19 17:18:09 +02:00
Vera Aguilera Puerto
c4946b8466 Viewport Improvements (#1528)
Co-authored-by: 20kdc <asdd2808@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-04-19 09:47:20 +02:00
Pieter-Jan Briers
ffa908bf27 More workarounding for Rider Avalonia faking 2021-04-19 01:47:33 +02:00
Pieter-Jan Briers
0d37ff3f20 Fix reporting of fatal GLFW errors on window creation. 2021-04-19 01:44:00 +02:00
Pieter-Jan Briers
7aecdcf70a Improved soft shadows. 2021-04-19 01:42:59 +02:00
Vera Aguilera Puerto
70f82d6db8 Add directed start/end collision events. (#1710) 2021-04-17 13:08:11 +02:00
Vera Aguilera Puerto
20b7870739 PlayerSession is now correctly setup on singleplayer 2021-04-17 01:52:07 +02:00
Vera Aguilera Puerto
172639baea Fix bug where TickUpdate is never ran in singleplayer mode. 2021-04-16 13:37:01 +02:00
metalgearsloth
6038483b1e DebugDrawing for DistanceJoints (#1703) 2021-04-16 10:55:31 +02:00
Vera Aguilera Puerto
39d98d591c Adds singleplayer support (#1704) 2021-04-16 10:53:59 +02:00
Vera Aguilera Puerto
01c2fc0730 ClydeTileDefinitionManager no longer throws when uninitialized, or when there are no tile definitions. (#1705) 2021-04-16 10:53:49 +02:00
ike709
1884bb0067 Fixes DateTimeOffset sandbox whitelisting (#1706) 2021-04-16 01:39:18 +02:00
Vera Aguilera Puerto
1c368bbaa8 Remove useless debug prototypes. 2021-04-15 20:44:25 +02:00
metalgearsloth
d16078a35f Don't reset sleeptimer on building physics islands 2021-04-15 23:18:05 +10:00
Vera Aguilera Puerto
4dd04207ac Shared GameTiming no longer depends on INetManager (#1697)
Adds ClientGameTiming with prediction and local/server time methods.
2021-04-14 11:40:02 -07:00
Vera Aguilera Puerto
02af42da30 Refactors EntityManager to not do any networking. (#1695)
* 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
2021-04-14 11:39:21 -07:00
Vera Aguilera Puerto
2c75c8b36d Refactors MapManager to not do any networking. (#1696)
* 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
2021-04-14 11:13:58 -07:00
Vera Aguilera Puerto
013e6f7ce4 Move INetManager dependency from PrototypeManager to Server/ClientPrototypeManager 2021-04-14 14:55:40 +02:00
Acruid
cbd7b62ad7 Component Lifetime Events (#1660)
* Events are now raised for component OnAdd/Initialize/Startup/Shutdown/OnRemove.
Code cleanup in the Component class.
2021-04-13 17:16:41 -07:00
metalgearsloth
c1396f1c50 Named fixtures (#1684)
* Add named fixtures

Useful for getting specific collisions.

* Final cleanup

* More cleanup
2021-04-13 20:47:13 +10:00
Vera Aguilera Puerto
3ec9e7a734 Remove a few (now irrelevant) comments mentioning Godot. 2021-04-12 20:10:05 +02:00
Vera Aguilera Puerto
3a1e6e84b1 Remove Unused sharer params enum from the Godot era. 2021-04-12 20:09:22 +02:00
Vera Aguilera Puerto
7224419f77 Remove unused AudioMixTarget 2021-04-12 20:03:57 +02:00
Vera Aguilera Puerto
056e4de0c1 Appearance System cleanup.
Removes a nearly 4 years old unused visualizer that had a hardcoded update method in the appearance system, for some reason.
2021-04-12 19:59:25 +02:00
Vera Aguilera Puerto
aa90f22e23 Adds abstract class for entity events that can be cancelled. (#1688) 2021-04-11 18:51:07 +02:00
metalgearsloth
071234095d Don't use linked-list for contact pooling (#1683)
Always seemed icky to me. Aether uses a linked-list (like world contacts) and Farseer just uses a Queue.
2021-04-10 18:33:01 +02:00
Vera Aguilera Puerto
5b06391159 Fix objects of a server-only type not correctly showing up as such in VV. 2021-04-10 17:32:56 +02:00
Vera Aguilera Puerto
8edd44086b AudioSystem and DebugPhysicsIslandSystem unsubscribe from events on shutdown now. 2021-04-09 16:07:44 +02:00
Vera Aguilera Puerto
ccf212e9cb GridTileLookupSystem unsubscribes from events on shutdown. 2021-04-09 13:51:12 +02:00
Vera Aguilera Puerto
493011d1f9 SnapGridSystem uses directed MoveEvent, unsubscribes on shutdown. 2021-04-09 13:24:21 +02:00
Vera Aguilera Puerto
40e193df33 Adds directed/broadcast event for SnapGrid component position change. 2021-04-09 13:21:15 +02:00
Vera Aguilera Puerto
5068294d38 Makes a bunch of TransformComponent events directed. (#1682) 2021-04-08 20:42:46 +02:00
metalgearsloth
24054b5e2f Optimise showbb some more 2021-04-08 18:37:22 +10:00
Paul Ritter
17869c16cd when the bool 2021-04-06 11:58:17 +02:00
metalgearsloth
d8aad89c2f Split entity management from entity queries (#1665)
* 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>
2021-04-06 13:29:48 +10:00
DrSmugleaf
2a349eb023 Optimize serialization reading, create benchmarks (#1679)
* Add Robust.Benchmarks and read string benchmark

* Separate serialization manager methods, use compiled lambdas to call manager read

4 us > 200 ns

* Add int and data definition with string benchmarks

* Make serialization population use expressions to create definitions

* Make benchmark classes internal and create seed data definition

* Add complex data definition read benchmark

* Create primitive serializers, remove primitive special case

|                 Method |        Mean |     Error |    StdDev |
|----------------------- |------------:|----------:|----------:|
|             ReadString |    227.1 ns |   4.47 ns |   5.65 ns |
|            ReadInteger |    245.4 ns |   4.82 ns |   6.26 ns |
|  ReadDataDefWithString |    804.7 ns |  15.27 ns |  16.34 ns |
| ReadSeedDataDefinition | 15,846.8 ns | 312.89 ns | 773.39 ns |

* Remove testing code

* Setup delegates during initialize

* Revert "Setup delegates during initialize"

This reverts commit 7ff4d4eaaa.

* Store delegates in a concurrent dictionary because I really cannot be arsed to generate them on initialize at this point
2021-04-05 14:50:33 +02:00
Vera Aguilera Puerto
47ad07b3d2 Adds directed event for when an entity's BodyType changes. (#1681)
Removes old Anchored C# event.
2021-04-05 13:17:09 +02:00
ShadowCommander
aacf6522b4 Remove NetId requirement for local event subscriptions (#1675) 2021-04-02 18:45:59 -07:00
ShadowCommander
c73d27b9ae Add RSI path to error log (#1676) 2021-04-02 16:45:21 -07:00
Vera Aguilera Puerto
f068b30a7c Adds Prototype Id Validator for Dictionaries whose keys are prototype IDs. (#1673) 2021-04-02 15:47:48 +02:00
Vera Aguilera Puerto
5400dddcfc Fix ComponentDependencies tests for debug & release 2021-04-02 13:56:42 +02:00
metalgearsloth
6cf5fdc5d6 Grid-trees for rendering (#1666) 2021-04-02 20:25:16 +11:00
Vera Aguilera Puerto
5d46663881 Fix ComponentDependencies tests 2021-03-31 22:17:55 +02:00
Acruid
8e0f227940 PVS Bugfixes 1: The Debuggening (#1671)
* Wrapped the parallel GetMail function in a try/catch.
Added a hack to the ViewCulling leave message that skips ents that don't exist.
Always send ALL map and grid entities to the client.
More info logging about adding/removing maps/grids.

* Will now still send required map critical entities even if client is not attached to an entity.
PvsEnabled and PvsRange are now writeable.
2021-03-31 21:56:11 +02:00
metalgearsloth
73a13fff9a Fix grid bounds upon deserialization 2021-03-31 19:33:19 +11:00
DrSmugleaf
de2e505a12 Make content able to choose which log level leads to test failures (#1670)
* Make content able to choose which log level leads to test failures

* Now make it make sense
2021-03-31 19:26:38 +11:00
DrSmugleaf
a9f7c7a76f Fix no HWId userdata error in integration tests (#1667) 2021-03-30 15:39:43 +02:00
Vera Aguilera Puerto
37401c26c9 Adds a custom editor for Prototypes to ViewVariables. (#1663)
Also improves VV a bit.
2021-03-30 15:33:15 +02:00
Vera Aguilera Puerto
528cd1e0e5 Fix fullscreen crash 2021-03-30 15:32:15 +02:00
Pieter-Jan Briers
2959456bec Fix integration test networking. 2021-03-30 13:28:26 +02:00
Metal Gear Sloth
8951712495 Add NaN guards to physics 2021-03-30 21:59:15 +11:00
metalgearsloth
d8612aff64 Re-implement inertia (#1652)
* Implement inertia

* actual SPEEN

* Sync mass

* bitcoin miner

* I am le dumb

* also dis

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-30 21:42:05 +11:00
Acruid
e16732eb7b Network View Bubble (#1629)
* Adds barbones culling.

* Visibility culling and recursive parent ent additions.
DebugEntityNetView improvements.
Visibility moved from session to eyecomponent.

* Multiple viewport support.

* Perf improvements.

* Removed old netbubble system from ServerEntityManager.
Supports old NaN system for entities leaving view.
Supports old SendFullMap optimization for anchored, non-updating Entities.

* Fixes size of netView box.

* Remove empty EntityManager.Update method.
Switching ViewCulling back to PLINQ.
2021-03-29 16:17:34 -07:00
Acruid
91f61bb9de Reverts component NetId storage in ComponentManager back to the way Acruid originally designed it.
Removes NetId methods from IEntity, content does not need to be messing with them.
Fixes bug in DeleteComponent where the ComponentDeleted event was not being raised if a component did not have a NetId.
2021-03-29 03:40:48 -07:00
Pieter-Jan Briers
ddc91d05ec Some work towards multi-monitor support in Clyde.
Most of this was me experimenting with GLFW, but I figured I'd still commit it.
2021-03-28 21:23:38 +02:00
Acruid
ef22842b90 Fixes bug where FirstTimePredicted was not being set properly for the first predicted frame. 2021-03-27 20:16:04 -07:00
Pieter-Jan Briers
303e2152d2 UIScale now updates dynamically.
So if you move the window between different monitors with different scaling, the game updates.
2021-03-28 01:55:35 +01:00
Vera Aguilera Puerto
37fc0d0d2a Set correct class constrains for prototype id list serializers 2021-03-27 22:47:24 +01:00
Vera Aguilera Puerto
53987e1e5d Adds prototype "Variant" helper methods to IPrototypeManager (#1662) 2021-03-27 22:40:07 +01:00
metalgearsloth
3216d7770b Fix net.rate cvar warning (#1659)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-27 02:14:45 -07:00
Acruid
3203ca2ff4 Removed Control.Update from the UI system. UI Controls have no business running code in simulation updates.
Refactored the client update loop so that the GameStateManager is in full control of the simulation update.
2021-03-26 17:46:34 -07:00
metalgearsloth
e22254cd51 Clear velocities on container insertion (#1653)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-26 22:39:11 +01:00
Acruid
7ed722f669 Visibility moved from session to EyeComponent (#1657) 2021-03-26 22:38:45 +01:00
DrSmugleaf
4864096b2a Add prototype id list serializer and tests (#1658)
* Add prototype id list serializer and tests

* Bring old .Value code back

* Paul made me do this
2021-03-26 20:52:22 +01:00
Acruid
5161385de4 Removed unused Update and Resize code from GameStates. Presenters can get resize events from the interface manager (hint: you won't ever need to), and there is no reason for a UI Presenter to do anything in simulation ticks (UI should be event driven, not polling data every frame). 2021-03-25 14:01:51 -07:00
Acruid
98e009b38f Removed the GameController dependency from Clyde.
Removed the ConfigurationManager dependency from FontManager.
2021-03-25 11:36:57 -07:00
Vera Aguilera Puerto
3863ab8f62 Adds PrototypeIdHashSetSerializer for HashSet<string> prototype ID validation (#1656)
* Adds PrototypeIdHashSetSerializer for HashSet<string> prototype ID validation

* Paul changes

* cleanup, better stuff
2021-03-25 14:26:14 +01:00
Metal Gear Sloth
f576eb5125 Optimise showbb 2021-03-25 23:32:06 +11:00
Acruid
314742ccd8 NullableHelper tests now properly set up their required DI container instead of reusing the container from whatever test was ran before it. Service Locator anti-pattern :( 2021-03-25 02:02:09 -07:00
Acruid
f9074811f9 Adds constructor injection to the IoCManager & DependencyCollection. 2021-03-25 01:16:08 -07:00
Pieter-Jan Briers
5f3e1eb378 Frame graph now shows when GCs occur. 2021-03-25 02:24:38 +01:00
Pieter-Jan Briers
3c1ee20ca1 A 2021-03-25 02:05:28 +01:00
Pieter-Jan Briers
3768f5e68e Remove allocs from ContainerSlot.ContainedEntities. 2021-03-25 01:56:06 +01:00
Pieter-Jan Briers
765a560380 Fix integer overflow breaking Lidgren metrics. 2021-03-25 01:47:45 +01:00
Metal Gear Sloth
39ae3ac653 Optimise physics do not research 2021-03-24 22:35:17 +11:00
Pieter-Jan Briers
e48f4027e5 Probably fix running Robust directly for some people. 2021-03-23 21:28:36 +01:00
ShadowCommander
2fa1e98faf Fix CopyWithTypeSerializer not copying when null (#1651) 2021-03-22 11:02:32 +01:00
Pieter-Jan Briers
cedfa0ee2f Nothing to see here. 2021-03-21 20:37:10 +01:00
Acruid
92f44b390e SoundSystem Improvements (#1649) 2021-03-21 16:35:52 +01:00
Pieter-Jan Briers
65a42f9209 Prototype reloading now fires an event. 2021-03-21 16:25:52 +01:00
Acruid
ebf53248cf TestLogHandler now fails the test if a warning or higher is logged. 2021-03-19 13:42:13 -07:00
Acruid
289f637e8a Entity Lifetime Levels (#1644)
* Added an entity lifetime levels property.
Added exception when recursively deleting an entity.

* Add a directed event 'EntityTerminatingEvent' for right before an entity is deleted.

* Added MapInit lifestage to entities.
2021-03-18 22:53:05 -07:00
metalgearsloth
d7c13f30c8 Fix showbb awake (#1632)
* Fix showbb awake

* Slight tweak

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-17 13:58:26 -07:00
Vera Aguilera Puerto
0dac17ae5e ConfigurationManager.OnValueChanged's invokeImmediately now accounts for overriden values correctly. 2021-03-17 20:22:44 +01:00
Pieter-Jan Briers
9a19a774fa Use stencil test to cull FOV-hidden lights early.
Massive shader optimization.
2021-03-17 13:16:47 +01:00
Pieter-Jan Briers
81f49d5eb2 Fix moving to the end of a textbox. 2021-03-17 01:22:45 +01:00
DrSmugleaf
4f3b4ac2d2 Changes for content server nullability (#1642) 2021-03-16 15:47:49 +01:00
Pieter-Jan Briers
e428056b52 Rldrsc now works with textures. 2021-03-16 12:39:19 +01:00
DrSmugleaf
8dc9d2989a Fix not being able to use shared entity systems in update order (#1638) 2021-03-16 12:38:31 +01:00
Paul
fd8c90dcbb reverting cringe (moved controller metrics cvar get to server) 2021-03-16 12:05:56 +01:00
Vera Aguilera Puerto
ffe4e5a8ab Add Enabled property to CollisionWake component. (#1641)
* Add Enabled property to CollisionWake component.

* Set property in HandleComponentState
2021-03-16 11:38:46 +01:00
Paul Ritter
6e5026d270 adds prometheus logging to physicscontrollers (#1640) 2021-03-16 11:32:46 +01:00
metalgearsloth
946c4166dc Move RootControl frameupdate to after queue (#1625)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-16 09:15:18 +01:00
Paul Ritter
7d2fb85a04 adds custom typeserializers (#1636)
retires DataFieldWithConstantAttribute & DataFieldWithFlagAttribute in favor of new customtypeserializers
adds prototypeidvalidation, just needs to be added to the corresponding fields
fixes some behaviour in yamllinter
2021-03-15 13:24:29 +01:00
metalgearsloth
d6ec078519 Fix static sleeping crash (#1630)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-14 12:44:49 +11:00
DrSmugleaf
32256fc4d9 Remove printing ticks in integration tests (#1627) 2021-03-13 20:12:49 +01:00
DrSmugleaf
37bbdfe7ff Fix serialization logging not printing messages (#1628) 2021-03-13 20:12:41 +01:00
metalgearsloth
c906675cdf Set collidable on CollisionWake removal (#1626)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-13 20:13:00 +11:00
DrSmugleaf
90bb5574c1 Add a CVar to disable texture preloading for tests (#1623) 2021-03-13 13:25:10 +11:00
Acruid
7b50dcd969 Removed IEntityManager.SpawnEntityNoMapInit. Every entity spawned into an uninitialized map does not have mapinit ran, so this is useless. 2021-03-11 22:17:31 -08:00
Pieter-Jan Briers
8d82f48a8f Various GLES fixes. 2021-03-11 13:06:30 +01:00
Pieter-Jan Briers
469f9fd219 Remove #line directives from shaders.
They hurt debugging more than they helped.
2021-03-11 13:06:18 +01:00
Pieter-Jan Briers
1a5783ab4e Probably fix tests 2021-03-11 11:47:58 +01:00
Clyybber
3d25886d79 Set velocity for audio sources, enabling doppler effect (#1622) 2021-03-11 11:44:01 +01:00
Pieter-Jan Briers
516b2cd372 Handle surrogate pairs correctly in LineEdit. 2021-03-10 16:55:12 +01:00
Pieter-Jan Briers
3cfcfa0be2 Render fallback character for unavailable characters. 2021-03-10 16:54:52 +01:00
Pieter-Jan Briers
69328087bd Added AsRune property to TextEventArgs 2021-03-10 16:54:13 +01:00
Pieter-Jan Briers
1bf8b2a52b Use Rune for rendering text instead of char.
Fixes crashes with surrogates.
2021-03-09 23:25:27 +01:00
Pieter-Jan Briers
fc6dc6f4e1 Add/fix Rune APIs for sandbox. 2021-03-09 23:24:33 +01:00
Pieter-Jan Briers
31c1feca4e Debug console history improvements.
No longer blows up if history cannot be read/written thanks to file locking.

Made it more async so it won't waste main thread init time.
2021-03-09 22:28:58 +01:00
Pieter-Jan Briers
3ed1eef2ab Fix build. 2021-03-09 21:44:46 +01:00
Pieter-Jan Briers
1394a017bb Fix IL verification throwing if a verifier error does not need to be formatted. 2021-03-09 21:41:50 +01:00
metalgearsloth
6b0670d5f1 Break joints on container insertion; semi-related to break pulling on container insertion (#1620)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-09 11:51:57 -08:00
metalgearsloth
f573331541 Fix physics joint disconnect spam (#1619)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-09 11:51:35 -08:00
metalgearsloth
a7218cd3b8 Make Visible a Shared Property for sprites (#1615)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-09 11:51:16 -08:00
Acruid
f7e8178736 Added new ComponentEvents system in IEventBus. (#1601)
* Added new ComponentEventBus, combined it with IEventBus.

* Removed all traces of IEntity from ComponentDependencies.
Removed IEntityManager dependency from ComponentManager.

* Added entity create/delete events to IEntityManager.

* ComponentEvents now use EntitySystemMessages instead of their custom ComponentEvent class.

* Component events are now just overloads of entity events.

* Removed obsolete EntitySystemMessage, now everything uses the base EntityEventArgs.

* Add a bool argument for if the message should be broadcast as well as directed.
Fix ordering and init issues of events in EntityManager.

* Changed names from Component/Entity events to Directed/Broadcast.

* Fix bugs and unit tests.
2021-03-09 11:02:24 -08:00
Pieter-Jan Briers
31f921e4aa Use ProfileOptimization to speed up startup. 2021-03-09 12:29:59 +01:00
Pieter-Jan Briers
aa1c25637c Allow disabling nvidia optimus via env var. 2021-03-09 12:29:59 +01:00
Pieter-Jan Briers
71f2c48463 Call GC.Collect after game init.
Cleans up any gen 2 garbage from init and the stutter shouldn't be the end of the world.
2021-03-09 12:29:59 +01:00
Pieter-Jan Briers
d65f4ca898 RSI & texture preloading.
All RSIs and textures are now loaded ahead of time in client startup. This is well threaded and is extremely fast.
2021-03-09 12:29:59 +01:00
Pieter-Jan Briers
b35568ffe5 Disable path case checks by default.
The idea was that these are Task.Run'd so don't influence performance. That was before we started threading the hell out of startup.

We're getting more stuff like YAML linting now which should hopefully be able to catch 99% of this. And louder because it was always just a warning before.
2021-03-09 12:29:59 +01:00
Acruid
a0d241e551 Removes some things that should not have been in the last PR. 2021-03-09 02:06:13 -08:00
GraniteSidewalk
33a6934582 Large number of changes to Shaders and Overlays (#1387)
* AAAAAAAAAAAAA

* Organization

* Still doesnt work

* Formatting

* It works!!

* More changes to everything

* Beginning of changes to overlays

* Makes the overlay manager GUID based (also it was very messy, still messy but i fixed some of it)

* Stencils are easy

* Questionable changes to overlays

* Minor change to HLR

* Fixed duplicate overlays when calling some commands (Like showbb)

* Fixes misleading message

* Adds a variety of worldspaces for overlays to choose from

* Caching

* Address reviews

* Merging pains

* ah.

* ahhhhh

* minor overlaymanager changes

* Work

* fix

* Merge??

* Fixes null errors

* Force update

* Delete whatever the fuck this is?

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-09 01:52:16 -08:00
metalgearsloth
f237a8bbbc Optimise static body sleeping (#1618)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-09 19:47:51 +11:00
Pieter-Jan Briers
4bc775c01c RSI loader improvements:
1. Stop using NJsonSchema, it didn't do anything useful.
2. Use System.Text.Json instead of Newtonsoft.Json.
3. General cleanup of the code, using arrays instead of lists, etc...
2021-03-08 11:18:19 +01:00
Pieter-Jan Briers
93b4d81505 Optimize ImageSharp blitting. 2021-03-08 11:15:33 +01:00
Pieter-Jan Briers
0afb85a09e Fix some missing re-pooling of ImageSharp images. 2021-03-08 09:45:22 +01:00
Metal Gear Sloth
7b9315cea4 Significantly lower physics speedcap 2021-03-08 15:46:50 +11:00
Metal Gear Sloth
dc3af45096 Fix anchored message 2021-03-08 15:00:08 +11:00
metalgearsloth
00ce0179ae Allow kinematic controllers to have an impulse applied (#1612)
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 12:10:20 +11:00
ShadowCommander
81947ba3d8 Fix buckling (#1611) 2021-03-07 15:25:11 -08:00
DrSmugleaf
49327279d0 Fix nullability errors in physics ContactHead code (#1609) 2021-03-07 23:15:55 +01:00
Metal Gear Sloth
0936cf3c7f Fix CanCollide serialization 2021-03-08 04:06:21 +11:00
Metal Gear Sloth
43b75a69c2 Fix contact overlap 2021-03-08 03:48:30 +11:00
metalgearsloth
c17c8d7a11 Physics (#1605)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

* Disable prediction for now

* Spans

* Fix ShapeTypes

* fixes

* ch ch changeesss

* Kinematic idea

* Prevent static bodies from waking

* Pass WorldAABB to MoveEvent

* Fix collisions

* manifold structs fucking WOOORRKKKINNGGG

* Better pushing

* Fix merge ickies

* Optimise MoveEvents

* Use event for collisions performance

* Fix content tests

* Do not research tests

* Fix most conflicts

* Paul's trying to kill me

* Maybe collisions work idk

* Make us whole again

* Smug is also trying to kill me

* nani

* shitty collisions

* Settling

* Do not research collisions

* SHIP IT

* Fix joints

* PVS moment

* Fix other assert

* Fix locker collisions

* serializable sleeptime

* Aether2D contacts

* Physics is no longer crashing (and burning)

* Add to the TODO list

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-08 03:19:01 +11:00
Paul
223fd8126f copy fix 2021-03-06 14:47:44 +01:00
Paul
1d5559be4a makes typevalidator its own interface 2021-03-05 15:02:03 +01:00
Paul
0b749ff8bb makes prototypeinheritance opt in 2021-03-05 11:13:00 +01:00
Paul
069fa89fcb adds Try variants to FirstOrNull & FirstOrDefault
fixes ientity serialization when loading the map
2021-03-05 10:07:18 +01:00
Paul Ritter
80f9f24243 Serialization v3 aka constant suffering (#1606)
* oops

* fixes serialization il

* copytest

* typo & misc fixes

* 139 moment

* boxing

* mesa dum

* stuff

* goodbye bad friend

* last commit before the big (4) rewrite

* adds datanodes

* kills yamlobjserializer in favor of the new system

* adds more serializers, actually implements them & removes most of the last of the old system

* changed yamlfieldattribute namespace

* adds back iselfserialize

* refactors consts&flags

* renames everything to data(field/definition)

* adds afterserialization

* help

* dataclassgen

* fuggen help me mannen

* Fix most errors on content

* Fix engine errors except map loader

* maploader & misc fix

* misc fixes

* thing

* help

* refactors datanodes

* help me mannen

* Separate ITypeSerializer into reader and writer

* Convert all type serializers

* priority

* adds alot

* il fixes

* adds robustgen

* argh

* adds array & enum serialization

* fixes dataclasses

* adds vec2i / misc fixes

* fixes inheritance

* a very notcursed todo

* fixes some custom dataclasses

* push dis

* Remove data classes

* boutta box

* yes

* Add angle and regex serializer tests

* Make TypeSerializerTest abstract

* sets up ioc etc

* remove pushinheritance

* fixes

* Merge fixes, fix yaml hot reloading

* General fixes2

* Make enum serialization ignore case

* Fix the tag not being copied in data nodes

* Fix not properly serializing flag enums

* Fix component serialization on startup

* Implement ValueDataNode ToString

* Serialization IL fixes, fix return and string equality

* Remove async from prototype manager

* Make serializing unsupported node as enum exception more descriptive

* Fix serv3 tryread casting to serializer instead of reader

* Add constructor for invalid node type exception

* Temporary fix for SERV3: Turn populate delegate into regular code

* Fix not copying the data of non primitive types

* Fix not using the data definition found in copying

* Make ISerializationHooks require explicit implementations

* Add test for serialization inheritance

* Improve IsOverridenIn method

* Fix error message when a data definition is null

* Add method to cast a read value in Serv3Manager

* Rename IServ3Manager to ISerializationManager

* Rename usages of serv3manager, add generic copy method

* Fix IL copy method lookup

* Rename old usages of serv3manager

* Add ITypeCopier

* resistance is futile

* we will conquer this codebase

* Add copy method to all serializers

* Make primitive mismatch error message more descriptive

* bing bong im going to freacking heck

* oopsie moment

* hello are you interested in my wares

* does generic serializers under new architecture

* Convert every non generic serializer to the new format, general fixes

* Update usgaes of generic serializers, cleanup

* does some pushinheritance logic

* finishes pushinheritance FRAMEWORK

* shed

* Add box2, color and component registry serializer tests

* Create more deserialized types and store prototypes with their deserialized results

* Fixes and serializer updates

* Add serialization manager extensions

* adds pushinheritance

* Update all prototypes to have a parent and have consistent id/parent properties

* Fix grammar component serialization

* Add generic serializer tests

* thonk

* Add array serializer test

* Replace logger warning calls with exceptions

* fixes

* Move redundant methods to serialization manager extensions, cleanup

* Add array serialization

* fixes context

* more fixes

* argh

* inheritance

* this should do it

* fixes

* adds copiers & fixes some stuff

* copiers use context v1

* finishing copy context

* more context fixes

* Test fixes

* funky maps

* Fix server user interface component serialization

* Fix value tuple serialization

* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings

* fixes

* fixes more stuff

* yes

* Make abstract/interface skips debugs instead of warnings

* Fix typo

* Make some dictionaries readonly

* Add checks for the serialization manager initializing and already being initialized

* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute

* copy by ref

* Fix exception wording

* Update data field required summary with the new forbidden docs

* Use extension in map loader

* wanna erp

* Change serializing to not use il temporarily

* Make writing work with nullable types

* pushing

* check

* cuddling slaps HARD

* Add serialization priority test

* important fix

* a serialization thing

* serializer moment

* Add validation for some type serializers

* adds context

* moar context

* fixes

* Do the thing for appearance

* yoo lmao

* push haha pp

* Temporarily make copy delegate regular c# code

* Create deserialized component registry to handle not inheriting conflicting references

* YAML LINTER BABY

* ayes

* Fix sprite component norot not being default true like in latest master

* Remove redundant todos

* Add summary doc to every ISerializationManager method

* icon fixes

* Add skip hook argument to readers and copiers

* Merge fixes

* Fix ordering of arguments in read and copy reflection call

* Fix user interface components deserialization

* pew pew

* i am going to HECK

* Add MustUseReturnValue to copy-over methods

* Make serialization log calls use the same sawmill

* gamin

* Fix doc errors in ISerializationManager.cs

* goodbye brave soldier

* fixes

* WIP merge fixes and entity serialization

* aaaaaaaaaaaaaaa

* aaaaaaaaaaaaaaa

* adds inheritancebehaviour

* test/datafield fixes

* forgot that one

* adds more verbose validation

* This fixes the YAML hot reloading

* Replace yield break with Enumerable.Empty

* adds copiers

* aaaaaaaaaaaaa

* array fix
priority fix
misc fixes

* fix(?)

* fix.

* funny map serialization (wip)

* funny map serialization (wip)

* Add TODO

* adds proper info the validation

* Make yaml linter 5 times faster (~80% less execution time)

* Improves the error message for missing fields in the linter

* Include component name in unknown component type error node

* adds alwaysrelevant usa

* fixes mapsaving

* moved surpressor to analyzers proj

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 2ee4cc2c26.

* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests

* Fix nullability warnings

* Improve yaml linter message feedback

* oops moment

* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct

* Remove try catch from enum parsing

* Make dependency management in serialization less bad

* Make dependencies an argument instead of a property on the serialization manager

* Clean up type serializers

* Improve validation messages and resourc epath checking

* Fix sprite error message

* reached perfection

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-04 15:59:14 -08:00
Pieter-Jan Briers
93018c9843 Silence localization warnings on client again. 2021-03-03 16:02:30 +01:00
Pieter-Jan Briers
e2675271d0 Parallelize assembly sandbox checking harder. 2021-03-03 16:02:12 +01:00
Pieter-Jan Briers
d1f7edecef Use Directory.EnumerateFiles in PathHelpers.GetFiles.
Significant improvement in startup time.
2021-03-03 10:52:05 +01:00
Pieter-Jan Briers
b5a3c0b988 Do not load files under Locale/ not ending with .ftl.
Will ignore stuff like .DS_Store/.directory/thumbs.db
2021-03-02 21:22:44 +01:00
Acruid
06e62b031a SoundSystem (#1604)
* Adds the SoundSystem static proxy class for the AudioSystem.
Added a shared IAudioSystem interface for the future.

* Moved ConnectedClient property from IPlayerSession down to ICommonSession.

* Connected up the SoundSystem to the client/server AudioSystems.

* Converted client calls over to the new system.

* Marked the old serverside functions to play sound obsolete, use the new ones from the IAudioSystem.

* Added ISharedPlayerManager to the IoC registration.
2021-03-01 20:22:28 -08:00
Acruid
24707b7385 Shared Containers (#1579)
* Added a basic server simulation framework for help with tests.

* Moved as much as possible to Robust.Shared/Containers.
Moved ContainerSlot from content to engine.

* Moved ClientContainer to shared.

* Merged client/server ContainerManagerComponents into a single shared version.

* ContainerManagerComponent is now implicitly registered with the attributes.

* Migrated to 2021 serialization technology.

* Existing Unit Tests work.

* More tests coverage.
Fixed bug with transferring items between containers.

* Container Type info is now sent over the network.

* Merge client/server container systems.

* Code cleanup.

* Attempted to fix dictionary serialization.
Logs warning when trying to check if an unknown GridId is paused.

* Remove OldCode.
2021-03-01 15:19:59 -08:00
Pieter-Jan Briers
ab95f39f9f Localize SS14Window 2021-03-01 00:45:36 +01:00
Pieter-Jan Briers
cdd38abab5 Fix two shutdown crashes by removing IDisposable managers. 2021-02-28 23:10:03 +01:00
Pieter-Jan Briers
d751c0b3ab Revert "Physics (#1602)"
This reverts commit fefcc7cba3.
2021-02-28 18:45:18 +01:00
Pieter-Jan Briers
2ace0e9e5a Expose Patreon tier info from auth server. 2021-02-28 18:45:01 +01:00
Pieter-Jan Briers
31716f5104 Work around Roslyn scripting bug with ref structs. 2021-02-28 18:45:01 +01:00
metalgearsloth
fefcc7cba3 Physics (#1602)
* Physics worlds

* Paul's a good boy

* Build working

* Ingame and not lagging to hell

* Why didn't you commit ahhhhh

* Hard collisions working

* Solver parity

* Decent broadphase work done

* BroadPhase outline done

* BroadPhase working

* waiting for pvs

* Fix static PVS AABB

* Stop static bodies from awakening

* Optimise a bunch of stuff

* Even more broadphase stuff

* I'm fucking stupid

* Optimise fixture updates

* Collision solver start

* Building

* A is for Argumentative

* Fix contact caching island flags

* Circle shapes actually workeded

* Damping

* DS2 consumables only

* Slightly more stable

* Even slightlier more stablier

* VV your heart out

* Initial joint support

* 90% of joints I just wanted to push as I'd scream if I lost progress

* JOINT PURGATORY

* Joints barely functional lmao

* Okay these joints slightly more functional

* Remove station FrictionJoint

* Also that

* Some Box2D ports

* Cleanup mass

* Edge shape

* Active contacts

* Fix active contacts

* Optimise active contacts even more

* Boxes be stacking

* I would die for smug oh my fucking god

* In which everything is fixed

* Distance joints working LETS GO

* Remove frequency on distancejoint

* Fix some stuff and break joints

* Crashing fixed mehbeh

* ICollideSpecial and more resilience

* auto-clear

* showbb vera

* Slap that TODO in there

* Fix restartround crash

* Random fixes

* Fix fixture networking

* Add intersection method for broadphase

* Fix contacts

* Licenses done

* Optimisations

* Fix wall clips

* Config caching for island

* allocations optimisations

* Optimise casts

* Optimise events queue for physics

* Contact manager optimisations

* Optimise controllers

* Sloth joint or something idk

* Controller graph

* Remove content cvar

* Random cleanup

* Finally remove VirtualController

* Manifold structs again

* Optimise this absolute retardation

* Optimise

* fix license

* Cleanup physics interface

* AHHHHHHHHHHHHH

* Fix collisions again

* snivybus

* Fix potential nasty manifold bug

* Tests go snivy

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:09:36 +11:00
Paul
30df989e8d Merge branch 'serialization_v3_nodataclasses' of https://github.com/PaulRitter/RobustToolbox into master 2021-02-28 15:55:26 +01:00
Acruid
86bfea6bd4 ICommonSession Improvements + Player Filter (#1600)
* Removed IBaseSession, pushed all members down to ICommonSession.

* Pulled all members of client IPlayerSession into ICommonSession.
Marked client IPlayerSession as obsolete, use the base ICommonSession.

* Restricted setter access for properties in ICommonSession, only engine should be setting them.

* Fixed ping implementation on server.

* Moved AttachedEntityUid to ICommonSession.

* Added a shared IPlayerManager and pulled some common properties down to it.

* Added a shared player Filter class that holds a set of recipients in a networked call. Very useful for selecting recipients in a shared context.
2021-02-27 20:42:54 -08:00
Paul
d890f168c2 Spawner windows remember positions - engine commit 2021-02-27 12:27:46 +01:00
Paul
f888a810bf fixes that pesky warning 2021-02-27 11:58:51 +01:00
tmtmtl30
16249a4dde doubles default gain value (#1593) 2021-02-26 20:54:43 -08:00
Manel Navola
e33488ba55 Implemented erasing rectangular areas (#1419)
* Added support for erasing rectangular areas

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Switched sending start coordinate + end coordinate to sending start coordinate + rect selection size for preventing different parented positions, general code improvements

* Rewritten certain code part so the checks pass

* Added unshaded shader to rect erasing

* Tweaked alpha of erasing rectangle for better visualizing

Co-authored-by: Manel Navola <ManelNavola@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-02-26 20:52:12 -08:00
RemieRichards
bfe6eeddb1 Localization Fixes. Stop double-localizing localizationID-sourced names, PROPER returning "True" or "False" instead of "true" or "false" 2021-02-27 01:04:04 +00:00
RemieRichards
7f540e741c Add myself to CODEOWNERS for fluent translations. 2021-02-25 20:30:57 +00:00
Pieter-Jan Briers
b7855f5af5 Fix reloading localizations. 2021-02-25 20:47:17 +01:00
Pieter-Jan Briers
91391e1205 Update NetSerializer submodule 2021-02-25 12:06:28 +01:00
Pieter-Jan Briers
d5199ec459 Update NuGet packages. 2021-02-25 12:06:05 +01:00
Vera Aguilera Puerto
e1e6f4fd10 ContainerHelpers EmptyContainer now has an argument to attach removed entities to grid or map 2021-02-25 11:43:09 +01:00
Leo
e5b6fccf67 Add a scroll speed property to ScrollContainer (#1590)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-02-25 10:39:53 +00:00
RemberBL
95a912c329 Adds args.Handle(); into UI code for scrolling (#1595) 2021-02-25 11:08:19 +01:00
Pieter-Jan Briers
2b4833fc4e Allow content to read assembly versions in sandbox. 2021-02-24 12:18:44 +01:00
Pieter-Jan Briers
b814fc851a Fix more scrollbar DPI scaling bugs. 2021-02-24 12:18:29 +01:00
Pieter-Jan Briers
e87863203b Use DataFieldCached for AppearanceComponent.
What could go wrong?
2021-02-23 23:56:41 +01:00
Pieter-Jan Briers
33b66d9e18 Fix OpenCentered and OpenToLeft window methods. 2021-02-23 23:24:58 +01:00
Pieter-Jan Briers
fd406f7897 Selector-based VV windows have correct size.
Fixes #1594.
2021-02-23 23:10:58 +01:00
Pieter-Jan Briers
7a836d1018 Work around broken nullability.
Revert "Fix nullability errors"

This reverts commit a7f31f9ebf.

Revert "NotNullWhen()"

This reverts commit b332644d48.

Work around broken nullability.
2021-02-23 23:07:19 +01:00
Alex Evgrashin
393c15c44a Post shader will use real sprite bounding box (#1536)
Co-authored-by: Alex Evgrashin <evgrashin.adl@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-02-23 22:54:48 +01:00
Pieter-Jan Briers
a7f31f9ebf Fix nullability errors 2021-02-23 22:53:38 +01:00
RemieRichards
b332644d48 NotNullWhen() 2021-02-23 21:40:33 +00:00
RemieRichards
510f7c0e7c Merge branch 'master' of https://github.com/space-wizards/RobustToolbox into localization_grammar 2021-02-23 21:33:06 +00:00
RemieRichards
fdd05e3d3a Fix GrammarComponent gender parsing, Add tests for GENDER() function (which covers custom types (Enum) and custom functions (GENDER)) 2021-02-23 21:31:13 +00:00
Pieter-Jan Briers
6d41958853 Fix nullability of TryIndex<T>. 2021-02-23 22:25:48 +01:00
Pieter-Jan Briers
cecc4dfcf2 Improve SharedTransformSystem:
Do not fire events for deleted entities.
Optimize to remove allocations & LINQ.
2021-02-23 22:05:49 +01:00
Pieter-Jan Briers
4ac40f2e90 Make norot on sprites default for the time being.
To band aid the pulling issues.
2021-02-23 21:32:00 +01:00
Pieter-Jan Briers
3e12d44173 Bool/enum/entity handling for localization parameters. 2021-02-23 20:59:21 +01:00
RemieRichards
a42b39bd84 Adds GENDER(), PROPER() and ATTRIB() localization functions, GrammarComponent. 2021-02-23 19:53:56 +00:00
DrSmugleaf
22affccf24 Add individual layer offset (#1583)
* Add individual layer offset

* Fix error message

* Bring back layer offsetting
2021-02-23 12:55:45 +01:00
Pieter-Jan Briers
028724c47b Localization improvements:
*Allow content to define localization functions.
* Add rldloc command to reload localizations.
* Doc comments
* Error handling
* Parallelize loading of localization files, since I can only assume we'll have a lot eventually.
* Type system stuff to allow content to pass custom data types into fluent.
* Code cleanup.
2021-02-23 11:35:54 +01:00
Pieter-Jan Briers
0114bff2fc Add IFormattable to sandbox whitelist. 2021-02-23 11:27:51 +01:00
Pieter-Jan Briers
4ddbd644eb Add helper method to set up logging inside unit tests. 2021-02-23 11:27:42 +01:00
Pieter-Jan Briers
f0366531ef Inject the csi directly into my master. 2021-02-23 01:39:33 +01:00
Pieter-Jan Briers
6bd5814f4a Automatically fetch names and descs from loc. 2021-02-22 11:11:11 +01:00
Pieter-Jan Briers
78c132fdab Mute loc warnings for the time being. 2021-02-22 08:57:30 +01:00
Remie Richards
460cf57d7c Fluent Localization (#1584) 2021-02-22 00:36:02 +01:00
Pieter-Jan Briers
a3190a8aca Improvements to SpriteComponent for new angle changes: (#1589)
1. Fixes CopyFrom with new rotation parameters.
2. Adds a couple APIs for ClickableComponent content side.
2021-02-22 00:30:16 +01:00
Pieter-Jan Briers
6921fb2fbf Make UserInterfaceManager not dispose root control on game shutdown.
No real reason to do this and it only risks breaking something.
2021-02-21 23:52:09 +01:00
Fortune117
9954d571de Fix for Crash Caused by the Entity Spawn Menu (#1588) 2021-02-21 20:16:01 +01:00
Pieter-Jan Briers
17fe000a1e Fix math tests due to angle/direction changes. 2021-02-21 20:06:39 +01:00
Pieter-Jan Briers
fba415e765 Bit of work to make Direction.South == Angle.Zero.
This makes Direction no longer follow a cartesian trig circle but oh well. Also helper methods to work with this.

Math tests currently fail, pushing this so Acruid can see about fixing SpriteComponent.
2021-02-21 19:47:42 +01:00
828 changed files with 47140 additions and 20691 deletions

17
.github/CODEOWNERS vendored
View File

@@ -1,14 +1,7 @@
# Lines starting with '#' are comments.
# Each line is a file pattern followed by one or more owners.
# Last match in file takes precedence.
# These owners will be the default owners for everything in the repo.
# * @defunkt
* @Acruid @PJB3005 @Silvertorch5
# Be they Fluent translations or Freemarker templates, I know them both!
*.ftl @RemieRichards
# Order is important. The last matching pattern has the most precedence.
# So if a pull request only touches javascript files, only these owners
# will be requested to review.
# *.js @octocat @github/js
# You can also use email addresses if you prefer.
# docs/* docs@example.com
# Ping for all PRs
* @Acruid @PJB3005 @Silvertorch5

View File

@@ -10,7 +10,7 @@ jobs:
build:
strategy:
matrix:
os: [ubuntu-latest, windows-latest]
os: [ubuntu-latest, windows-latest, macos-latest]
runs-on: ${{ matrix.os }}

View File

@@ -38,4 +38,4 @@ jobs:
- name: Content.Tests
run: dotnet test --no-build Content.Tests/Content.Tests.csproj -v n
- name: Content.IntegrationTests
run: dotnet test --no-build Content.IntegrationTests/Content.IntegrationTests.csproj -v n
run: COMPlus_gcServer=1 dotnet test --no-build Content.IntegrationTests/Content.IntegrationTests.csproj -v n

3
.gitmodules vendored
View File

@@ -13,3 +13,6 @@
[submodule "ManagedHttpListener"]
path = ManagedHttpListener
url = https://github.com/space-wizards/ManagedHttpListener.git
[submodule "Linguini"]
path = Linguini
url = https://github.com/space-wizards/Linguini

View File

@@ -0,0 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net5.0</TargetFramework>
</PropertyGroup>
</Project>

2
Avalonia.Base/README.md Normal file
View File

@@ -0,0 +1,2 @@
See `Robust.Client/UserInterface/XAML/RiderNotes.md` for why this project exists.
We are not actually using Avalonia (yet).

1
Linguini Submodule

Submodule Linguini added at 62b0e75b91

View File

@@ -4,5 +4,6 @@
<TargetFramework>net5.0</TargetFramework>
<LangVersion>9</LangVersion>
<Nullable>enable</Nullable>
<WarningsAsErrors>nullable</WarningsAsErrors>
</PropertyGroup>
</Project>

View File

@@ -23,12 +23,12 @@ namespace OpenToolkit.GraphicsLibraryFramework
return IntPtr.Zero;
}
if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
if (OperatingSystem.IsLinux())
{
return NativeLibrary.Load("libglfw.so.3", assembly, path);
}
if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
if (OperatingSystem.IsMacOS())
{
return NativeLibrary.Load("libglfw.3.dylib", assembly, path);
}

View File

@@ -14,12 +14,6 @@
<PackageReference Condition="'$(TargetFramework)' == 'net472'" Include="System.Memory" Version="4.5.3" />
</ItemGroup>
<ItemGroup>
<Content Include="OpenToolkit.GraphicsLibraryFramework.dll.config">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Robust.Shared\Robust.Shared.csproj" />
</ItemGroup>

View File

@@ -1,5 +0,0 @@
<configuration>
<!-- I actually have no idea whether this works on FreeBSD but it can't hurt to set it as such. -->
<dllmap os="linux,freebsd" dll="glfw3.dll" target="glfw.so.3" />
<dllmap os="osx" dll="glfw3.dll" target="glfw.3.dylib" />
</configuration>

View File

@@ -1,25 +1,16 @@
![Robust Toolbox](https://raw.githubusercontent.com/space-wizards/asset-dump/3dd3078e49e3a7e06709a6e0fc6e3223d8d44ca2/robust.png)
[![Build status](https://ci.appveyor.com/api/projects/status/ygb7t8hsj3wt7pnm/branch/master?svg=true)](https://ci.appveyor.com/project/Silvertorch5/space-station-14/branch/master)
[![Coverage](https://sonarcloud.io/api/project_badges/measure?project=ss14&metric=coverage)](https://sonarcloud.io/dashboard?id=ss14)
Robust Toolbox is an engine primarily being developed for [Space Station 14](https://github.com/space-wizards/space-station-14), although we're working on making it usable for both [singleplayer](https://github.com/space-wizards/RobustToolboxTemplateSingleplayer) and [multiplayer](https://github.com/space-wizards/RobustToolboxTemplate) projects.
Robust Toolbox is a client/server backend for [Space Station 14](https://github.com/space-wizards/space-station-14).
Use the [content repo](https://github.com/space-wizards/space-station-14) for actual development, even if you're modifying the engine itself.
### *This repository is the *engine* section of SS14. This is the base engine all SS14 servers will be built on. As such, it does not start on its own: it needs the [content repo](https://github.com/space-wizards/space-station-14). Use said repo for actual development, even if you're modifying the engine itself. Think of Robust Toolbox as BYOND in the context of Spacestation 13.*
## Project Links
## Getting in Touch
[Website](https://spacestation14.io/) | [Discord](https://discord.gg/t2jac3p) | [Forum](https://forum.spacestation14.io/) | [Steam](https://store.steampowered.com/app/1255460/Space_Station_14/) | [Standalone Download](https://spacestation14.io/about/nightlies/)
* Website: [spacestation14.io](https://spacestation14.io/)
* Discord: [Invite Link](https://discord.gg/t2jac3p)
* IRC: `irc.rizon.net#spacebus`
* Code Analysis: [Sonar Cloud](https://sonarcloud.io/dashboard?id=ss14)
* Automatic Content Builds: [builds.spacestation14.io](https://builds.spacestation14.io/jenkins/)
## Documentation/Wiki
The IRC is setup to relay back and forth to the Discord server so [IRC nerds](https://xkcd.com/1782/) will not be left out.
## Documentation
We have various technical documentation articles on the [HackMD Wiki](https://hackmd.io/@ss14/docs/%2F%40ss14%2Ftechnical-documentation-overview).
The [HackMD Wiki](https://hackmd.io/@ss14/docs/wiki) has documentation on SS14s content, engine, game design and more. We also have lots of resources for new contributors to the project.
## Contributing
@@ -27,8 +18,8 @@ We are happy to accept contributions from anybody. Get in Discord or IRC if you
## Building
**In practice, you usually don't build this repository directly.**
This repository is the **engine** part of SS14. It's the base engine all SS14 servers will be built on. As such, it does not start on its own: it needs the [content repo](https://github.com/space-wizards/space-station-14). Think of Robust Toolbox as BYOND in the context of Spacestation 13.
## Legal Info
See `legal.md` for licenses and copyright.
See [legal.md](https://github.com/space-wizards/RobustToolbox/blob/master/legal.md) for licenses and copyright.

View File

@@ -23,6 +23,48 @@
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- name: Box2D
license:
MIT License
Copyright (c) 2019 Erin Catto
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
- name: Bullet Physics SDK
license:
The files in this repository are licensed under the zlib license, except for the files under 'Extras' and examples/ThirdPartyLibs.
Bullet Continuous Collision Detection and Physics Library
http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software.
If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
- name: Castle Core
license: |
Copyright 2004-2016 Castle Project - http://www.castleproject.org/
@@ -317,6 +359,43 @@
See the License for the specific language governing permissions and
limitations under the License.
- name: Farseer Physics Engine
license:
Microsoft Permissive License (Ms-PL)
This license governs use of the accompanying software.
If you use the software, you accept this license.
If you do not accept the license, do not use the software.
1. Definitions
The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under U.S. copyright law.
A "contribution" is the original software, or any additions or changes to the software.
A "contributor" is any person that distributes its contribution under this license.
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution,
prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to
make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or
derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark,
and attribution notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by
including a complete copy of this license with your distribution. If you distribute any portion of the software in
compiled or object code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties,
guarantees or conditions. You may have additional consumer rights under your local laws which this license cannot change.
To the extent permitted under your local laws, the contributors exclude the implied warranties of
merchantability, fitness for a particular purpose and non-infringement.
- name: Mono.Cecil
license: |
Copyright (c) 2008 - 2015 Jb Evain
@@ -574,29 +653,22 @@
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
- name: NGetText
- name: Fluent.Net
license: |
The MIT License (MIT)
blushingpenguin and Contributors
Copyright (c) 2012 Vitaly Zilnik
All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
Licensed under the Apache License, Version 2.0 (the "License"); you may not use
this file except in compliance with the License. You may obtain a copy of the
License at
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
http://www.apache.org/licenses/LICENSE-2.0
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Unless required by applicable law or agreed to in writing, software distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
CONDITIONS OF ANY KIND, either express or implied. See the License for the
specific language governing permissions and limitations under the License.
- name: NetSerializer
license: |

View File

@@ -0,0 +1,7 @@
## EntitySpawnWindow
entity-spawn-window-title = Entity Spawn Panel
entity-spawn-window-search-bar-placeholder = search
entity-spawn-window-clear-button = Clear
entity-spawn-window-erase-button-text = Erase Mode
entity-spawn-window-override-menu-tooltip = Override placement

View File

@@ -0,0 +1,54 @@
input-key-Escape = Escape
input-key-Control = Control
input-key-Shift = Shift
input-key-Alt = Alt
input-key-Menu = Menu
input-key-F1 = F1
input-key-F2 = F2
input-key-F3 = F3
input-key-F4 = F4
input-key-F5 = F5
input-key-F6 = F6
input-key-F7 = F7
input-key-F8 = F8
input-key-F9 = F9
input-key-F10 = F10
input-key-F11 = F11
input-key-F12 = F12
input-key-F13 = F13
input-key-F14 = F14
input-key-F15 = F15
input-key-Pause = Pause
input-key-Left = Left
input-key-Up = Up
input-key-Down = Down
input-key-Right = Right
input-key-Space = Space
input-key-Return = Return
input-key-NumpadEnter = Num Enter
input-key-BackSpace = Backspace
input-key-Tab = Tab
input-key-PageUp = Page Up
input-key-PageDown = Page Down
input-key-End = End
input-key-Home = Home
input-key-Insert = Insert
input-key-Delete = Delete
input-key-MouseLeft = Mouse Left
input-key-MouseRight = Mouse Right
input-key-MouseMiddle = Mouse Middle
input-key-MouseButton4 = Mouse 4
input-key-MouseButton5 = Mouse 5
input-key-MouseButton6 = Mouse 6
input-key-MouseButton7 = Mouse 7
input-key-MouseButton8 = Mouse 8
input-key-MouseButton9 = Mouse 9
input-key-LSystem-win = Left Win
input-key-RSystem-win = Right Win
input-key-LSystem-mac = Left Cmd
input-key-RSystem-mac = Right Cmd
input-key-LSystem-linux = Left Meta
input-key-RSystem-linux = Right Meta
input-key-unknown = <unknown key>

View File

@@ -0,0 +1 @@
ss14window-placeholder-title = Exemplary Window Title Here

View File

@@ -0,0 +1 @@
tab-container-not-tab-title-provided = No title

View File

@@ -0,0 +1,11 @@
## ViewVariablesInstanceEntity
view-variable-instance-entity-server-components-add-component-button-placeholder = Add Component
view-variable-instance-entity-client-variables-tab-title = Client Variables
view-variable-instance-entity-client-components-tab-title = Client Components
view-variable-instance-entity-server-variables-tab-title = Server Variables
view-variable-instance-entity-server-components-tab-title = Server Components
view-variable-instance-entity-client-components-search-bar-placeholder = Search
view-variable-instance-entity-server-components-search-bar-placeholder = Search
view-variable-instance-entity-add-window-server-components = Add Component [S]
view-variable-instance-entity-add-window-client-components = Add Component [C]

View File

@@ -1,40 +0,0 @@
- type: entity
id: debugRotation1
name: dbg_rotation1
components:
- type: Clickable
- type: InteractionOutline
- type: Sprite
netsync: false
visible: true
sprite: debugRotation.rsi
state: direction1
placement:
mode: AlignTileAny
- type: entity
id: debugRotation4
name: dbg_rotation4
components:
- type: Clickable
- type: InteractionOutline
- type: Sprite
netsync: false
visible: true
sprite: debugRotation.rsi
state: direction4
placement:
mode: AlignTileAny
- type: entity
id: debugRotationTex
name: dbg_rotationTex
components:
- type: Clickable
- type: InteractionOutline
- type: Sprite
netsync: false
visible: true
texture: debugRotation.rsi/direction1.png
placement:
mode: AlignTileAny

View File

@@ -28,5 +28,10 @@ void fragment()
highp float occlusion = ChebyshevUpperBound(occlDist, ourDist);
if (occlusion >= 1.0)
{
discard;
}
COLOR = vec4(0.0, 0.0, 0.0, 1.0 - occlusion);
}

View File

@@ -1,5 +1,11 @@
#include "/Shaders/Internal/light_shared.swsl"
highp vec4 calcGaussianWeights(highp float sigma, highp vec4 offset)
{
highp vec4 eExp = offset * offset / (2.0 * sigma * sigma);
return exp(-eExp) / (sigma * sqrt(2.0 * PI));
}
highp float createOcclusion(highp vec2 diff)
{
// Calculate vector perpendicular to light vector.
@@ -8,23 +14,57 @@ highp float createOcclusion(highp vec2 diff)
highp float ourDist = length(diff);
highp vec2 occlDist = occludeDepth(diff, shadowMap, lightIndex);
// Sample 7 points on a line perpendicular to the light source.
// Depending on the closest point, we change the gaussian weights down below
// to change the "narrowness" of the samples.
perpendicular *= lightSoftness * 1.5;
// Get all the samples we need.
highp vec2 sample1 = occludeDepth(diff, shadowMap, lightIndex);
highp vec2 sample2 = occludeDepth(diff + perpendicular, shadowMap, lightIndex);
highp vec2 sample3 = occludeDepth(diff - perpendicular, shadowMap, lightIndex);
highp vec2 sample4 = occludeDepth(diff + perpendicular * 2.0, shadowMap, lightIndex);
highp vec2 sample5 = occludeDepth(diff - perpendicular * 2.0, shadowMap, lightIndex);
highp vec2 sample6 = occludeDepth(diff + perpendicular * 3.0, shadowMap, lightIndex);
highp vec2 sample7 = occludeDepth(diff - perpendicular * 3.0, shadowMap, lightIndex);
highp float mindist =
min(sample1.x,
min(sample2.x,
min(sample3.x,
min(sample4.x,
min(sample5.x,
min(sample6.x,
sample7.x))))));
mindist = max(0.001, mindist);
// Change soft shadow size based on distance from primary occluder.
highp float distRatio = (ourDist - occlDist.x) / occlDist.x / 2.0;
highp float distRatio = (ourDist - mindist);
perpendicular *= distRatio * lightSoftness;
// Sigma can never be zero so make sure to clamp.
// TODO: Scaling the dist ratio here in a more sane way might make shadows look better buuuut I'm lazy.
// Shadows look pretty nice already.
highp float sigma = max(0.001, distRatio * 0.75);
highp vec4 weights = calcGaussianWeights(sigma, vec4(0.0, 1.0, 2.0, 3.0));
// Totally not hacky PCF on top of VSM.
highp float occlusion = smoothstep(0.1, 1.0, ChebyshevUpperBound(occlDist, ourDist));
// Calculation of gaussian weights here is broken because it doesn't add up to 1.
// Fixing this is hard and if I had to guess too expensive for GPU shaders.
// So instead we add up the total weights and scale the result with that,
// so that we still end up with 0-1.
highp float totalWeigths = weights.x + weights.y * 2.0 + weights.z * 2.0 + weights.w * 2.0;
occlusion += shadowContrib(diff + perpendicular);
occlusion += shadowContrib(diff - perpendicular);
occlusion += shadowContrib(diff + perpendicular * 2.0);
occlusion += shadowContrib(diff - perpendicular * 2.0);
occlusion += shadowContrib(diff + perpendicular * 3.0);
occlusion += shadowContrib(diff - perpendicular * 3.0);
highp float occlusion = 0.0;
return occlusion / 7.0;
// Calculate actual occlusion with new weights.
occlusion += ChebyshevUpperBound(sample1, ourDist) * weights.x;
occlusion += ChebyshevUpperBound(sample2, ourDist) * weights.y;
occlusion += ChebyshevUpperBound(sample3, ourDist) * weights.y;
occlusion += ChebyshevUpperBound(sample4, ourDist) * weights.z;
occlusion += ChebyshevUpperBound(sample5, ourDist) * weights.z;
occlusion += ChebyshevUpperBound(sample6, ourDist) * weights.w;
occlusion += ChebyshevUpperBound(sample7, ourDist) * weights.w;
return occlusion / totalWeigths;
}

View File

@@ -0,0 +1,10 @@
using Microsoft.CodeAnalysis;
namespace Robust.Generators
{
public static class Diagnostics
{
public static SuppressionDescriptor MeansImplicitAssignment =>
new SuppressionDescriptor("RADC1000", "CS0649", "Marked as implicitly assigned.");
}
}

View File

@@ -0,0 +1,42 @@
using System;
using System.Collections.Immutable;
using System.Linq;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.Diagnostics;
using Robust.Generators;
namespace Robust.Analyzers
{
[DiagnosticAnalyzer(LanguageNames.CSharp)]
public class MeansImplicitAssigmentSuppressor : DiagnosticSuppressor
{
const string MeansImplicitAssignmentAttribute = "Robust.Shared.MeansImplicitAssignmentAttribute";
public override void ReportSuppressions(SuppressionAnalysisContext context)
{
var implAttr = context.Compilation.GetTypeByMetadataName(MeansImplicitAssignmentAttribute);
foreach (var reportedDiagnostic in context.ReportedDiagnostics)
{
if(reportedDiagnostic.Id != Diagnostics.MeansImplicitAssignment.SuppressedDiagnosticId) continue;
var node = reportedDiagnostic.Location.SourceTree?.GetRoot(context.CancellationToken).FindNode(reportedDiagnostic.Location.SourceSpan);
if (node == null) continue;
var symbol = context.GetSemanticModel(reportedDiagnostic.Location.SourceTree).GetDeclaredSymbol(node);
if (symbol == null || !symbol.GetAttributes().Any(a =>
a.AttributeClass?.GetAttributes().Any(attr =>
SymbolEqualityComparer.Default.Equals(attr.AttributeClass, implAttr)) == true))
{
continue;
}
context.ReportSuppression(Suppression.Create(
Diagnostics.MeansImplicitAssignment,
reportedDiagnostic));
}
}
public override ImmutableArray<SuppressionDescriptor> SupportedSuppressions => ImmutableArray.Create(Diagnostics.MeansImplicitAssignment);
}
}

View File

@@ -0,0 +1,12 @@
using BenchmarkDotNet.Running;
namespace Robust.Benchmarks
{
internal class Program
{
public static void Main(string[] args)
{
BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run();
}
}
}

View File

@@ -0,0 +1,18 @@
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\MSBuild\Robust.Properties.targets" />
<Import Project="..\MSBuild\Robust.Engine.props" />
<PropertyGroup>
<IsPackable>false</IsPackable>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<OutputPath>../bin/Benchmarks</OutputPath>
<OutputType>Exe</OutputType>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Robust.Server\Robust.Server.csproj" />
<ProjectReference Include="..\Robust.Shared\Robust.Shared.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="BenchmarkDotNet" Version="0.12.1" />
</ItemGroup>
<Import Project="..\MSBuild\Robust.Engine.targets" />
</Project>

View File

@@ -0,0 +1,115 @@
using System.IO;
using System.Linq;
using BenchmarkDotNet.Attributes;
using Robust.Benchmarks.Serialization.Definitions;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Copy
{
public class SerializationCopyBenchmark : SerializationBenchmark
{
public SerializationCopyBenchmark()
{
InitializeSerialization();
DataDefinitionWithString = new DataDefinitionWithString {StringField = "ABC"};
var yamlStream = new YamlStream();
yamlStream.Load(new StringReader(SeedDataDefinition.Prototype));
var seedMapping = yamlStream.Documents[0].RootNode.ToDataNodeCast<SequenceDataNode>().Cast<MappingDataNode>(0);
Seed = SerializationManager.ReadValueOrThrow<SeedDataDefinition>(seedMapping);
}
private const string String = "ABC";
private const int Integer = 1;
private DataDefinitionWithString DataDefinitionWithString { get; }
private SeedDataDefinition Seed { get; }
[Benchmark]
public string? CreateCopyString()
{
return SerializationManager.CreateCopy(String);
}
[Benchmark]
public int? CreateCopyInteger()
{
return SerializationManager.CreateCopy(Integer);
}
[Benchmark]
public DataDefinitionWithString? CreateCopyDataDefinitionWithString()
{
return SerializationManager.CreateCopy(DataDefinitionWithString);
}
[Benchmark]
public SeedDataDefinition? CreateCopySeedDataDefinition()
{
return SerializationManager.CreateCopy(Seed);
}
[Benchmark]
public SeedDataDefinition BaselineCreateCopySeedDataDefinition()
{
// ReSharper disable once UseObjectOrCollectionInitializer
var copy = new SeedDataDefinition();
copy.ID = Seed.ID;
copy.Name = Seed.Name;
copy.SeedName = Seed.SeedName;
copy.SeedNoun = Seed.SeedNoun;
copy.DisplayName = Seed.DisplayName;
copy.RoundStart = Seed.RoundStart;
copy.Mysterious = Seed.Mysterious;
copy.Immutable = Seed.Immutable;
copy.ProductPrototypes = Seed.ProductPrototypes.ToList();
copy.Chemicals = Seed.Chemicals.ToDictionary(p => p.Key, p => p.Value);
copy.ConsumeGasses = Seed.ConsumeGasses.ToDictionary(p => p.Key, p => p.Value);
copy.ExudeGasses = Seed.ExudeGasses.ToDictionary(p => p.Key, p => p.Value);
copy.NutrientConsumption = Seed.NutrientConsumption;
copy.WaterConsumption = Seed.WaterConsumption;
copy.IdealHeat = Seed.IdealHeat;
copy.HeatTolerance = Seed.HeatTolerance;
copy.IdealLight = Seed.IdealLight;
copy.LightTolerance = Seed.LightTolerance;
copy.ToxinsTolerance = Seed.ToxinsTolerance;
copy.LowPressureTolerance = Seed.LowPressureTolerance;
copy.HighPressureTolerance = Seed.HighPressureTolerance;
copy.PestTolerance = Seed.PestTolerance;
copy.WeedTolerance = Seed.WeedTolerance;
copy.Endurance = Seed.Endurance;
copy.Yield = Seed.Yield;
copy.Lifespan = Seed.Lifespan;
copy.Maturation = Seed.Maturation;
copy.Production = Seed.Production;
copy.GrowthStages = Seed.GrowthStages;
copy.HarvestRepeat = Seed.HarvestRepeat;
copy.Potency = Seed.Potency;
copy.Ligneous = Seed.Ligneous;
copy.PlantRsi = Seed.PlantRsi == null
? null!
: new ResourcePath(Seed.PlantRsi.ToString(), Seed.PlantRsi.Separator);
copy.PlantIconState = Seed.PlantIconState;
copy.Bioluminescent = Seed.Bioluminescent;
copy.BioluminescentColor = Seed.BioluminescentColor;
copy.SplatPrototype = Seed.SplatPrototype;
return copy;
}
}
}

View File

@@ -0,0 +1,11 @@
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Benchmarks.Serialization.Definitions
{
[DataDefinition]
public class DataDefinitionWithString
{
[field: DataField("string")]
public string StringField { get; init; } = default!;
}
}

View File

@@ -0,0 +1,119 @@
using System.Collections.Generic;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Robust.Benchmarks.Serialization.Definitions
{
/// <summary>
/// Arbitrarily large data definition for benchmarks.
/// Taken from content.
/// </summary>
[Prototype("seed")]
public class SeedDataDefinition : IPrototype
{
public const string Prototype = @"
- type: seed
id: tobacco
name: tobacco
seedName: tobacco
displayName: tobacco plant
productPrototypes:
- LeavesTobacco
harvestRepeat: Repeat
lifespan: 75
maturation: 5
production: 5
yield: 2
potency: 20
growthStages: 3
idealLight: 9
idealHeat: 298
chemicals:
chem.Nicotine:
Min: 1
Max: 10
PotencyDivisor: 10";
[DataField("id", required: true)] public string ID { get; set; } = default!;
#region Tracking
[DataField("name")] public string Name { get; set; } = string.Empty;
[DataField("seedName")] public string SeedName { get; set; } = string.Empty;
[DataField("seedNoun")] public string SeedNoun { get; set; } = "seeds";
[DataField("displayName")] public string DisplayName { get; set; } = string.Empty;
[DataField("roundStart")] public bool RoundStart { get; set; } = true;
[DataField("mysterious")] public bool Mysterious { get; set; }
[DataField("immutable")] public bool Immutable { get; set; }
#endregion
#region Output
[DataField("productPrototypes")]
public List<string> ProductPrototypes { get; set; } = new();
[DataField("chemicals")]
public Dictionary<string, SeedChemQuantity> Chemicals { get; set; } = new();
[DataField("consumeGasses")]
public Dictionary<Gas, float> ConsumeGasses { get; set; } = new();
[DataField("exudeGasses")]
public Dictionary<Gas, float> ExudeGasses { get; set; } = new();
#endregion
#region Tolerances
[DataField("nutrientConsumption")] public float NutrientConsumption { get; set; } = 0.25f;
[DataField("waterConsumption")] public float WaterConsumption { get; set; } = 3f;
[DataField("idealHeat")] public float IdealHeat { get; set; } = 293f;
[DataField("heatTolerance")] public float HeatTolerance { get; set; } = 20f;
[DataField("idealLight")] public float IdealLight { get; set; } = 7f;
[DataField("lightTolerance")] public float LightTolerance { get; set; } = 5f;
[DataField("toxinsTolerance")] public float ToxinsTolerance { get; set; } = 4f;
[DataField("lowPressureTolerance")] public float LowPressureTolerance { get; set; } = 25f;
[DataField("highPressureTolerance")] public float HighPressureTolerance { get; set; } = 200f;
[DataField("pestTolerance")] public float PestTolerance { get; set; } = 5f;
[DataField("weedTolerance")] public float WeedTolerance { get; set; } = 5f;
#endregion
#region General traits
[DataField("endurance")] public float Endurance { get; set; } = 100f;
[DataField("yield")] public int Yield { get; set; }
[DataField("lifespan")] public float Lifespan { get; set; }
[DataField("maturation")] public float Maturation { get; set; }
[DataField("production")] public float Production { get; set; }
[DataField("growthStages")] public int GrowthStages { get; set; } = 6;
[DataField("harvestRepeat")] public HarvestType HarvestRepeat { get; set; } = HarvestType.NoRepeat;
[DataField("potency")] public float Potency { get; set; } = 1f;
[DataField("ligneous")] public bool Ligneous { get; set; }
#endregion
#region Cosmetics
[DataField("plantRsi", required: true)] public ResourcePath PlantRsi { get; set; } = default!;
[DataField("plantIconState")] public string PlantIconState { get; set; } = "produce";
[DataField("bioluminescent")] public bool Bioluminescent { get; set; }
[DataField("bioluminescentColor")] public Color BioluminescentColor { get; set; } = Color.White;
[DataField("splatPrototype")] public string? SplatPrototype { get; set; }
#endregion
}
public enum HarvestType
{
NoRepeat,
Repeat
}
public enum Gas
{
}
[DataDefinition]
public struct SeedChemQuantity
{
[DataField("Min")]
public int Min;
[DataField("Max")]
public int Max;
[DataField("PotencyDivisor")]
public int PotencyDivisor;
}
}

View File

@@ -0,0 +1,21 @@
using BenchmarkDotNet.Attributes;
using Robust.Shared.Serialization.Manager;
namespace Robust.Benchmarks.Serialization.Initialize
{
public class SerializationInitializeBenchmark : SerializationBenchmark
{
[IterationCleanup]
public void IterationCleanup()
{
SerializationManager.Shutdown();
}
[Benchmark]
public ISerializationManager Initialize()
{
InitializeSerialization();
return SerializationManager;
}
}
}

View File

@@ -0,0 +1,59 @@
using System.IO;
using BenchmarkDotNet.Attributes;
using Robust.Benchmarks.Serialization.Definitions;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.Markdown.Value;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Read
{
public class SerializationReadBenchmark : SerializationBenchmark
{
public SerializationReadBenchmark()
{
InitializeSerialization();
StringDataDefNode = new MappingDataNode();
StringDataDefNode.Add(new ValueDataNode("string"), new ValueDataNode("ABC"));
var yamlStream = new YamlStream();
yamlStream.Load(new StringReader(SeedDataDefinition.Prototype));
SeedNode = yamlStream.Documents[0].RootNode.ToDataNodeCast<SequenceDataNode>().Cast<MappingDataNode>(0);
}
private ValueDataNode StringNode { get; } = new("ABC");
private ValueDataNode IntNode { get; } = new("1");
private MappingDataNode StringDataDefNode { get; }
private MappingDataNode SeedNode { get; }
[Benchmark]
public string? ReadString()
{
return SerializationManager.ReadValue<string>(StringNode);
}
[Benchmark]
public int? ReadInteger()
{
return SerializationManager.ReadValue<int>(IntNode);
}
[Benchmark]
public DataDefinitionWithString? ReadDataDefinitionWithString()
{
return SerializationManager.ReadValue<DataDefinitionWithString>(StringDataDefNode);
}
[Benchmark]
public SeedDataDefinition? ReadSeedDataDefinition()
{
return SerializationManager.ReadValue<SeedDataDefinition>(SeedNode);
}
}
}

View File

@@ -0,0 +1,43 @@
using System;
using Robust.Server;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization.Manager;
namespace Robust.Benchmarks.Serialization
{
public abstract class SerializationBenchmark
{
public SerializationBenchmark()
{
IoCManager.InitThread();
ServerIoC.RegisterIoC();
IoCManager.BuildGraph();
var assemblies = new[]
{
AppDomain.CurrentDomain.GetAssemblyByName("Robust.Shared"),
AppDomain.CurrentDomain.GetAssemblyByName("Robust.Server"),
AppDomain.CurrentDomain.GetAssemblyByName("Robust.Benchmarks")
};
foreach (var assembly in assemblies)
{
IoCManager.Resolve<IConfigurationManagerInternal>().LoadCVarsFromAssembly(assembly);
}
IoCManager.Resolve<IReflectionManager>().LoadAssemblies(assemblies);
SerializationManager = IoCManager.Resolve<ISerializationManager>();
}
protected ISerializationManager SerializationManager { get; }
public void InitializeSerialization()
{
SerializationManager.Initialize();
}
}
}

View File

@@ -0,0 +1,98 @@
using System.Globalization;
using System.IO;
using BenchmarkDotNet.Attributes;
using Robust.Benchmarks.Serialization.Definitions;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.Markdown.Value;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Write
{
public class SerializationWriteBenchmark : SerializationBenchmark
{
public SerializationWriteBenchmark()
{
InitializeSerialization();
DataDefinitionWithString = new DataDefinitionWithString {StringField = "ABC"};
var yamlStream = new YamlStream();
yamlStream.Load(new StringReader(SeedDataDefinition.Prototype));
var seedMapping = yamlStream.Documents[0].RootNode.ToDataNodeCast<SequenceDataNode>().Cast<MappingDataNode>(0);
Seed = SerializationManager.ReadValueOrThrow<SeedDataDefinition>(seedMapping);
}
private const string String = "ABC";
private const int Integer = 1;
private DataDefinitionWithString DataDefinitionWithString { get; }
private SeedDataDefinition Seed { get; }
[Benchmark]
public DataNode WriteString()
{
return SerializationManager.WriteValue(String);
}
[Benchmark]
public DataNode WriteInteger()
{
return SerializationManager.WriteValue(Integer);
}
[Benchmark]
public DataNode WriteDataDefinitionWithString()
{
return SerializationManager.WriteValue(DataDefinitionWithString);
}
[Benchmark]
public DataNode WriteSeedDataDefinition()
{
return SerializationManager.WriteValue(Seed);
}
[Benchmark]
public DataNode BaselineWriteSeedDataDefinition()
{
var mapping = new MappingDataNode();
mapping.Add("id", Seed.ID);
mapping.Add("name", Seed.Name);
mapping.Add("seedName", Seed.SeedName);
mapping.Add("displayName", Seed.DisplayName);
mapping.Add("productPrototypes", Seed.ProductPrototypes);
mapping.Add("harvestRepeat", Seed.HarvestRepeat.ToString());
mapping.Add("lifespan", Seed.Lifespan.ToString(CultureInfo.InvariantCulture));
mapping.Add("maturation", Seed.Maturation.ToString(CultureInfo.InvariantCulture));
mapping.Add("production", Seed.Production.ToString(CultureInfo.InvariantCulture));
mapping.Add("yield", Seed.Yield.ToString(CultureInfo.InvariantCulture));
mapping.Add("potency", Seed.Potency.ToString(CultureInfo.InvariantCulture));
mapping.Add("growthStages", Seed.GrowthStages.ToString(CultureInfo.InvariantCulture));
mapping.Add("idealLight", Seed.IdealLight.ToString(CultureInfo.InvariantCulture));
mapping.Add("idealHeat", Seed.IdealHeat.ToString(CultureInfo.InvariantCulture));
var chemicals = new MappingDataNode();
foreach (var (name, quantity) in Seed.Chemicals)
{
chemicals.Add(name, new MappingDataNode
{
["Min"] = new ValueDataNode(quantity.Min.ToString(CultureInfo.InvariantCulture)),
["Max"] = new ValueDataNode(quantity.Max.ToString(CultureInfo.InvariantCulture)),
["PotencyDivisor"] = new ValueDataNode(quantity.PotencyDivisor.ToString(CultureInfo.InvariantCulture))
});
}
mapping.Add("chemicals", chemicals);
return mapping;
}
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
@@ -147,9 +148,10 @@ namespace {nameSpace}
foreach (var typeSymbol in symbols)
{
var xamlFileName = $"{typeSymbol.Name}.xaml";
var relevantXamlFile = context.AdditionalFiles.FirstOrDefault(t => t.Path.EndsWith(xamlFileName));
var xamlFileNameSep = $"{Path.DirectorySeparatorChar}{xamlFileName}";
var relevantXamlFiles = context.AdditionalFiles.Where(t => t.Path.EndsWith(xamlFileNameSep)).ToArray();
if (relevantXamlFile == null)
if (relevantXamlFiles.Length == 0)
{
context.ReportDiagnostic(
Diagnostic.Create(
@@ -165,13 +167,28 @@ namespace {nameSpace}
continue;
}
var txt = relevantXamlFile.GetText()?.ToString();
if (txt == null)
if (relevantXamlFiles.Length > 1)
{
context.ReportDiagnostic(
Diagnostic.Create(
new DiagnosticDescriptor(
"RXN0002",
$"Found multiple candidate XAML files for {typeSymbol}",
$"Multiple files exist with name {xamlFileName}",
"Usage",
DiagnosticSeverity.Error,
true),
typeSymbol.Locations[0]));
continue;
}
var txt = relevantXamlFiles[0].GetText()?.ToString();
if (txt == null)
{
context.ReportDiagnostic(
Diagnostic.Create(
new DiagnosticDescriptor(
"RXN0004",
$"Unexpected empty Xaml-File was found at {xamlFileName}",
"Expected Content due to a Class with the same name being annotated with [GenerateTypedNameReferences].",
"Usage",
@@ -192,7 +209,7 @@ namespace {nameSpace}
context.ReportDiagnostic(
Diagnostic.Create(
new DiagnosticDescriptor(
"AXN0003",
"RXN0003",
"Unhandled exception occured while generating typed Name references.",
$"Unhandled exception occured while generating typed Name references: {e}",
"Usage",
@@ -247,7 +264,6 @@ namespace {nameSpace}
DiagnosticSeverity.Error,
true),
Location.None));
return null;
}
}

View File

@@ -13,7 +13,7 @@ namespace Robust.Client.Animations
/// <seealso cref="AnimationPlayerComponent"/>
public sealed class Animation
{
public readonly List<AnimationTrack> AnimationTracks = new();
public List<AnimationTrack> AnimationTracks { get; private set; } = new();
public TimeSpan Length { get; set; }
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Robust.Client.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
namespace Robust.Client.Animations
{
@@ -14,7 +15,7 @@ namespace Robust.Client.Animations
/// <summary>
/// A list of key frames for when to fire flicks.
/// </summary>
public readonly List<KeyFrame> KeyFrames = new();
public List<KeyFrame> KeyFrames { get; private set; } = new();
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{
@@ -36,8 +37,7 @@ namespace Robust.Client.Animations
var keyFrame = KeyFrames[keyFrameIndex];
EntitySystem.Get<AudioSystem>()
.Play(keyFrame.Resource, entity, keyFrame.AudioParamsFunc.Invoke());
SoundSystem.Play(Filter.Local(), keyFrame.Resource, entity, keyFrame.AudioParamsFunc.Invoke());
}
return (keyFrameIndex, playingTime);

View File

@@ -10,7 +10,7 @@ namespace Robust.Client.Animations
/// </summary>
public abstract class AnimationTrackProperty : AnimationTrack
{
public readonly List<KeyFrame> KeyFrames = new();
public List<KeyFrame> KeyFrames { get; protected set; } = new();
/// <summary>
/// How to interpolate values when between two keyframes.

View File

@@ -15,7 +15,7 @@ namespace Robust.Client.Animations
/// <summary>
/// A list of key frames for when to fire flicks.
/// </summary>
public readonly List<KeyFrame> KeyFrames = new();
public List<KeyFrame> KeyFrames { get; private set; } = new();
// TODO: Should this layer key be per keyframe maybe?
/// <summary>

View File

@@ -6,6 +6,8 @@ using System.Threading;
using NFluidsynth;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -13,7 +15,9 @@ using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using Logger = Robust.Shared.Log.Logger;
namespace Robust.Client.Audio.Midi
@@ -32,24 +36,6 @@ namespace Robust.Client.Audio.Midi
/// </returns>
IMidiRenderer? GetNewRenderer();
/*
/// <summary>
/// Checks whether the file at the given path is a valid midi file or not.
/// </summary>
/// <remarks>
/// We add this here so content doesn't need to reference NFluidsynth.
/// </remarks>
bool IsMidiFile(string filename);
/// <summary>
/// Checks whether the file at the given path is a valid midi file or not.
/// </summary>
/// <remarks>
/// We add this here so content doesn't need to reference NFluidsynth.
/// </remarks>
bool IsSoundfontFile(string filename);
*/
/// <summary>
/// Method called every frame.
/// Should be used to update positional audio.
@@ -57,20 +43,31 @@ namespace Robust.Client.Audio.Midi
/// <param name="frameTime"></param>
void FrameUpdate(float frameTime);
/// <summary>
/// Volume, in db.
/// </summary>
float Volume { get; set; }
/// <summary>
/// If true, MIDI support is available.
/// </summary>
bool IsAvailable { get; }
public int OcclusionCollisionMask { get; set; }
void Shutdown();
}
internal class MidiManager : IDisposable, IMidiManager
internal class MidiManager : IMidiManager
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IResourceManagerInternal _resourceManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IConfigurationManager _cfgMan = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
[ViewVariables]
public bool IsAvailable
{
get
@@ -81,12 +78,29 @@ namespace Robust.Client.Audio.Midi
}
}
private readonly List<MidiRenderer> _renderers = new();
[ViewVariables]
private readonly List<IMidiRenderer> _renderers = new();
private bool _alive = true;
private Settings? _settings;
private Thread? _midiThread;
private ISawmill _midiSawmill = default!;
private float _volume = 0f;
private bool _volumeDirty = true;
[ViewVariables(VVAccess.ReadWrite)]
public float Volume
{
get => _volume;
set
{
if (MathHelper.CloseTo(_volume, value))
return;
_cfgMan.SetCVar(CVars.MidiVolume, value);
_volumeDirty = true;
}
}
private static readonly string[] LinuxSoundfonts =
{
@@ -113,12 +127,19 @@ namespace Robust.Client.Audio.Midi
private NFluidsynth.Logger.LoggerDelegate _loggerDelegate = default!;
private ISawmill _sawmill = default!;
[ViewVariables(VVAccess.ReadWrite)]
public int OcclusionCollisionMask { get; set; }
private void InitializeFluidsynth()
{
if (FluidsynthInitialized || _failedInitialize) return;
_cfgMan.OnValueChanged(CVars.MidiVolume, value =>
{
_volume = value;
_volumeDirty = true;
}, true);
_midiSawmill = Logger.GetSawmill("midi");
_sawmill = Logger.GetSawmill("midi.fluidsynth");
_loggerDelegate = LoggerDelegate;
@@ -154,6 +175,7 @@ namespace Robust.Client.Audio.Midi
_midiThread = new Thread(ThreadUpdate);
_midiThread.Start();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
FluidsynthInitialized = true;
}
@@ -170,18 +192,6 @@ namespace Robust.Client.Audio.Midi
_sawmill.Log(rLevel, message);
}
/*
public bool IsMidiFile(string filename)
{
return SoundFont.IsMidiFile(filename);
}
public bool IsSoundfontFile(string filename)
{
return SoundFont.IsSoundFont(filename);
}
*/
public IMidiRenderer? GetNewRenderer()
{
if (!FluidsynthInitialized)
@@ -215,7 +225,7 @@ namespace Robust.Client.Audio.Midi
// Since the last loaded soundfont takes priority, we load the fallback soundfont before the soundfont.
renderer.LoadSoundfont(FallbackSoundfont);
if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
if (OperatingSystem.IsLinux())
{
foreach (var filepath in LinuxSoundfonts)
{
@@ -233,19 +243,21 @@ namespace Robust.Client.Audio.Midi
break;
}
}
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
else if (OperatingSystem.IsMacOS())
{
if (File.Exists(OsxSoundfont) && SoundFont.IsSoundFont(OsxSoundfont))
renderer.LoadSoundfont(OsxSoundfont, true);
}
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
else if (OperatingSystem.IsWindows())
{
if (File.Exists(WindowsSoundfont) && SoundFont.IsSoundFont(WindowsSoundfont))
renderer.LoadSoundfont(WindowsSoundfont, true);
}
lock (_renderers)
{
_renderers.Add(renderer);
}
return renderer;
}
@@ -263,69 +275,79 @@ namespace Robust.Client.Audio.Midi
}
// Update positions of streams every frame.
lock (_renderers)
foreach (var renderer in _renderers)
foreach (var renderer in _renderers)
{
if (renderer.Disposed)
continue;
if(_volumeDirty)
renderer.Source.SetVolume(Volume);
if (!renderer.Mono)
{
if (renderer.Disposed)
continue;
if (!renderer.Mono)
{
renderer.Source.SetGlobal();
continue;
}
MapCoordinates? mapPos = null;
if (renderer.TrackingCoordinates != null)
{
mapPos = renderer.TrackingCoordinates.Value.ToMap(_entityManager);
}
else if (renderer.TrackingEntity != null)
{
mapPos = renderer.TrackingEntity.Transform.MapPosition;
}
if (mapPos != null)
{
var pos = mapPos.Value;
if (pos.MapId != _eyeManager.CurrentMap)
{
renderer.Source.SetVolume(-10000000);
}
else
{
var sourceRelative = _eyeManager.CurrentEye.Position.Position - pos.Position;
var occlusion = 0f;
if (sourceRelative.Length > 0)
{
occlusion = IoCManager.Resolve<IPhysicsManager>().IntersectRayPenetration(
pos.MapId,
new CollisionRay(
pos.Position,
sourceRelative.Normalized,
OcclusionCollisionMask),
sourceRelative.Length,
renderer.TrackingEntity);
}
renderer.Source.SetOcclusion(occlusion);
}
if (renderer.Source.SetPosition(pos.Position))
{
continue;
}
if (float.IsNaN(pos.Position.X) || float.IsNaN(pos.Position.Y))
{
// just duck out instead of move to NaN
renderer.Source.SetOcclusion(float.MaxValue);
continue;
}
_midiSawmill?.Warning("Interrupting positional audio, can't set position.");
renderer.Source.StopPlaying();
}
renderer.Source.SetGlobal();
continue;
}
MapCoordinates? mapPos = null;
if (renderer.TrackingCoordinates != null)
{
mapPos = renderer.TrackingCoordinates.Value.ToMap(_entityManager);
}
else if (renderer.TrackingEntity != null)
{
mapPos = renderer.TrackingEntity.Transform.MapPosition;
}
if (mapPos != null)
{
var pos = mapPos.Value;
if (pos.MapId != _eyeManager.CurrentMap)
{
renderer.Source.SetVolume(-10000000);
}
else
{
var sourceRelative = _eyeManager.CurrentEye.Position.Position - pos.Position;
var occlusion = 0f;
if (sourceRelative.Length > 0)
{
occlusion = _broadPhaseSystem.IntersectRayPenetration(
pos.MapId,
new CollisionRay(
pos.Position,
sourceRelative.Normalized,
OcclusionCollisionMask),
sourceRelative.Length,
renderer.TrackingEntity);
}
renderer.Source.SetOcclusion(occlusion);
}
if (renderer.Source.SetPosition(pos.Position))
{
continue;
}
if (renderer.TrackingEntity != null)
{
renderer.Source.SetVelocity(renderer.TrackingEntity.GlobalLinearVelocity());
}
if (float.IsNaN(pos.Position.X) || float.IsNaN(pos.Position.Y))
{
// just duck out instead of move to NaN
renderer.Source.SetOcclusion(float.MaxValue);
continue;
}
_midiSawmill?.Warning("Interrupting positional audio, can't set position.");
renderer.Source.StopPlaying();
}
}
_volumeDirty = false;
}
/// <summary>
@@ -336,6 +358,7 @@ namespace Robust.Client.Audio.Midi
while (_alive)
{
lock (_renderers)
{
for (var i = 0; i < _renderers.Count; i++)
{
var renderer = _renderers[i];
@@ -343,23 +366,28 @@ namespace Robust.Client.Audio.Midi
renderer.Render();
else
{
((IMidiRenderer)renderer).InternalDispose();
renderer.InternalDispose();
_renderers.Remove(renderer);
}
}
}
Thread.Sleep(1);
}
}
public void Dispose()
public void Shutdown()
{
_alive = false;
_midiThread?.Join();
_settings?.Dispose();
foreach (var renderer in _renderers)
lock (_renderers)
{
renderer?.Dispose();
foreach (var renderer in _renderers)
{
renderer?.Dispose();
}
}
if (FluidsynthInitialized && !_failedInitialize)
@@ -414,6 +442,7 @@ namespace Robust.Client.Audio.Midi
var span = new Span<byte>(buf.ToPointer(), length);
var stream = _openStreams[(int) sfHandle];
// Fluidsynth's docs state that this method should leave the buffer unmodified if it fails. (returns -1)
try
{
// Fluidsynth does a LOT of tiny allocations (frankly, way too much).
@@ -437,6 +466,7 @@ namespace Robust.Client.Audio.Midi
{
return -1;
}
return 0;
}
@@ -458,10 +488,12 @@ namespace Robust.Client.Audio.Midi
public override int Close(IntPtr sfHandle)
{
var stream = _openStreams[(int) sfHandle];
if (!_openStreams.Remove((int) sfHandle, out var stream))
return -1;
stream.Dispose();
_openStreams.Remove((int) sfHandle);
return 0;
}
}
}

View File

@@ -7,7 +7,9 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using MidiEvent = NFluidsynth.MidiEvent;
namespace Robust.Client.Audio.Midi
@@ -21,6 +23,17 @@ namespace Robust.Client.Audio.Midi
public interface IMidiRenderer : IDisposable
{
/// <summary>
/// The buffered audio source of this renderer.
/// </summary>
internal IClydeBufferedAudioSource Source { get; }
/// <summary>
/// Whether this renderer has been disposed or not.
/// </summary>
bool Disposed { get; }
/// <summary>
/// This controls whether the midi file being played will loop or not.
/// </summary>
@@ -110,6 +123,11 @@ namespace Robust.Client.Audio.Midi
/// </summary>
void StopAllNotes();
/// <summary>
/// Render and play MIDI to the audio source.
/// </summary>
internal void Render();
/// <summary>
/// Loads a new soundfont into the renderer.
/// </summary>
@@ -159,7 +177,7 @@ namespace Robust.Client.Audio.Midi
internal void InternalDispose();
}
public class MidiRenderer : IMidiRenderer
internal class MidiRenderer : IMidiRenderer
{
[Dependency] private readonly IClydeAudio _clydeAudio = default!;
[Dependency] private readonly ITaskManager _taskManager = default!;
@@ -186,10 +204,16 @@ namespace Robust.Client.Audio.Midi
private const int SampleRate = 44100;
private const int Buffers = SampleRate / 2205;
private readonly object _playerStateLock = new();
private bool _debugEvents = false;
private SequencerClientId _synthRegister;
private SequencerClientId _debugRegister;
public IClydeBufferedAudioSource Source { get; set; }
IClydeBufferedAudioSource IMidiRenderer.Source => Source;
[ViewVariables]
public bool Disposed { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
public byte MidiProgram
{
get => _midiProgram;
@@ -203,6 +227,7 @@ namespace Robust.Client.Audio.Midi
}
}
[ViewVariables(VVAccess.ReadWrite)]
public byte MidiBank
{
get => _midiBank;
@@ -216,6 +241,7 @@ namespace Robust.Client.Audio.Midi
}
}
[ViewVariables(VVAccess.ReadWrite)]
public uint MidiSoundfont
{
get => _midiSoundfont;
@@ -229,10 +255,16 @@ namespace Robust.Client.Audio.Midi
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool DisablePercussionChannel { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
public bool DisableProgramChangeEvent { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
public int PlayerTotalTick => _player?.GetTotalTicks ?? 0;
[ViewVariables(VVAccess.ReadWrite)]
public int PlayerTick
{
get => _player?.CurrentTick ?? 0;
@@ -243,12 +275,19 @@ namespace Robust.Client.Audio.Midi
}
}
[ViewVariables(VVAccess.ReadWrite)]
public uint SequencerTick => _sequencer?.Tick ?? 0;
[ViewVariables(VVAccess.ReadWrite)]
public double SequencerTimeScale => _sequencer?.TimeScale ?? 0;
[ViewVariables(VVAccess.ReadWrite)]
public bool Mono { get; set; }
[ViewVariables]
public MidiRendererStatus Status { get; private set; } = MidiRendererStatus.None;
[ViewVariables(VVAccess.ReadWrite)]
public bool LoopMidi
{
get => _loopMidi;
@@ -260,10 +299,11 @@ namespace Robust.Client.Audio.Midi
}
}
[ViewVariables(VVAccess.ReadWrite)]
public IEntity? TrackingEntity { get; set; } = null;
public EntityCoordinates? TrackingCoordinates { get; set; } = null;
internal bool Free { get; set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates? TrackingCoordinates { get; set; } = null;
internal MidiRenderer(Settings settings, SoundFontLoader soundFontLoader, bool mono = true)
{
@@ -276,6 +316,7 @@ namespace Robust.Client.Audio.Midi
_soundFontLoader = soundFontLoader;
_synth = new Synth(_settings);
_sequencer = new Sequencer(false);
_debugRegister = _sequencer.RegisterClient("honk", DumpSequencerEvent);
_synthRegister = _sequencer.RegisterFluidsynth(_synth);
_synth.AddSoundFontLoader(soundFontLoader);
@@ -285,6 +326,27 @@ namespace Robust.Client.Audio.Midi
Source.StartPlaying();
}
private void DumpSequencerEvent(uint time, SequencerEvent @event)
{
// ReSharper disable once UseStringInterpolation
_midiSawmill.Debug(string.Format(
"{0:D8}: {1} chan:{2:D2} key:{3:D5} bank:{4:D2} ctrl:{5:D5} dur:{6:D5} pitch:{7:D5} prog:{8:D3} val:{9:D5} vel:{10:D5}",
time,
@event.Type.ToString().PadLeft(22),
@event.Channel,
@event.Key,
@event.Bank,
@event.Control,
@event.Duration,
@event.Pitch,
@event.Program,
@event.Value,
@event.Velocity));
@event.Dest = _synthRegister;
_sequencer.SendNow(@event);
}
public bool OpenInput()
{
if (Disposed)
@@ -294,7 +356,11 @@ namespace Robust.Client.Audio.Midi
Status = MidiRendererStatus.Input;
StopAllNotes();
_driver = new MidiDriver(_settings, MidiDriverEventHandler);
lock (_playerStateLock)
{
_driver = new MidiDriver(_settings, MidiDriverEventHandler);
}
return true;
}
@@ -332,8 +398,13 @@ namespace Robust.Client.Audio.Midi
{
if (Status != MidiRendererStatus.Input) return false;
Status = MidiRendererStatus.None;
_driver?.Dispose();
_driver = null;
lock (_playerStateLock)
{
_driver?.Dispose();
_driver = null;
}
StopAllNotes();
return true;
}
@@ -357,7 +428,8 @@ namespace Robust.Client.Audio.Midi
public void StopAllNotes()
{
_synth.AllNotesOff(-1);
lock(_playerStateLock)
_synth.AllNotesOff(-1);
}
public void LoadSoundfont(string filename, bool resetPresets = false)
@@ -372,13 +444,15 @@ namespace Robust.Client.Audio.Midi
public event Action<Shared.Audio.Midi.MidiEvent>? OnMidiEvent;
public event Action? OnMidiPlayerFinished;
internal void Render(int length = SampleRate / 250)
void IMidiRenderer.Render()
{
Render();
}
private void Render(int length = SampleRate / 250)
{
if (Disposed) return;
// SSE needs this.
DebugTools.Assert(length % 4 == 0, "Sample length must be multiple of 4");
var buffersProcessed = Source.GetNumberOfBuffersProcessed();
if(buffersProcessed == Buffers) _midiSawmill.Warning("MIDI buffer overflow!");
if (buffersProcessed == 0) return;
@@ -393,36 +467,16 @@ namespace Robust.Client.Audio.Midi
Source.GetBuffersProcessed(buffers);
lock (_playerStateLock)
{
// _sequencer.Process(10);
_synth?.WriteSampleFloat(length * buffers.Length, audio, 0, Mono ? 1 : 2,
audio, Mono ? length * buffers.Length : 1, Mono ? 1 : 2);
}
if (Mono) // Turn audio to mono
{
var l = length * buffers.Length;
if (Sse.IsSupported)
{
fixed (float* ptr = audio)
{
for (var j = 0; j < l; j += 4)
{
var k = j + l;
var jV = Sse.LoadVector128(ptr + j);
var kV = Sse.LoadVector128(ptr + k);
Sse.Store(j + ptr, Sse.Add(jV, kV));
}
}
}
else
{
for (var j = 0; j < l; j++)
{
var k = j + l;
audio[j] = ((audio[k] + audio[j]));
}
}
NumericsHelpers.Add(audio[..l], audio[l..]);
}
for (var i = 0; i < buffers.Length; i++)
@@ -452,6 +506,7 @@ namespace Robust.Client.Audio.Midi
var timestamp = SequencerTick;
var midiEv = (Shared.Audio.Midi.MidiEvent) midiEvent;
midiEv.Tick = timestamp;
midiEvent.Dispose();
SendMidiEvent(midiEv);
return 0;
}
@@ -462,6 +517,7 @@ namespace Robust.Client.Audio.Midi
var timestamp = SequencerTick;
var midiEv = (Shared.Audio.Midi.MidiEvent) midiEvent;
midiEv.Tick = timestamp;
midiEvent.Dispose();
SendMidiEvent(midiEv);
return 0;
}
@@ -478,16 +534,16 @@ namespace Robust.Client.Audio.Midi
lock(_playerStateLock)
switch (midiEvent.Type)
{
// Note On 0x80
case 144:
_synth.NoteOn(midiEvent.Channel, midiEvent.Key, midiEvent.Velocity);
break;
// Note Off - 0x90
// Note Off - 0x80
case 128:
_synth.NoteOff(midiEvent.Channel, midiEvent.Key);
break;
// Note On 0x90
case 144:
_synth.NoteOn(midiEvent.Channel, midiEvent.Key, midiEvent.Velocity);
break;
// After Touch - 0xA
case 160:
_synth.KeyPressure(midiEvent.Channel, midiEvent.Key, midiEvent.Value);
@@ -522,6 +578,12 @@ namespace Robust.Client.Audio.Midi
case 81:
// System Messages - 0xF0
case 240:
switch (midiEvent.Control)
{
case 11:
_synth.AllNotesOff(midiEvent.Channel);
break;
}
return;
default:
@@ -543,7 +605,7 @@ namespace Robust.Client.Audio.Midi
if (Disposed) return;
var seqEv = (SequencerEvent) midiEvent;
seqEv.Dest = _synthRegister;
seqEv.Dest = _debugEvents ? _debugRegister : _synthRegister;
_sequencer.SendAt(seqEv, time, absolute);
}
@@ -566,10 +628,15 @@ namespace Robust.Client.Audio.Midi
void IMidiRenderer.InternalDispose()
{
Source?.Dispose();
_driver?.Dispose();
// Do NOT dispose of the sequencer after the synth or it'll cause a segfault for some fucking reason.
_sequencer?.UnregisterClient(_debugRegister);
_sequencer?.UnregisterClient(_synthRegister);
_sequencer?.Dispose();
_synth?.Dispose();
_player?.Dispose();
_driver?.Dispose();
_sequencer?.Dispose();
}
}
}

View File

@@ -8,10 +8,12 @@ using Robust.Client.Utility;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -24,6 +26,7 @@ namespace Robust.Client
[Dependency] private readonly IPlayerManager _playMan = default!;
[Dependency] private readonly INetConfigurationManager _configManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = default!;
[Dependency] private readonly IEntityLookup _entityLookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IDiscordRichPresence _discord = default!;
[Dependency] private readonly IGameTiming _timing = default!;
@@ -96,6 +99,25 @@ namespace Robust.Client
_net.ClientDisconnect(reason);
}
/// <inheritdoc />
public void StartSinglePlayer()
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connecting);
DebugTools.Assert(!_net.IsConnected);
_playMan.Startup();
_playMan.LocalPlayer!.Name = PlayerNameOverride ?? _configManager.GetCVar(CVars.PlayerName);
OnRunLevelChanged(ClientRunLevel.SinglePlayerGame);
GameStartedSetup();
}
/// <inheritdoc />
public void StopSinglePlayer()
{
DebugTools.Assert(RunLevel == ClientRunLevel.SinglePlayerGame);
DebugTools.Assert(!_net.IsConnected);
GameStoppedReset();
}
/// <inheritdoc />
public event EventHandler<RunLevelChangedEventArgs>? RunLevelChanged;
@@ -132,7 +154,7 @@ namespace Robust.Client
var userId = _net.ServerChannel.UserId;
_discord.Update(info.ServerName, userName, info.ServerMaxPlayers.ToString());
// start up player management
_playMan.Startup(_net.ServerChannel!);
_playMan.Startup();
_playMan.LocalPlayer!.UserId = userId;
_playMan.LocalPlayer.Name = userName;
@@ -145,16 +167,13 @@ namespace Robust.Client
/// receiving states when they join the lobby.
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedServer(IPlayerSession session)
private void OnPlayerJoinedServer(ICommonSession session)
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.Connected);
_entityManager.Startup();
_mapManager.Startup();
GameStartedSetup();
_timing.ResetSimTime();
_timing.Paused = false;
PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
}
@@ -162,7 +181,7 @@ namespace Robust.Client
/// Player is joining the game
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedGame(IPlayerSession session)
private void OnPlayerJoinedGame(ICommonSession session)
{
DebugTools.Assert(RunLevel >= ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.InGame);
@@ -189,10 +208,25 @@ namespace Robust.Client
PlayerLeaveServer?.Invoke(this, new PlayerEventArgs(_playMan.LocalPlayer?.Session));
LastDisconnectReason = args.Reason;
GameStoppedReset();
}
private void GameStartedSetup()
{
_entityManager.Startup();
_mapManager.Startup();
_entityLookup.Startup();
_timing.ResetSimTime();
_timing.Paused = false;
}
private void GameStoppedReset()
{
IoCManager.Resolve<INetConfigurationManager>().FlushMessages();
_gameStates.Reset();
_playMan.Shutdown();
_entityLookup.Shutdown();
_entityManager.Shutdown();
_mapManager.Shutdown();
_discord.ClearPresence();
@@ -249,6 +283,11 @@ namespace Robust.Client
/// The client is now in the game, moving around.
/// </summary>
InGame,
/// <summary>
/// The client is now in singleplayer mode, in-game.
/// </summary>
SinglePlayerGame,
}
/// <summary>
@@ -259,12 +298,12 @@ namespace Robust.Client
/// <summary>
/// The session that triggered the event.
/// </summary>
private IPlayerSession? Session { get; }
private ICommonSession? Session { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public PlayerEventArgs(IPlayerSession? session)
public PlayerEventArgs(ICommonSession? session)
{
Session = session;
}

View File

@@ -14,6 +14,7 @@ using Robust.Client.Prototypes;
using Robust.Client.Reflection;
using Robust.Client.ResourceManagement;
using Robust.Client.State;
using Robust.Client.Timing;
using Robust.Client.UserInterface;
using Robust.Client.Utility;
using Robust.Client.ViewVariables;
@@ -24,8 +25,10 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Timing;
namespace Robust.Client
{
@@ -35,11 +38,18 @@ namespace Robust.Client
{
SharedIoC.RegisterIoC();
IoCManager.Register<IGameTiming, ClientGameTiming>();
IoCManager.Register<IClientGameTiming, ClientGameTiming>();
IoCManager.Register<IPrototypeManager, ClientPrototypeManager>();
IoCManager.Register<IMapManager, ClientMapManager>();
IoCManager.Register<IMapManagerInternal, ClientMapManager>();
IoCManager.Register<IClientMapManager, ClientMapManager>();
IoCManager.Register<IEntityManager, ClientEntityManager>();
IoCManager.Register<IEntityLookup, EntityLookup>();
IoCManager.Register<IComponentFactory, ClientComponentFactory>();
IoCManager.Register<ITileDefinitionManager, ClydeTileDefinitionManager>();
IoCManager.Register<IClydeTileDefinitionManager, ClydeTileDefinitionManager>();
IoCManager.Register<GameController, GameController>();
IoCManager.Register<IGameController, GameController>();
IoCManager.Register<IGameControllerInternal, GameController>();
IoCManager.Register<IReflectionManager, ClientReflectionManager>();
@@ -49,10 +59,12 @@ namespace Robust.Client
IoCManager.Register<IResourceCacheInternal, ResourceCache>();
IoCManager.Register<IClientNetManager, NetManager>();
IoCManager.Register<IClientEntityManager, ClientEntityManager>();
IoCManager.Register<IEntityNetworkManager, ClientEntityNetworkManager>();
IoCManager.Register<IClientEntityManagerInternal, ClientEntityManager>();
IoCManager.Register<IEntityNetworkManager, ClientEntityManager>();
IoCManager.Register<IClientGameStateManager, ClientGameStateManager>();
IoCManager.Register<IBaseClient, BaseClient>();
IoCManager.Register<IPlayerManager, PlayerManager>();
IoCManager.Register<ISharedPlayerManager, PlayerManager>();
IoCManager.Register<IStateManager, StateManager>();
IoCManager.Register<IUserInterfaceManager, UserInterfaceManager>();
IoCManager.Register<IUserInterfaceManagerInternal, UserInterfaceManager>();
@@ -62,8 +74,6 @@ namespace Robust.Client
IoCManager.Register<IDiscordRichPresence, DiscordRichPresence>();
IoCManager.Register<IClientConsoleHost, ClientConsoleHost>();
IoCManager.Register<IConsoleHost, ClientConsoleHost>();
IoCManager.Register<IFontManager, FontManager>();
IoCManager.Register<IFontManagerInternal, FontManager>();
IoCManager.Register<IMidiManager, MidiManager>();
IoCManager.Register<IAuthManager, AuthManager>();
switch (mode)
@@ -90,8 +100,9 @@ namespace Robust.Client
throw new ArgumentOutOfRangeException();
}
IoCManager.Register<IFontManager, FontManager>();
IoCManager.Register<IFontManagerInternal, FontManager>();
IoCManager.Register<IEyeManager, EyeManager>();
IoCManager.Register<IPlacementManager, PlacementManager>();
IoCManager.Register<IOverlayManager, OverlayManager>();
IoCManager.Register<IOverlayManagerInternal, OverlayManager>();
@@ -99,7 +110,6 @@ namespace Robust.Client
IoCManager.Register<IViewVariablesManagerInternal, ViewVariablesManager>();
IoCManager.Register<IClientConGroupController, ClientConGroupController>();
IoCManager.Register<IScriptClient, ScriptClient>();
//IoCManager.Register<IXamlCompiler, XamlCompiler>();
}
}
}

View File

@@ -17,6 +17,7 @@ namespace Robust.Client
public bool Launcher { get; }
public string? Username { get; }
public IReadOnlyCollection<(string key, string value)> CVars { get; }
public IReadOnlyCollection<(string key, string value)> LogLevels { get; }
// Manual parser because C# has no good command line parsing libraries. Also dependencies bad.
// Also I don't like spending 100ms parsing command line args. Do you?
@@ -31,6 +32,7 @@ namespace Robust.Client
var launcher = false;
string? username = null;
var cvars = new List<(string, string)>();
var logLevels = new List<(string, string)>();
var mountOptions = new MountOptions();
using var enumerator = args.GetEnumerator();
@@ -124,6 +126,26 @@ namespace Robust.Client
mountOptions.DirMounts.Add(enumerator.Current);
}
else if (arg == "--loglevel")
{
if (!enumerator.MoveNext())
{
C.WriteLine("Missing loglevel sawmill.");
return false;
}
var loglevel = enumerator.Current;
DebugTools.AssertNotNull(loglevel);
var pos = loglevel.IndexOf('=');
if (pos == -1)
{
C.WriteLine("Expected = in loglevel.");
return false;
}
logLevels.Add((loglevel[..pos], loglevel[(pos + 1)..]));
}
else if (arg == "--help")
{
PrintHelp();
@@ -142,6 +164,7 @@ namespace Robust.Client
launcher,
username,
cvars,
logLevels,
connectAddress,
ss14Address,
mountOptions);
@@ -162,6 +185,7 @@ Options:
--launcher Run in launcher mode (no main menu, auto connect).
--username Override username.
--cvar Specifies an additional cvar overriding the config file. Syntax is <key>=<value>
--loglevel Specifies an additional sawmill log level overriding the default values. Syntax is <key>=<value>
--mount-dir Resource directory to mount.
--mount-zip Resource zip to mount.
--help Display this help text and exit.
@@ -175,6 +199,7 @@ Options:
bool launcher,
string? username,
IReadOnlyCollection<(string key, string value)> cVars,
IReadOnlyCollection<(string key, string value)> logLevels,
string connectAddress, string? ss14Address,
MountOptions mountOptions)
{
@@ -184,6 +209,7 @@ Options:
Launcher = launcher;
Username = username;
CVars = cVars;
LogLevels = logLevels;
ConnectAddress = connectAddress;
Ss14Address = ss14Address;
MountOptions = mountOptions;

View File

@@ -36,7 +36,7 @@ namespace Robust.Client.Console
Message = message;
}
}
/// <inheritdoc cref="IClientConsoleHost" />
internal class ClientConsoleHost : ConsoleHost, IClientConsoleHost
{
@@ -45,9 +45,9 @@ namespace Robust.Client.Console
/// <inheritdoc />
public void Initialize()
{
NetManager.RegisterNetMessage<MsgConCmdReg>(MsgConCmdReg.NAME, HandleConCmdReg);
NetManager.RegisterNetMessage<MsgConCmdAck>(MsgConCmdAck.NAME, HandleConCmdAck);
NetManager.RegisterNetMessage<MsgConCmd>(MsgConCmd.NAME, ProcessCommand);
NetManager.RegisterNetMessage<MsgConCmdReg>(HandleConCmdReg);
NetManager.RegisterNetMessage<MsgConCmdAck>(HandleConCmdAck);
NetManager.RegisterNetMessage<MsgConCmd>(ProcessCommand);
Reset();
LogManager.RootSawmill.AddHandler(new DebugConsoleLogHandler(this));

View File

@@ -12,7 +12,6 @@ using Robust.Client.Input;
using Robust.Client.Debugging;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.ResourceManagement.ResourceTypes;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
@@ -281,12 +280,12 @@ namespace Robust.Client.Console.Commands
internal class SnapGridGetCell : IConsoleCommand
{
public string Command => "sggcell";
public string Help => "sggcell <gridID> <vector2i> [offset]\nThat vector2i param is in the form x<int>,y<int>.";
public string Help => "sggcell <gridID> <vector2i>\nThat vector2i param is in the form x<int>,y<int>.";
public string Description => "Lists entities on a snap grid cell.";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 2 && args.Length != 3)
if (args.Length != 2)
{
shell.WriteLine(Help);
return;
@@ -294,7 +293,6 @@ namespace Robust.Client.Console.Commands
string gridId = args[0];
string indices = args[1];
string offset = args.Length == 3 ? args[2] : "Center";
if (!int.TryParse(args[0], out var id))
{
@@ -308,29 +306,17 @@ namespace Robust.Client.Console.Commands
return;
}
SnapGridOffset selectedOffset;
if (Enum.IsDefined(typeof(SnapGridOffset), offset))
{
selectedOffset = (SnapGridOffset)Enum.Parse(typeof(SnapGridOffset), offset);
}
else
{
shell.WriteError("given offset type is not defined");
return;
}
var mapMan = IoCManager.Resolve<IMapManager>();
if (mapMan.GridExists(new GridId(int.Parse(gridId, CultureInfo.InvariantCulture))))
{
foreach (var entity in
mapMan.GetGrid(new GridId(int.Parse(gridId, CultureInfo.InvariantCulture))).GetSnapGridCell(
mapMan.GetGrid(new GridId(int.Parse(gridId, CultureInfo.InvariantCulture))).GetAnchoredEntities(
new Vector2i(
int.Parse(indices.Split(',')[0], CultureInfo.InvariantCulture),
int.Parse(indices.Split(',')[1], CultureInfo.InvariantCulture)),
selectedOffset))
int.Parse(indices.Split(',')[1], CultureInfo.InvariantCulture))))
{
shell.WriteLine(entity.Owner.Uid.ToString());
shell.WriteLine(entity.ToString());
}
}
else
@@ -679,10 +665,10 @@ namespace Robust.Client.Console.Commands
public string Description => "Gets the system clipboard";
public string Help => "getclipboard";
public void Execute(IConsoleShell shell, string argStr, string[] args)
public async void Execute(IConsoleShell shell, string argStr, string[] args)
{
var mgr = IoCManager.Resolve<IClipboardManager>();
shell.WriteLine(mgr.GetText());
shell.WriteLine(await mgr.GetText());
}
}
@@ -1098,15 +1084,8 @@ namespace Robust.Client.Console.Commands
var key = (Keyboard.Key) parsed!;
var name = clyde.GetKeyName(key);
var scanCode = clyde.GetKeyScanCode(key);
var nameScanCode = clyde.GetKeyNameScanCode(scanCode);
shell.WriteLine($"name: '{name}' scan code: '{scanCode}' name via scan code: '{nameScanCode}'");
}
else if (int.TryParse(args[0], out var scanCode))
{
var nameScanCode = clyde.GetKeyNameScanCode(scanCode);
shell.WriteLine($"name via scan code: '{nameScanCode}'");
shell.WriteLine($"name: '{name}' ");
}
}
}

View File

@@ -0,0 +1,19 @@
#if DEBUG
using Robust.Client.GameObjects;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
namespace Robust.Client.Console.Commands
{
internal sealed class LightDebugCommand : IConsoleCommand
{
public string Command => "lightbb";
public string Description => "Toggles whether to show light bounding boxes";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<DebugLightTreeSystem>().Enabled ^= true;
}
}
}
#endif

View File

@@ -0,0 +1,72 @@
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.Console;
using Robust.Shared.IoC;
namespace Robust.Client.Console.Commands
{
[UsedImplicitly]
public sealed class LsMonitorCommand : IConsoleCommand
{
public string Command => "lsmonitor";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var clyde = IoCManager.Resolve<IClyde>();
foreach (var monitor in clyde.EnumerateMonitors())
{
shell.WriteLine(
$"[{monitor.Id}] {monitor.Name}: {monitor.Size.X}x{monitor.Size.Y}@{monitor.RefreshRate}Hz");
}
}
}
[UsedImplicitly]
public sealed class MonitorInfoCommand : IConsoleCommand
{
public string Command => "monitorinfo";
public string Description => "";
public string Help => "Usage: monitorinfo <id>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length < 1)
{
shell.WriteError("Expected one argument.");
return;
}
var clyde = IoCManager.Resolve<IClyde>();
var monitor = clyde.EnumerateMonitors().Single(c => c.Id == int.Parse(args[0]));
shell.WriteLine($"{monitor.Id}: {monitor.Name}");
shell.WriteLine($"Video modes:");
foreach (var mode in monitor.VideoModes)
{
shell.WriteLine($" {mode.Width}x{mode.Height} {mode.RefreshRate} Hz {mode.RedBits}/{mode.GreenBits}/{mode.BlueBits}");
}
}
}
[UsedImplicitly]
public sealed class SetMonitorCommand : IConsoleCommand
{
public string Command => "setmonitor";
public string Description => "";
public string Help => "Usage: setmonitor <id>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var clyde = IoCManager.Resolve<IClyde>();
var id = int.Parse(args[0]);
var monitor = clyde.EnumerateMonitors().Single(m => m.Id == id);
clyde.SetWindowMonitor(monitor);
}
}
}

View File

@@ -0,0 +1,41 @@
using Robust.Client.Debugging;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
namespace Robust.Client.Console.Commands
{
public sealed class PhysicsOverlayCommands : IConsoleCommand
{
public string Command => "physics";
public string Description => $"{Command} <contactnormals / contactpoints / shapes>";
public string Help => $"{Command} <overlay>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 1)
{
shell.WriteLine($"Invalid number of args supplied");
return;
}
var system = EntitySystem.Get<DebugPhysicsSystem>();
switch (args[0])
{
case "contactnormals":
system.Flags ^= PhysicsDebugFlags.ContactNormals;
break;
case "contactpoints":
system.Flags ^= PhysicsDebugFlags.ContactPoints;
break;
case "shapes":
system.Flags ^= PhysicsDebugFlags.Shapes;
break;
default:
shell.WriteLine($"{args[0]} is not a recognised overlay");
return;
}
return;
}
}
}

View File

@@ -1,11 +1,12 @@
using System;
using Robust.Shared.Console;
using Robust.Shared.IoC;
namespace Robust.Client.Console.Commands
{
class QuitCommand : IConsoleCommand
class HardQuitCommand : IConsoleCommand
{
public string Command => "quit";
public string Command => "hardquit";
public string Description => "Kills the game client instantly.";
public string Help => "Kills the game client instantly, leaving no traces. No telling the server goodbye";
@@ -14,4 +15,16 @@ namespace Robust.Client.Console.Commands
Environment.Exit(0);
}
}
class QuitCommand : IConsoleCommand
{
public string Command => "quit";
public string Description => "Shuts down the game client gracefully.";
public string Help => "Properly shuts down the game client, notifying the connected server and such.";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
IoCManager.Resolve<IGameController>().Shutdown("quit command used");
}
}
}

View File

@@ -0,0 +1,20 @@
using Robust.Shared.Console;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Robust.Client.Console.Commands
{
internal sealed class ReloadLocalizationsCommand : IConsoleCommand
{
public string Command => "rldloc";
public string Description => "Reloads localization (client & server)";
public string Help => "Usage: rldloc";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
IoCManager.Resolve<ILocalizationManager>().ReloadLocalizations();
shell.RemoteExecuteCommand("sudo rldloc");
}
}
}

View File

@@ -1,6 +1,5 @@
using Robust.Shared.Console;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Robust.Client.Console.Commands
{
@@ -41,7 +40,7 @@ namespace Robust.Client.Console.Commands
var mgr = IoCManager.Resolve<IScriptClient>();
if (!mgr.CanScript)
{
shell.WriteError(Loc.GetString("You do not have server side scripting permission."));
shell.WriteError("You do not have server side scripting permission.");
return;
}

View File

@@ -0,0 +1,17 @@
using Robust.Client.GameObjects;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
namespace Robust.Client.Console.Commands
{
public class VelocitiesCommand : IConsoleCommand
{
public string Command => "showvelocities";
public string Description => "Displays your angular and linear velocities";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<VelocityDebugSystem>().Enabled ^= true;
}
}
}

View File

@@ -17,11 +17,11 @@ namespace Robust.Client.Console
public void Initialize()
{
_netManager.RegisterNetMessage<MsgScriptStop>(MsgScriptStop.NAME);
_netManager.RegisterNetMessage<MsgScriptEval>(MsgScriptEval.NAME);
_netManager.RegisterNetMessage<MsgScriptStart>(MsgScriptStart.NAME);
_netManager.RegisterNetMessage<MsgScriptResponse>(MsgScriptResponse.NAME, ReceiveScriptResponse);
_netManager.RegisterNetMessage<MsgScriptStartAck>(MsgScriptStartAck.NAME, ReceiveScriptStartAckResponse);
_netManager.RegisterNetMessage<MsgScriptStop>();
_netManager.RegisterNetMessage<MsgScriptEval>();
_netManager.RegisterNetMessage<MsgScriptStart>();
_netManager.RegisterNetMessage<MsgScriptResponse>(ReceiveScriptResponse);
_netManager.RegisterNetMessage<MsgScriptStartAck>(ReceiveScriptStartAckResponse);
}
private void ReceiveScriptStartAckResponse(MsgScriptStartAck message)
@@ -30,7 +30,8 @@ namespace Robust.Client.Console
var console = new ScriptConsoleServer(this, session);
_activeConsoles.Add(session, console);
console.Open();
// FIXME: When this is Open(), resizing the window will cause its position to get NaN'd.
console.OpenCentered();
}
private void ReceiveScriptResponse(MsgScriptResponse message)

View File

@@ -1,5 +1,7 @@
#if CLIENT_SCRIPTING
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
using JetBrains.Annotations;
using Microsoft.CodeAnalysis;
@@ -11,7 +13,6 @@ using Microsoft.CodeAnalysis.Text;
using Robust.Client.UserInterface.CustomControls;
using Robust.Client.ViewVariables;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Reflection;
using Robust.Shared.Scripting;
@@ -36,16 +37,18 @@ namespace Robust.Client.Console
private readonly ScriptGlobals _globals;
private ScriptState? _state;
private (string[] imports, string code)? _autoImportRepeatBuffer;
public ScriptConsoleClient()
{
Title = Loc.GetString("Robust C# Interactive (CLIENT)");
Title = "Robust C# Interactive (CLIENT)";
ScriptInstanceShared.InitDummy();
_globals = new ScriptGlobalsImpl(this);
IoCManager.InjectDependencies(this);
OutputPanel.AddText(Loc.GetString(@"Robust C# interactive console (CLIENT)."));
OutputPanel.AddText("Robust C# interactive console (CLIENT).");
OutputPanel.AddText(">");
}
@@ -54,38 +57,56 @@ namespace Robust.Client.Console
var code = InputBar.Text;
InputBar.Clear();
// Remove > or . at the end of the output panel.
OutputPanel.RemoveEntry(^1);
_inputBuffer.AppendLine(code);
_linesEntered += 1;
var tree = SyntaxFactory.ParseSyntaxTree(SourceText.From(_inputBuffer.ToString()), ScriptInstanceShared.ParseOptions);
if (!SyntaxFactory.IsCompleteSubmission(tree))
if (_autoImportRepeatBuffer.HasValue && code == "y")
{
if (_linesEntered == 1)
var (imports, repeatCode) = _autoImportRepeatBuffer.Value;
var sb = new StringBuilder();
foreach (var import in imports)
{
OutputPanel.AddText($"> {code}");
sb.AppendFormat("using {0};\n", import);
}
else
{
OutputPanel.AddText($". {code}");
}
OutputPanel.AddText(".");
return;
sb.Append(repeatCode);
code = sb.ToString();
}
code = _inputBuffer.ToString().Trim();
// Remove echo of partial submission from the output panel.
for (var i = 1; i < _linesEntered; i++)
else
{
// Remove > or . at the end of the output panel.
OutputPanel.RemoveEntry(^1);
}
_inputBuffer.Clear();
_linesEntered = 0;
_inputBuffer.AppendLine(code);
_linesEntered += 1;
var tree = SyntaxFactory.ParseSyntaxTree(SourceText.From(_inputBuffer.ToString()),
ScriptInstanceShared.ParseOptions);
if (!SyntaxFactory.IsCompleteSubmission(tree))
{
if (_linesEntered == 1)
{
OutputPanel.AddText($"> {code}");
}
else
{
OutputPanel.AddText($". {code}");
}
OutputPanel.AddText(".");
return;
}
code = _inputBuffer.ToString().Trim();
// Remove echo of partial submission from the output panel.
for (var i = 1; i < _linesEntered; i++)
{
OutputPanel.RemoveEntry(^1);
}
_inputBuffer.Clear();
_linesEntered = 0;
}
Script newScript;
@@ -135,6 +156,8 @@ namespace Robust.Client.Console
OutputPanel.AddMessage(msg);
OutputPanel.AddText(">");
PromptAutoImports(e.Diagnostics, code);
return;
}
@@ -148,13 +171,23 @@ namespace Robust.Client.Console
else if (ScriptInstanceShared.HasReturnValue(newScript))
{
var msg = new FormattedMessage();
msg.AddText(CSharpObjectFormatter.Instance.FormatObject(_state.ReturnValue));
msg.AddText(ScriptInstanceShared.SafeFormat(_state.ReturnValue));
OutputPanel.AddMessage(msg);
}
OutputPanel.AddText(">");
}
private void PromptAutoImports(IEnumerable<Diagnostic> diags, string code)
{
if (!ScriptInstanceShared.CalcAutoImports(_reflectionManager, diags, out var found))
return;
OutputPanel.AddText($"Auto-import {string.Join(", ", found)} (enter 'y')?");
_autoImportRepeatBuffer = (found.ToArray(), code);
}
private sealed class ScriptGlobalsImpl : ScriptGlobals
{
private readonly ScriptConsoleClient _owner;
@@ -180,7 +213,7 @@ namespace Robust.Client.Console
public override void show(object obj)
{
write(CSharpObjectFormatter.Instance.FormatObject(obj));
write(ScriptInstanceShared.SafeFormat(obj));
}
}
}

View File

@@ -8,8 +8,6 @@ using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Reflection;
using Robust.Shared.Scripting;
using Robust.Shared.Timing;
@@ -31,7 +29,7 @@ namespace Robust.Client.Console
ScriptInstanceShared.InitDummy();
Title = Loc.GetString("Watch Window");
Title = "Watch Window";
var mainVBox = new VBoxContainer
{
@@ -49,11 +47,11 @@ namespace Robust.Client.Console
(_addWatchEdit = new HistoryLineEdit
{
HorizontalExpand = true,
PlaceHolder = Loc.GetString("Add watch (C# interactive)")
PlaceHolder = "Add watch (C# interactive)"
}),
(_addWatchButton = new Button
{
Text = Loc.GetString("Add")
Text = "Add"
})
}
}
@@ -118,7 +116,7 @@ namespace Robust.Client.Console
}),
(delButton = new Button
{
Text = Loc.GetString("Remove")
Text = "Remove"
}),
}
});
@@ -178,7 +176,7 @@ namespace Robust.Client.Console
ClipText = true,
HorizontalExpand = true
},
(delButton = new Button {Text = Loc.GetString("Remove")})
(delButton = new Button {Text = "Remove"})
}
});

View File

@@ -5,10 +5,15 @@ namespace Robust.Client
public static void Start(string[] args)
{
#if FULL_RELEASE
throw new System.InvalidOperationException("ContentStart is not available on a full release.");
throw new System.InvalidOperationException("ContentStart.Start is not available on a full release.");
#else
GameController.Start(args, true);
#endif
}
public static void StartLibrary(string[] args, GameControllerOptions options)
{
GameController.Start(args, true, null, options);
}
}
}

View File

@@ -1,12 +1,18 @@
using System;
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Prototypes;
namespace Robust.Client.Debugging
@@ -15,11 +21,10 @@ namespace Robust.Client.Debugging
public class DebugDrawing : IDebugDrawing
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
private bool _debugColliders;
@@ -38,14 +43,14 @@ namespace Robust.Client.Debugging
_debugColliders = value;
if (value)
if (value && !_overlayManager.HasOverlay<PhysicsOverlay>())
{
_overlayManager.AddOverlay(new PhysicsOverlay(_componentManager, _eyeManager,
_prototypeManager, _inputManager, _physicsManager));
_overlayManager.AddOverlay(new PhysicsOverlay(_eyeManager,
_prototypeManager, _inputManager, _mapManager));
}
else
{
_overlayManager.RemoveOverlay(nameof(PhysicsOverlay));
_overlayManager.RemoveOverlay<PhysicsOverlay>();
}
}
}
@@ -63,23 +68,22 @@ namespace Robust.Client.Debugging
_debugPositions = value;
if (value)
if (value && !_overlayManager.HasOverlay<EntityPositionOverlay>())
{
_overlayManager.AddOverlay(new EntityPositionOverlay(_entityManager, _eyeManager));
_overlayManager.AddOverlay(new EntityPositionOverlay(_lookup, _eyeManager));
}
else
{
_overlayManager.RemoveOverlay(nameof(EntityPositionOverlay));
_overlayManager.RemoveOverlay<EntityPositionOverlay>();
}
}
}
private class PhysicsOverlay : Overlay
{
private readonly IComponentManager _componentManager;
private readonly IEyeManager _eyeManager;
private readonly IMapManager _mapManager;
private readonly IInputManager _inputManager;
private readonly IPhysicsManager _physicsManager;
public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
@@ -88,13 +92,12 @@ namespace Robust.Client.Debugging
private Vector2 _hoverStartScreen = Vector2.Zero;
private List<IPhysBody> _hoverBodies = new();
public PhysicsOverlay(IComponentManager compMan, IEyeManager eyeMan, IPrototypeManager protoMan, IInputManager inputManager, IPhysicsManager physicsManager)
: base(nameof(PhysicsOverlay))
public PhysicsOverlay(IEyeManager eyeMan, IPrototypeManager protoMan, IInputManager inputManager, IMapManager mapManager)
{
_componentManager = compMan;
_eyeManager = eyeMan;
_inputManager = inputManager;
_physicsManager = physicsManager;
_mapManager = mapManager;
_shader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
var cache = IoCManager.Resolve<IResourceCache>();
@@ -102,22 +105,23 @@ namespace Robust.Client.Debugging
}
/// <inheritdoc />
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
protected internal override void Draw(in OverlayDrawArgs args)
{
switch (currentSpace)
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen((DrawingHandleScreen) handle);
DrawScreen(args);
break;
case OverlaySpace.WorldSpace:
DrawWorld((DrawingHandleWorld) handle);
DrawWorld(args);
break;
}
}
private void DrawScreen(DrawingHandleScreen screenHandle)
private void DrawScreen(in OverlayDrawArgs args)
{
var screenHandle = args.ScreenHandle;
var lineHeight = _font.GetLineHeight(1f);
Vector2 drawPos = _hoverStartScreen + new Vector2(20, 0) + new Vector2(0, -(_hoverBodies.Count * 4 * lineHeight / 2f));
int row = 0;
@@ -126,51 +130,63 @@ namespace Robust.Client.Debugging
{
if (body != _hoverBodies[0])
{
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), "------");
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), "------");
row++;
}
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), $"Ent: {body.Entity}");
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Ent: {body.Owner}");
row++;
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), $"Layer: {Convert.ToString(body.CollisionLayer, 2)}");
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Layer: {Convert.ToString(body.CollisionLayer, 2)}");
row++;
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), $"Mask: {Convert.ToString(body.CollisionMask, 2)}");
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Mask: {Convert.ToString(body.CollisionMask, 2)}");
row++;
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {((IPhysicsComponent)body).Anchored}");
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {(body).BodyType == BodyType.Static}");
row++;
}
}
private void DrawWorld(DrawingHandleWorld worldHandle)
private void DrawWorld(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var drawing = new PhysDrawingAdapter(worldHandle);
_hoverBodies.Clear();
var mouseScreenPos = _inputManager.MouseScreenPosition;
var mouseWorldPos = _eyeManager.ScreenToMap(mouseScreenPos).Position;
_hoverStartScreen = mouseScreenPos;
_hoverStartScreen = mouseScreenPos.Position;
var viewport = _eyeManager.GetWorldViewport();
if (viewport.IsEmpty()) return;
var mapId = _eyeManager.CurrentMap;
var sleepThreshold = IoCManager.Resolve<IConfigurationManager>().GetCVar(CVars.TimeToSleep);
var colorEdge = Color.Red.WithAlpha(0.33f);
var drawnJoints = new HashSet<Joint>();
foreach (var physBody in _physicsManager.GetCollidingEntities(mapId, viewport))
foreach (var physBody in EntitySystem.Get<SharedBroadPhaseSystem>().GetCollidingEntities(mapId, viewport))
{
// all entities have a TransformComponent
var transform = physBody.Entity.Transform;
var transform = physBody.Owner.Transform;
var worldBox = physBody.WorldAABB;
var worldBox = physBody.GetWorldAABB();
if (worldBox.IsEmpty()) continue;
var colorEdge = Color.Red.WithAlpha(0.33f);
foreach (var shape in physBody.PhysicsShapes)
foreach (var fixture in physBody.Fixtures)
{
shape.DebugDraw(drawing, transform.WorldMatrix, in viewport, physBody.SleepAccumulator / (float) physBody.SleepThreshold);
var shape = fixture.Shape;
var sleepPercent = physBody.Awake ? physBody.SleepTime / sleepThreshold : 1.0f;
shape.DebugDraw(drawing, transform.WorldMatrix, in viewport, sleepPercent);
}
foreach (var joint in physBody.Joints)
{
if (drawnJoints.Contains(joint)) continue;
drawnJoints.Add(joint);
joint.DebugDraw(drawing, in viewport);
}
if (worldBox.Contains(mouseWorldPos))
@@ -183,17 +199,6 @@ namespace Robust.Client.Debugging
}
}
private static void DrawString(DrawingHandleScreen handle, Font font, Vector2 pos, string str)
{
var baseLine = new Vector2(pos.X, font.GetAscent(1) + pos.Y);
foreach (var chr in str)
{
var advance = font.DrawChar(handle, chr, baseLine, 1, Color.White);
baseLine += new Vector2(advance, 0);
}
}
private class PhysDrawingAdapter : DebugDrawingHandle
{
private readonly DrawingHandleWorld _handle;
@@ -233,6 +238,16 @@ namespace Robust.Client.Debugging
_handle.DrawCircle(origin, radius, color);
}
public override void DrawPolygonShape(Vector2[] vertices, in Color color)
{
_handle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, vertices, color);
}
public override void DrawLine(Vector2 start, Vector2 end, in Color color)
{
_handle.DrawLine(start, end, color);
}
public override void SetTransform(in Matrix3 transform)
{
_handle.SetTransform(transform);
@@ -244,34 +259,33 @@ namespace Robust.Client.Debugging
private sealed class EntityPositionOverlay : Overlay
{
private readonly IEntityManager _entityManager;
private readonly IEntityLookup _lookup;
private readonly IEyeManager _eyeManager;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public EntityPositionOverlay(IEntityManager entityManager, IEyeManager eyeManager) : base(nameof(EntityPositionOverlay))
public EntityPositionOverlay(IEntityLookup lookup, IEyeManager eyeManager)
{
_entityManager = entityManager;
_lookup = lookup;
_eyeManager = eyeManager;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
protected internal override void Draw(in OverlayDrawArgs args)
{
const float stubLength = 0.25f;
var worldHandle = (DrawingHandleWorld) handle;
foreach (var entity in _entityManager.GetEntities())
var worldHandle = (DrawingHandleWorld) args.DrawingHandle;
var viewport = _eyeManager.GetWorldViewport();
foreach (var entity in _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, viewport))
{
var transform = entity.Transform;
if (transform.MapID != _eyeManager.CurrentMap ||
!_eyeManager.GetWorldViewport().Contains(transform.WorldPosition))
{
continue;
}
var center = transform.WorldPosition;
var xLine = transform.WorldRotation.RotateVec(Vector2.UnitX);
var yLine = transform.WorldRotation.RotateVec(Vector2.UnitY);
var worldRotation = transform.WorldRotation;
var xLine = worldRotation.RotateVec(Vector2.UnitX);
var yLine = worldRotation.RotateVec(Vector2.UnitY);
worldHandle.DrawLine(center, center + xLine * stubLength, Color.Red);
worldHandle.DrawLine(center, center + yLine * stubLength, Color.Green);

View File

@@ -1,11 +1,12 @@
using Robust.Shared.IoC;
using Robust.Shared.Network.Messages;
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Timing;
namespace Robust.Client.Debugging
{
@@ -38,13 +39,13 @@ namespace Robust.Client.Debugging
_debugDrawRays = value;
if (value)
if (value && !_overlayManager.HasOverlay<DebugDrawRayOverlay>())
{
_overlayManager.AddOverlay(new DebugDrawRayOverlay(this));
}
else
{
_overlayManager.RemoveOverlay(nameof(DebugDrawRayOverlay));
_overlayManager.RemoveOverlay<DebugDrawRayOverlay>();
}
}
}
@@ -53,7 +54,7 @@ namespace Robust.Client.Debugging
public void Initialize()
{
_net.RegisterNetMessage<MsgRay>(MsgRay.NAME, HandleDrawRay);
_net.RegisterNetMessage<MsgRay>(HandleDrawRay);
}
private void HandleDrawRay(MsgRay msg)
@@ -81,13 +82,14 @@ namespace Robust.Client.Debugging
private readonly DebugDrawingManager _owner;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public DebugDrawRayOverlay(DebugDrawingManager owner) : base(nameof(DebugDrawRayOverlay))
public DebugDrawRayOverlay(DebugDrawingManager owner)
{
_owner = owner;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
protected internal override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
foreach (var ray in _owner.raysWithLifeTime)
{
handle.DrawLine(

View File

@@ -0,0 +1,164 @@
/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*
* Original source Box2D:
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
/* Heavily inspired by Farseer */
using System;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Contacts;
namespace Robust.Client.Debugging
{
internal sealed class DebugPhysicsSystem : SharedDebugPhysicsSystem
{
/*
* Used for debugging shapes, controllers, joints, contacts
*/
private const int MaxContactPoints = 2048;
internal int PointCount;
internal ContactPoint[] _points = new ContactPoint[MaxContactPoints];
public PhysicsDebugFlags Flags
{
get => _flags;
set
{
if (value == _flags) return;
if (_flags == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().AddOverlay(new PhysicsDebugOverlay(this));
if (value == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().RemoveOverlay(typeof(PhysicsDebugOverlay));
_flags = value;
}
}
private PhysicsDebugFlags _flags;
public override void HandlePreSolve(Contact contact, in Manifold oldManifold)
{
if ((Flags & PhysicsDebugFlags.ContactPoints) != 0)
{
Manifold manifold = contact.Manifold;
if (manifold.PointCount == 0)
return;
Fixture fixtureA = contact.FixtureA!;
PointState[] state1, state2;
CollisionManager.GetPointStates(out state1, out state2, oldManifold, manifold);
Span<Vector2> points = stackalloc Vector2[2];
Vector2 normal;
contact.GetWorldManifold(out normal, points);
for (int i = 0; i < manifold.PointCount && PointCount < MaxContactPoints; ++i)
{
if (fixtureA == null)
_points[i] = new ContactPoint();
ContactPoint cp = _points[PointCount];
cp.Position = points[i];
cp.Normal = normal;
cp.State = state2[i];
_points[PointCount] = cp;
++PointCount;
}
}
}
internal struct ContactPoint
{
public Vector2 Normal;
public Vector2 Position;
public PointState State;
}
}
[Flags]
internal enum PhysicsDebugFlags : byte
{
None = 0,
ContactPoints = 1 << 0,
ContactNormals = 1 << 1,
Shapes = 1 << 2,
}
internal sealed class PhysicsDebugOverlay : Overlay
{
private DebugPhysicsSystem _physics = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public PhysicsDebugOverlay(DebugPhysicsSystem system)
{
_physics = system;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
if (_physics.Flags == PhysicsDebugFlags.None) return;
var worldHandle = args.WorldHandle;
if ((_physics.Flags & PhysicsDebugFlags.Shapes) != 0)
{
// Port DebugDrawing over.
}
if ((_physics.Flags & PhysicsDebugFlags.ContactPoints) != 0)
{
const float axisScale = 0.3f;
for (int i = 0; i < _physics.PointCount; ++i)
{
DebugPhysicsSystem.ContactPoint point = _physics._points[i];
if (point.State == PointState.Add)
worldHandle.DrawCircle(point.Position, 0.5f, new Color(255, 77, 243, 77));
else if (point.State == PointState.Persist)
worldHandle.DrawCircle(point.Position, 0.5f, new Color(255, 77, 77, 77));
if ((_physics.Flags & PhysicsDebugFlags.ContactNormals) != 0)
{
Vector2 p1 = point.Position;
Vector2 p2 = p1 + point.Normal * axisScale;
worldHandle.DrawLine(p1, p2, new Color(255, 102, 230, 102));
}
}
_physics.PointCount = 0;
}
}
}
}

View File

@@ -17,7 +17,6 @@ namespace Robust.Client
RegisterReflection();
}
internal static void RegisterReflection()
{
// Gets a handle to the shared and the current (client) dll.

View File

@@ -1,25 +1,31 @@
using System;
using System.Threading;
using Robust.LoaderApi;
using Robust.Shared;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client
{
internal partial class GameController
{
private IGameLoop _mainLoop = default!;
private IGameLoop? _mainLoop;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IDependencyCollection _dependencyCollection = default!;
private static bool _hasStarted;
private Thread? _gameThread;
public static void Main(string[] args)
{
Start(args);
}
public static void Start(string[] args, bool contentStart = false, IMainArgs? loaderArgs=null)
public static void Start(string[] args, bool contentStart = false, IMainArgs? loaderArgs=null, GameControllerOptions? options = null)
{
if (_hasStarted)
{
@@ -30,11 +36,11 @@ namespace Robust.Client
if (CommandLineArgs.TryParse(args, out var parsed))
{
ParsedMain(parsed, contentStart, loaderArgs);
ParsedMain(parsed, contentStart, loaderArgs, options);
}
}
private static void ParsedMain(CommandLineArgs args, bool contentStart, IMainArgs? loaderArgs)
private static void ParsedMain(CommandLineArgs args, bool contentStart, IMainArgs? loaderArgs, GameControllerOptions? options)
{
IoCManager.InitThread();
@@ -42,23 +48,18 @@ namespace Robust.Client
InitIoC(mode);
var gc = (GameController) IoCManager.Resolve<IGameController>();
var gc = IoCManager.Resolve<GameController>();
gc.SetCommandLineArgs(args);
gc._loaderArgs = loaderArgs;
if(options != null)
gc.Options = options;
// When the game is ran with the startup executable being content,
// we have to disable the separate load context.
// Otherwise the content assemblies will be loaded twice which causes *many* fun bugs.
gc._disableAssemblyLoadContext = contentStart;
if (!gc.Startup())
{
Logger.Fatal("Failed to start game controller!");
return;
}
gc.MainLoop(mode);
gc.ContentStart = contentStart;
Logger.Debug("Goodbye");
IoCManager.Clear();
gc.Run(mode);
}
public void OverrideMainLoop(IGameLoop gameLoop)
@@ -66,52 +67,68 @@ namespace Robust.Client
_mainLoop = gameLoop;
}
public void MainLoop(DisplayMode mode)
public void Run(DisplayMode mode, Func<ILogHandler>? logHandlerFactory = null)
{
if (_mainLoop == null)
if (!StartupSystemSplash(logHandlerFactory))
{
_mainLoop = new GameLoop(_gameTiming)
{
SleepMode = mode == DisplayMode.Headless ? SleepMode.Delay : SleepMode.None
};
Logger.Fatal("Failed to start game controller!");
return;
}
_mainLoop.Tick += (sender, args) =>
if (_clyde.SeparateWindowThread)
{
if (_mainLoop.Running)
{
Tick(args);
}
};
var stackSize = _configurationManager.GetCVar(CVars.SysGameThreadStackSize);
var priority = (ThreadPriority) _configurationManager.GetCVar(CVars.SysGameThreadPriority);
_mainLoop.Render += (sender, args) =>
{
if (_mainLoop.Running)
_gameThread = new Thread(() => GameThreadMain(mode), stackSize)
{
_gameTiming.CurFrame++;
_clyde.Render();
}
};
_mainLoop.Input += (sender, args) =>
{
if (_mainLoop.Running)
{
Input(args);
}
};
IsBackground = false,
Priority = priority,
Name = "Game thread",
};
_mainLoop.Update += (sender, args) =>
{
if (_mainLoop.Running)
{
Update(args);
}
};
_gameThread.Start();
// set GameLoop.Running to false to return from this function.
_mainLoop.Run();
// Will block until game exit
_clyde.EnterWindowLoop();
if (_gameThread.IsAlive)
{
Logger.Debug("Window loop exited; waiting for game thread to exit");
_gameThread.Join();
}
}
else
{
ContinueStartupAndLoop(mode);
}
Cleanup();
Logger.Debug("Goodbye");
IoCManager.Clear();
}
private void GameThreadMain(DisplayMode mode)
{
IoCManager.InitThread(_dependencyCollection);
ContinueStartupAndLoop(mode);
// Game thread exited, make sure window thread unblocks to finish shutdown.
_clyde.TerminateWindowLoop();
}
private void ContinueStartupAndLoop(DisplayMode mode)
{
if (!StartupContinue(mode))
{
Logger.Fatal("Failed to start game controller!");
return;
}
DebugTools.AssertNotNull(_mainLoop);
_mainLoop!.Run();
}
}
}

View File

@@ -1,7 +1,9 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Threading.Tasks;
using Robust.Client.Audio.Midi;
using Robust.Client.Console;
using Robust.Client.GameObjects;
using Robust.Client.GameStates;
@@ -26,6 +28,7 @@ using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -43,9 +46,10 @@ namespace Robust.Client
[Dependency] private readonly IUserInterfaceManagerInternal _userInterfaceManager = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IClientConsoleHost _console = default!;
[Dependency] private readonly ITimerManager _timerManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = default!;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IPlacementManager _placementManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IOverlayManagerInternal _overlayManager = default!;
@@ -57,16 +61,18 @@ namespace Robust.Client
[Dependency] private readonly IFontManagerInternal _fontManager = default!;
[Dependency] private readonly IModLoaderInternal _modLoader = default!;
[Dependency] private readonly IScriptClient _scriptClient = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustMappedStringSerializer _stringSerializer = default!;
[Dependency] private readonly IAuthManager _authManager = default!;
[Dependency] private readonly IMidiManager _midiManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
private CommandLineArgs? _commandLineArgs;
private bool _disableAssemblyLoadContext;
// Arguments for loader-load. Not used otherwise.
private IMainArgs? _loaderArgs;
public bool ContentStart { get; set; } = false;
public GameControllerOptions Options { get; private set; } = new();
public InitialLaunchState LaunchState { get; private set; } = default!;
public bool LoadConfigAndUserData { get; set; } = true;
@@ -76,72 +82,20 @@ namespace Robust.Client
_commandLineArgs = args;
}
public bool Startup(Func<ILogHandler>? logHandlerFactory = null)
internal bool StartupContinue(DisplayMode displayMode)
{
ReadInitialLaunchState();
SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));
_clyde.InitializePostWindowing();
_clyde.SetWindowTitle(Options.DefaultWindowTitle);
_taskManager.Initialize();
// Figure out user data directory.
var userDataDir = GetUserDataDir();
_configurationManager.Initialize(false);
// MUST load cvars before loading from config file so the cfg manager is aware of secure cvars.
// So SECURE CVars are blacklisted from config.
_configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly); // Client
_configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared
if (LoadConfigAndUserData)
{
var configFile = Path.Combine(userDataDir, "client_config.toml");
if (File.Exists(configFile))
{
// Load config from user data if available.
_configurationManager.LoadFromFile(configFile);
}
else
{
// Else we just use code-defined defaults and let it save to file when the user changes things.
_configurationManager.SetSaveFile(configFile);
}
}
_configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_configurationManager.OverrideConVars(_commandLineArgs.CVars);
}
_resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);
ProgramShared.DoMounts(_resourceCache, _commandLineArgs?.MountOptions, "Content.Client", _loaderArgs != null);
if (_loaderArgs != null)
{
_stringSerializer.EnableCaching = false;
_resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
}
// Bring display up as soon as resources are mounted.
if (!_clyde.Initialize())
{
return false;
}
_clyde.SetWindowTitle("Space Station 14");
_fontManager.Initialize();
_fontManager.SetFontDpi((uint) _configurationManager.GetCVar(CVars.DisplayFontDpi));
// Disable load context usage on content start.
// This prevents Content.Client being loaded twice and things like csi blowing up because of it.
_modLoader.SetUseLoadContext(!_disableAssemblyLoadContext);
_modLoader.SetEnableSandboxing(true);
_modLoader.SetUseLoadContext(!ContentStart);
_modLoader.SetEnableSandboxing(Options.Sandboxing);
if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), "Content."))
if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), Options.ContentModulePrefix))
{
Logger.Fatal("Errors while loading content assemblies.");
return false;
@@ -152,18 +106,22 @@ namespace Robust.Client
_configurationManager.LoadCVarsFromAssembly(loadedModule);
}
IoCManager.Resolve<ISerializationManager>().Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
_resourceCache.PreloadTextures();
_userInterfaceManager.Initialize();
_eyeManager.Initialize();
_networkManager.Initialize(false);
IoCManager.Resolve<INetConfigurationManager>().SetupNetworking();
_serializer.Initialize();
_inputManager.Initialize();
_consoleHost.Initialize();
_console.Initialize();
_prototypeManager.Initialize();
_prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
_prototypeManager.LoadDirectory(Options.PrototypeDirectory);
_prototypeManager.Resync();
_mapManager.Initialize();
_entityManager.Initialize();
@@ -183,9 +141,53 @@ namespace Robust.Client
_authManager.LoadFromEnv();
GC.Collect();
// Setup main loop
if (_mainLoop == null)
{
_mainLoop = new GameLoop(_gameTiming)
{
SleepMode = displayMode == DisplayMode.Headless ? SleepMode.Delay : SleepMode.None
};
}
_mainLoop.Tick += (sender, args) =>
{
if (_mainLoop.Running)
{
Tick(args);
}
};
_mainLoop.Render += (sender, args) =>
{
if (_mainLoop.Running)
{
_gameTiming.CurFrame++;
_clyde.Render();
}
};
_mainLoop.Input += (sender, args) =>
{
if (_mainLoop.Running)
{
Input(args);
}
};
_mainLoop.Update += (sender, args) =>
{
if (_mainLoop.Running)
{
Update(args);
}
};
_clyde.Ready();
if ((_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
if (!Options.DisableCommandLineConnect &&
(_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
&& LaunchState.ConnectEndpoint != null)
{
_client.ConnectToServer(LaunchState.ConnectEndpoint);
@@ -194,6 +196,100 @@ namespace Robust.Client
return true;
}
internal bool StartupSystemSplash(Func<ILogHandler>? logHandlerFactory)
{
ReadInitialLaunchState();
SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));
if (_commandLineArgs != null)
{
foreach (var (sawmill, level) in _commandLineArgs.LogLevels)
{
LogLevel? logLevel;
if (level == "null")
logLevel = null;
else
{
if (!Enum.TryParse<LogLevel>(level, out var result))
{
System.Console.WriteLine($"LogLevel {level} does not exist!");
continue;
}
logLevel = result;
}
_logManager.GetSawmill(sawmill).Level = logLevel;
}
}
ProgramShared.PrintRuntimeInfo(_logManager.RootSawmill);
// Figure out user data directory.
var userDataDir = GetUserDataDir();
_configurationManager.Initialize(false);
// MUST load cvars before loading from config file so the cfg manager is aware of secure cvars.
// So SECURE CVars are blacklisted from config.
_configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly); // Client
_configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared
if (LoadConfigAndUserData)
{
var configFile = Path.Combine(userDataDir, Options.ConfigFileName);
if (File.Exists(configFile))
{
// Load config from user data if available.
_configurationManager.LoadFromFile(configFile);
}
else
{
// Else we just use code-defined defaults and let it save to file when the user changes things.
_configurationManager.SetSaveFile(configFile);
}
}
_configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
if (_commandLineArgs != null)
{
_configurationManager.OverrideConVars(_commandLineArgs.CVars);
}
ProfileOptSetup.Setup(_configurationManager);
_resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);
var mountOptions = _commandLineArgs != null
? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions) : Options.MountOptions;
ProgramShared.DoMounts(_resourceCache, mountOptions, Options.ContentBuildDirectory,
_loaderArgs != null && !Options.ResourceMountDisabled, ContentStart);
if (_loaderArgs != null)
{
_stringSerializer.EnableCaching = false;
_resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
}
_clyde.TextEntered += TextEntered;
_clyde.MouseMove += MouseMove;
_clyde.KeyUp += KeyUp;
_clyde.KeyDown += KeyDown;
_clyde.MouseWheel += MouseWheel;
_clyde.CloseWindow += args =>
{
if (args.Window == _clyde.MainWindow)
{
Shutdown("Main window closed");
}
};
// Bring display up as soon as resources are mounted.
return _clyde.InitializePreWindowing();
}
private Stream? VerifierExtraLoadHandler(string arg)
{
DebugTools.AssertNotNull(_loaderArgs);
@@ -237,8 +333,10 @@ namespace Robust.Client
public void Shutdown(string? reason = null)
{
DebugTools.AssertNotNull(_mainLoop);
// Already got shut down I assume,
if (!_mainLoop.Running)
if (!_mainLoop!.Running)
{
return;
}
@@ -267,17 +365,20 @@ namespace Robust.Client
_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
_timerManager.UpdateTimers(frameEventArgs);
_taskManager.ProcessPendingTasks();
_userInterfaceManager.Update(frameEventArgs);
if (_client.RunLevel >= ClientRunLevel.Connected)
// GameStateManager is in full control of the simulation update in multiplayer.
if (_client.RunLevel == ClientRunLevel.InGame || _client.RunLevel == ClientRunLevel.Connected)
{
_componentManager.CullRemovedComponents();
_gameStateManager.ApplyGameState();
_entityManager.Update(frameEventArgs.DeltaSeconds);
_playerManager.Update(frameEventArgs.DeltaSeconds);
}
_stateManager.Update(frameEventArgs);
// In singleplayer, however, we're in full control instead.
else if (_client.RunLevel == ClientRunLevel.SinglePlayerGame)
{
_entityManager.TickUpdate(frameEventArgs.DeltaSeconds);
_lookup.Update();
}
_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
}
@@ -298,11 +399,6 @@ namespace Robust.Client
_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, frameEventArgs);
}
private void Render()
{
}
internal static void SetupLogging(ILogManager logManager, Func<ILogHandler> logHandlerFactory)
{
logManager.RootSawmill.AddHandler(logHandlerFactory());
@@ -318,6 +414,7 @@ namespace Robust.Client
logManager.GetSawmill("discord").Level = LogLevel.Warning;
logManager.GetSawmill("net.predict").Level = LogLevel.Info;
logManager.GetSawmill("szr").Level = LogLevel.Info;
logManager.GetSawmill("loc").Level = LogLevel.Error;
#if DEBUG_ONLY_FCE_INFO
#if DEBUG_ONLY_FCE_LOG
@@ -374,8 +471,11 @@ namespace Robust.Client
Clyde,
}
private void Cleanup()
internal void Cleanup()
{
_networkManager.Shutdown("Client shutting down");
_midiManager.Shutdown();
IoCManager.Resolve<IEntityLookup>().Shutdown();
_entityManager.Shutdown();
_clyde.Shutdown();
}

View File

@@ -0,0 +1,60 @@
using Robust.Shared;
using Robust.Shared.Utility;
namespace Robust.Client
{
public class GameControllerOptions
{
/// <summary>
/// Whether content sandboxing will be enabled & enforced.
/// </summary>
public bool Sandboxing { get; init; } = true;
// TODO: Expose mounting methods to games using Robust as a library.
/// <summary>
/// Lists of mount options to mount.
/// </summary>
public MountOptions MountOptions { get; init; } = new();
/// <summary>
/// Name the userdata directory will have.
/// </summary>
public string UserDataDirectoryName { get; init; } = "Space Station 14";
/// <summary>
/// Name of the configuration file in the user data directory.
/// </summary>
public string ConfigFileName { get; init; } = "client_config.toml";
// TODO: Define engine branding from json file in resources.
/// <summary>
/// Default window title.
/// </summary>
public string DefaultWindowTitle { get; init; } = "Space Station 14";
/// <summary>
/// Assemblies with this prefix will be loaded.
/// </summary>
public string ContentModulePrefix { get; init; } = "Content.";
/// <summary>
/// Name of the content build directory, for game pack mounting purposes.
/// </summary>
public string ContentBuildDirectory { get; init; } = "Content.Client";
/// <summary>
/// Directory to load all prototypes from.
/// </summary>
public ResourcePath PrototypeDirectory { get; init; } = new(@"/Prototypes/");
/// <summary>
/// Whether to disable mounting the "Resources/" folder on FULL_RELEASE.
/// </summary>
public bool ResourceMountDisabled { get; init; } = false;
/// <summary>
/// Whether to disable command line args server auto-connecting.
/// </summary>
public bool DisableCommandLineConnect { get; init; } = false;
}
}

View File

@@ -1,3 +1,4 @@
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
@@ -8,57 +9,30 @@ namespace Robust.Client.GameObjects
public ClientComponentFactory()
{
// Required for the engine to work
Register<MetaDataComponent>();
RegisterReference<MetaDataComponent, IMetaDataComponent>();
// Required for the engine to work
Register<TransformComponent>();
RegisterReference<TransformComponent, ITransformComponent>();
Register<MapComponent>();
RegisterReference<MapComponent, IMapComponent>();
Register<MapGridComponent>();
RegisterReference<MapGridComponent, IMapGridComponent>();
Register<PhysicsComponent>();
RegisterReference<PhysicsComponent, IPhysBody>();
RegisterReference<PhysicsComponent, IPhysicsComponent>();
RegisterIgnore("KeyBindingInput");
Register<InputComponent>();
Register<SpriteComponent>();
RegisterReference<SpriteComponent, SharedSpriteComponent>();
RegisterReference<SpriteComponent, ISpriteComponent>();
Register<ClientOccluderComponent>();
RegisterReference<ClientOccluderComponent, OccluderComponent>();
Register<EyeComponent>();
RegisterReference<EyeComponent, SharedEyeComponent>();
Register<AppearanceComponent>();
RegisterReference<AppearanceComponent, SharedAppearanceComponent>();
Register<AppearanceTestComponent>();
Register<SnapGridComponent>();
Register<ClientUserInterfaceComponent>();
RegisterReference<ClientUserInterfaceComponent, SharedUserInterfaceComponent>();
Register<AnimationPlayerComponent>();
Register<ContainerManagerComponent>();
RegisterReference<ContainerManagerComponent, IContainerManager>();
Register<TimerComponent>();
RegisterClass<MetaDataComponent>();
RegisterClass<TransformComponent>();
RegisterClass<MapComponent>();
RegisterClass<MapGridComponent>();
RegisterClass<PhysicsComponent>();
RegisterClass<CollisionWakeComponent>();
RegisterClass<ClientUserInterfaceComponent>();
RegisterClass<ContainerManagerComponent>();
RegisterClass<InputComponent>();
RegisterClass<SpriteComponent>();
RegisterClass<ClientOccluderComponent>();
RegisterClass<EyeComponent>();
RegisterClass<AppearanceComponent>();
RegisterClass<AppearanceTestComponent>();
RegisterClass<SnapGridComponent>();
RegisterClass<AnimationPlayerComponent>();
RegisterClass<TimerComponent>();
#if DEBUG
Register<DebugExceptionOnAddComponent>();
Register<DebugExceptionExposeDataComponent>();
Register<DebugExceptionInitializeComponent>();
Register<DebugExceptionStartupComponent>();
RegisterClass<DebugExceptionOnAddComponent>();
RegisterClass<DebugExceptionInitializeComponent>();
RegisterClass<DebugExceptionStartupComponent>();
#endif
}

View File

@@ -1,11 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Exceptions;
using Prometheus;
using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
@@ -13,303 +15,158 @@ namespace Robust.Client.GameObjects
/// <summary>
/// Manager for entities -- controls things like template loading and instantiation
/// </summary>
public sealed class ClientEntityManager : EntityManager, IClientEntityManager
public sealed class ClientEntityManager : EntityManager, IClientEntityManagerInternal
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IComponentFactory _compFactory = default!;
#if EXCEPTION_TOLERANCE
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
#endif
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IClientNetManager _networkManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private int _nextClientEntityUid = EntityUid.ClientUid + 1;
protected override int NextEntityUid { get; set; } = EntityUid.ClientUid + 1;
public override void Startup()
public override void Initialize()
{
base.Startup();
SetupNetworking();
ReceivedComponentMessage += (_, compMsg) => DispatchComponentMessage(compMsg);
ReceivedSystemMessage += (_, systemMsg) => EventBus.RaiseEvent(EventSource.Network, systemMsg);
if (Started)
{
throw new InvalidOperationException("Startup() called multiple times");
}
EntitySystemManager.Initialize();
Started = true;
base.Initialize();
}
public List<EntityUid> ApplyEntityStates(EntityState[]? curEntStates, IEnumerable<EntityUid>? deletions,
EntityState[]? nextEntStates)
IEntity IClientEntityManagerInternal.CreateEntity(string? prototypeName, EntityUid? uid)
{
var toApply = new Dictionary<IEntity, (EntityState?, EntityState?)>();
var toInitialize = new List<Entity>();
var created = new List<EntityUid>();
deletions ??= new EntityUid[0];
return base.CreateEntity(prototypeName, uid);
}
if (curEntStates != null && curEntStates.Length != 0)
void IClientEntityManagerInternal.InitializeEntity(IEntity entity)
{
EntityManager.InitializeEntity((Entity)entity);
}
void IClientEntityManagerInternal.StartEntity(IEntity entity)
{
base.StartEntity((Entity)entity);
}
#region IEntityNetworkManager impl
public override IEntityNetworkManager EntityNetManager => this;
/// <inheritdoc />
public event EventHandler<NetworkComponentMessage>? ReceivedComponentMessage;
/// <inheritdoc />
public event EventHandler<object>? ReceivedSystemMessage;
private readonly PriorityQueue<(uint seq, MsgEntity msg)> _queue = new(new MessageTickComparer());
private uint _incomingMsgSequence = 0;
/// <inheritdoc />
public void SetupNetworking()
{
_networkManager.RegisterNetMessage<MsgEntity>(HandleEntityNetworkMessage);
}
public override void TickUpdate(float frameTime, Histogram? histogram)
{
using (histogram?.WithLabels("EntityNet").NewTimer())
{
foreach (var es in curEntStates)
while (_queue.Count != 0 && _queue.Peek().msg.SourceTick <= _gameStateManager.CurServerTick)
{
//Known entities
if (Entities.TryGetValue(es.Uid, out var entity))
{
toApply.Add(entity, (es, null));
}
else //Unknown entities
{
var metaState = (MetaDataComponentState?) es.ComponentStates
?.FirstOrDefault(c => c.NetID == NetIDs.META_DATA);
if (metaState == null)
{
throw new InvalidOperationException($"Server sent new entity state for {es.Uid} without metadata component!");
}
var newEntity = CreateEntity(metaState.PrototypeId, es.Uid);
toApply.Add(newEntity, (es, null));
toInitialize.Add(newEntity);
created.Add(newEntity.Uid);
}
var (_, msg) = _queue.Take();
// Logger.DebugS("net.ent", "Dispatching: {0}: {1}", seq, msg);
DispatchMsgEntity(msg);
}
}
if (nextEntStates != null && nextEntStates.Length != 0)
{
foreach (var es in nextEntStates)
{
if (Entities.TryGetValue(es.Uid, out var entity))
{
if (toApply.TryGetValue(entity, out var state))
{
toApply[entity] = (state.Item1, es);
}
else
{
toApply[entity] = (null, es);
}
}
}
}
// Make sure this is done after all entities have been instantiated.
foreach (var kvStates in toApply)
{
var ent = kvStates.Key;
var entity = (Entity) ent;
HandleEntityState(entity.EntityManager.ComponentManager, entity, kvStates.Value.Item1,
kvStates.Value.Item2);
}
foreach (var kvp in toApply)
{
UpdateEntityTree(kvp.Key);
}
foreach (var id in deletions)
{
DeleteEntity(id);
}
#if EXCEPTION_TOLERANCE
HashSet<Entity> brokenEnts = new HashSet<Entity>();
#endif
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
try
{
#endif
InitializeEntity(entity);
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
Logger.ErrorS("state", $"Server entity threw in Init: uid={entity.Uid}, proto={entity.Prototype}\n{e}");
brokenEnts.Add(entity);
}
#endif
}
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
if(brokenEnts.Contains(entity))
continue;
try
{
#endif
StartEntity(entity);
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
Logger.ErrorS("state", $"Server entity threw in Start: uid={entity.Uid}, proto={entity.Prototype}\n{e}");
brokenEnts.Add(entity);
}
#endif
}
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
if(brokenEnts.Contains(entity))
continue;
#endif
UpdateEntityTree(entity);
}
#if EXCEPTION_TOLERANCE
foreach (var entity in brokenEnts)
{
entity.Delete();
}
#endif
return created;
base.TickUpdate(frameTime, histogram);
}
/// <inheritdoc />
public override IEntity CreateEntityUninitialized(string? prototypeName)
public void SendSystemNetworkMessage(EntityEventArgs message)
{
return CreateEntity(prototypeName);
SendSystemNetworkMessage(message, default(uint));
}
public void SendSystemNetworkMessage(EntityEventArgs message, uint sequence)
{
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.SystemMessage;
msg.SystemMessage = message;
msg.SourceTick = _gameTiming.CurTick;
msg.Sequence = sequence;
_networkManager.ClientSendMessage(msg);
}
/// <inheritdoc />
public override IEntity CreateEntityUninitialized(string? prototypeName, EntityCoordinates coordinates)
public void SendSystemNetworkMessage(EntityEventArgs message, INetChannel channel)
{
var newEntity = CreateEntity(prototypeName, GenerateEntityUid());
if (TryGetEntity(coordinates.EntityId, out var entity))
{
newEntity.Transform.AttachParent(entity);
newEntity.Transform.Coordinates = coordinates;
}
return newEntity;
throw new NotSupportedException();
}
/// <inheritdoc />
public override IEntity CreateEntityUninitialized(string? prototypeName, MapCoordinates coordinates)
[Obsolete("Component Messages are deprecated, use Entity Events instead.")]
public void SendComponentNetworkMessage(INetChannel? channel, IEntity entity, IComponent component, ComponentMessage message)
{
var newEntity = CreateEntity(prototypeName, GenerateEntityUid());
newEntity.Transform.AttachParent(_mapManager.GetMapEntity(coordinates.MapId));
newEntity.Transform.WorldPosition = coordinates.Position;
return newEntity;
if (!component.NetID.HasValue)
throw new ArgumentException($"Component {component.Name} does not have a NetID.", nameof(component));
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.ComponentMessage;
msg.EntityUid = entity.Uid;
msg.NetId = component.NetID.Value;
msg.ComponentMessage = message;
msg.SourceTick = _gameTiming.CurTick;
_networkManager.ClientSendMessage(msg);
}
/// <inheritdoc />
public override IEntity SpawnEntity(string? protoName, EntityCoordinates coordinates)
private void HandleEntityNetworkMessage(MsgEntity message)
{
var newEnt = CreateEntityUninitialized(protoName, coordinates);
InitializeAndStartEntity((Entity) newEnt);
UpdateEntityTree(newEnt);
return newEnt;
}
/// <inheritdoc />
public override IEntity SpawnEntity(string? protoName, MapCoordinates coordinates)
{
var entity = CreateEntityUninitialized(protoName, coordinates);
InitializeAndStartEntity((Entity) entity);
UpdateEntityTree(entity);
return entity;
}
/// <inheritdoc />
public override IEntity SpawnEntityNoMapInit(string? protoName, EntityCoordinates coordinates)
{
return SpawnEntity(protoName, coordinates);
}
protected override EntityUid GenerateEntityUid()
{
return new(_nextClientEntityUid++);
}
private void HandleEntityState(IComponentManager compMan, IEntity entity, EntityState? curState,
EntityState? nextState)
{
var compStateWork = new Dictionary<uint, (ComponentState? curState, ComponentState? nextState)>();
var entityUid = entity.Uid;
if (curState?.ComponentChanges != null)
if (message.SourceTick <= _gameStateManager.CurServerTick)
{
foreach (var compChange in curState.ComponentChanges)
{
if (compChange.Deleted)
{
if (compMan.TryGetComponent(entityUid, compChange.NetID, out var comp))
{
compMan.RemoveComponent(entityUid, comp);
}
}
else
{
if (compMan.HasComponent(entityUid, compChange.NetID))
continue;
var newComp = (Component) _compFactory.GetComponent(compChange.ComponentName!);
newComp.Owner = entity;
compMan.AddComponent(entity, newComp, true);
}
}
DispatchMsgEntity(message);
return;
}
if (curState?.ComponentStates != null)
{
foreach (var compState in curState.ComponentStates)
{
compStateWork[compState.NetID] = (compState, null);
}
}
// MsgEntity is sent with ReliableOrdered so Lidgren guarantees ordering of incoming messages.
// We still need to store a sequence input number to ensure ordering remains consistent in
// the priority queue.
_queue.Add((++_incomingMsgSequence, message));
}
if (nextState?.ComponentStates != null)
private void DispatchMsgEntity(MsgEntity message)
{
switch (message.Type)
{
foreach (var compState in nextState.ComponentStates)
{
if (compStateWork.TryGetValue(compState.NetID, out var state))
{
compStateWork[compState.NetID] = (state.curState, compState);
}
else
{
compStateWork[compState.NetID] = (null, compState);
}
}
}
case EntityMessageType.ComponentMessage:
ReceivedComponentMessage?.Invoke(this, new NetworkComponentMessage(message));
return;
foreach (var (netId, (cur, next)) in compStateWork)
{
if (compMan.TryGetComponent(entityUid, netId, out var component))
{
try
{
component.HandleComponentState(cur, next);
}
catch (Exception e)
{
var wrapper = new ComponentStateApplyException(
$"Failed to apply comp state: entity={component.Owner}, comp={component.Name}", e);
#if EXCEPTION_TOLERANCE
_runtimeLog.LogException(wrapper, "Component state apply");
#else
throw wrapper;
#endif
}
}
else
{
// The component can be null here due to interp.
// Because the NEXT state will have a new component, but this one doesn't yet.
// That's fine though.
if (cur == null)
{
continue;
}
var eUid = entityUid;
var eRegisteredNetUidName = _compFactory.GetRegistration(netId).Name;
DebugTools.Assert(
$"Component does not exist for state: entUid={eUid}, expectedNetId={netId}, expectedName={eRegisteredNetUidName}");
}
case EntityMessageType.SystemMessage:
var msg = message.SystemMessage;
var sessionType = typeof(EntitySessionMessage<>).MakeGenericType(msg.GetType());
var sessionMsg = Activator.CreateInstance(sessionType, new EntitySessionEventArgs(_playerManager.LocalPlayer!.Session), msg)!;
ReceivedSystemMessage?.Invoke(this, msg);
ReceivedSystemMessage?.Invoke(this, sessionMsg);
return;
}
}
private sealed class MessageTickComparer : IComparer<(uint seq, MsgEntity msg)>
{
public int Compare((uint seq, MsgEntity msg) x, (uint seq, MsgEntity msg) y)
{
var cmp = y.msg.SourceTick.CompareTo(x.msg.SourceTick);
if (cmp != 0)
{
return cmp;
}
return y.seq.CompareTo(x.seq);
}
}
#endregion
}
}

View File

@@ -1,128 +0,0 @@
using System;
using System.Collections.Generic;
using Robust.Client.GameStates;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
/// <summary>
/// The client implementation of the Entity Network Manager.
/// </summary>
public class ClientEntityNetworkManager : IEntityNetworkManager
{
[Dependency] private readonly IClientNetManager _networkManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
/// <inheritdoc />
public event EventHandler<NetworkComponentMessage>? ReceivedComponentMessage;
/// <inheritdoc />
public event EventHandler<object>? ReceivedSystemMessage;
private readonly PriorityQueue<(uint seq, MsgEntity msg)> _queue = new(new MessageTickComparer());
private uint _incomingMsgSequence = 0;
/// <inheritdoc />
public void SetupNetworking()
{
_networkManager.RegisterNetMessage<MsgEntity>(MsgEntity.NAME, HandleEntityNetworkMessage);
}
public void Update()
{
while (_queue.Count != 0 && _queue.Peek().msg.SourceTick <= _gameStateManager.CurServerTick)
{
var (_, msg) = _queue.Take();
// Logger.DebugS("net.ent", "Dispatching: {0}: {1}", seq, msg);
DispatchMsgEntity(msg);
}
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntitySystemMessage message)
{
SendSystemNetworkMessage(message, default(uint));
}
public void SendSystemNetworkMessage(EntitySystemMessage message, uint sequence)
{
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.SystemMessage;
msg.SystemMessage = message;
msg.SourceTick = _gameTiming.CurTick;
msg.Sequence = sequence;
_networkManager.ClientSendMessage(msg);
}
/// <inheritdoc />
public void SendSystemNetworkMessage(EntitySystemMessage message, INetChannel channel)
{
throw new NotSupportedException();
}
/// <inheritdoc />
public void SendComponentNetworkMessage(INetChannel? channel, IEntity entity, IComponent component, ComponentMessage message)
{
if (!component.NetID.HasValue)
throw new ArgumentException($"Component {component.Name} does not have a NetID.", nameof(component));
var msg = _networkManager.CreateNetMessage<MsgEntity>();
msg.Type = EntityMessageType.ComponentMessage;
msg.EntityUid = entity.Uid;
msg.NetId = component.NetID.Value;
msg.ComponentMessage = message;
msg.SourceTick = _gameTiming.CurTick;
_networkManager.ClientSendMessage(msg);
}
private void HandleEntityNetworkMessage(MsgEntity message)
{
if (message.SourceTick <= _gameStateManager.CurServerTick)
{
DispatchMsgEntity(message);
return;
}
// MsgEntity is sent with ReliableOrdered so Lidgren guarantees ordering of incoming messages.
// We still need to store a sequence input number to ensure ordering remains consistent in
// the priority queue.
_queue.Add((++_incomingMsgSequence, message));
}
private void DispatchMsgEntity(MsgEntity message)
{
switch (message.Type)
{
case EntityMessageType.ComponentMessage:
ReceivedComponentMessage?.Invoke(this, new NetworkComponentMessage(message));
return;
case EntityMessageType.SystemMessage:
ReceivedSystemMessage?.Invoke(this, message.SystemMessage);
return;
}
}
private sealed class MessageTickComparer : IComparer<(uint seq, MsgEntity msg)>
{
public int Compare((uint seq, MsgEntity msg) x, (uint seq, MsgEntity msg) y)
{
var cmp = y.msg.SourceTick.CompareTo(x.msg.SourceTick);
if (cmp != 0)
{
return cmp;
}
return y.seq.CompareTo(x.seq);
}
}
}
}

View File

@@ -4,24 +4,22 @@ using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using YamlDotNet.RepresentationModel;
namespace Robust.Client.GameObjects
{
[ComponentReference(typeof(SharedAppearanceComponent))]
public sealed class AppearanceComponent : SharedAppearanceComponent
{
[ViewVariables]
private Dictionary<object, object> data = new();
[ViewVariables]
[DataField("visuals")]
internal List<AppearanceVisualizer> Visualizers = new();
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
private static bool _didRegisterSerializer;
[ViewVariables]
private bool _appearanceDirty;
@@ -97,8 +95,7 @@ namespace Robust.Client.GameObjects
return;
}
EntitySystem.Get<AppearanceSystem>()
.EnqueueAppearanceUpdate(this);
EntitySystem.Get<AppearanceSystem>().EnqueueUpdate(this);
_appearanceDirty = true;
}
@@ -107,19 +104,7 @@ namespace Robust.Client.GameObjects
_appearanceDirty = false;
}
public override void ExposeData(ObjectSerializer serializer)
{
if (!_didRegisterSerializer)
{
YamlObjectSerializer.RegisterTypeSerializer(typeof(AppearanceVisualizer),
new VisualizerTypeSerializer(_reflectionManager));
_didRegisterSerializer = true;
}
serializer.DataField(ref Visualizers, "visuals", new List<AppearanceVisualizer>());
}
public override void Initialize()
protected override void Initialize()
{
base.Initialize();
@@ -130,108 +115,15 @@ namespace Robust.Client.GameObjects
MarkDirty();
}
class VisualizerTypeSerializer : YamlObjectSerializer.TypeSerializer
{
private readonly IReflectionManager _reflectionManager;
public VisualizerTypeSerializer(IReflectionManager reflectionManager)
{
_reflectionManager = reflectionManager;
}
public override object NodeToType(Type type, YamlNode node, YamlObjectSerializer serializer)
{
var mapping = (YamlMappingNode) node;
var nodeType = mapping.GetNode("type");
switch (nodeType.AsString())
{
case SpriteLayerToggle.NAME:
var keyString = mapping.GetNode("key").AsString();
object key;
if (_reflectionManager.TryParseEnumReference(keyString, out var @enum))
{
key = @enum;
}
else
{
key = keyString;
}
var layer = mapping.GetNode("layer").AsInt();
return new SpriteLayerToggle(key, layer);
default:
var visType = _reflectionManager.LooseGetType(nodeType.AsString());
if (!typeof(AppearanceVisualizer).IsAssignableFrom(visType))
{
throw new InvalidOperationException();
}
var vis = (AppearanceVisualizer) Activator.CreateInstance(visType)!;
vis.LoadData(mapping);
return vis;
}
}
public override YamlNode TypeToNode(object obj, YamlObjectSerializer serializer)
{
switch (obj)
{
case SpriteLayerToggle spriteLayerToggle:
YamlScalarNode key;
if (spriteLayerToggle.Key is Enum)
{
var name = spriteLayerToggle.Key.GetType().FullName;
key = new YamlScalarNode($"{name}.{spriteLayerToggle.Key}");
}
else
{
key = new YamlScalarNode(spriteLayerToggle.Key.ToString());
}
return new YamlMappingNode
{
{new YamlScalarNode("type"), new YamlScalarNode(SpriteLayerToggle.NAME)},
{new YamlScalarNode("key"), key},
{new YamlScalarNode("layer"), new YamlScalarNode(spriteLayerToggle.SpriteLayer.ToString())},
};
default:
// TODO: A proper way to do serialization here.
// I can't use the ExposeData system here since that's specific to entity serializers.
return new YamlMappingNode();
}
}
}
internal class SpriteLayerToggle : AppearanceVisualizer
{
public const string NAME = "sprite_layer_toggle";
public readonly object Key;
public readonly int SpriteLayer;
public SpriteLayerToggle(object key, int spriteLayer)
{
Key = key;
SpriteLayer = spriteLayer;
}
}
}
/// <summary>
/// Handles the visualization of data inside of an appearance component.
/// Implementations of this class are NOT bound to a specific entity, they are flyweighted across multiple.
/// </summary>
[ImplicitDataDefinitionForInheritors]
public abstract class AppearanceVisualizer
{
/// <summary>
/// Load data from the prototype declaring this visualizer, to configure settings and such.
/// </summary>
public virtual void LoadData(YamlMappingNode node)
{
}
/// <summary>
/// Initializes an entity to be managed by this appearance controller.
/// DO NOT assume this is your only entity. Visualizers are shared.

View File

@@ -1,86 +0,0 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
public sealed partial class ContainerManagerComponent
{
[DebuggerDisplay("ClientContainer {Owner.Uid}/{ID}")]
private sealed class ClientContainer : IContainer
{
public List<IEntity> Entities { get; } = new List<IEntity>();
public ClientContainer(string id, ContainerManagerComponent manager)
{
ID = id;
Manager = manager;
}
[ViewVariables] public IContainerManager Manager { get; }
[ViewVariables] public string ID { get; }
[ViewVariables] public IEntity Owner => Manager.Owner;
[ViewVariables] public bool Deleted { get; private set; }
[ViewVariables] public IReadOnlyList<IEntity> ContainedEntities => Entities;
[ViewVariables]
public bool ShowContents { get; set; }
[ViewVariables]
public bool OccludesLight { get; set; }
public bool CanInsert(IEntity toinsert)
{
return false;
}
public bool Insert(IEntity toinsert)
{
return false;
}
public bool CanRemove(IEntity toremove)
{
return false;
}
public bool Remove(IEntity toremove)
{
return false;
}
public void ForceRemove(IEntity toRemove)
{
throw new NotSupportedException("Cannot directly modify containers on the client");
}
public bool Contains(IEntity contained)
{
return Entities.Contains(contained);
}
public void DoInsert(IEntity entity)
{
Entities.Add(entity);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new UpdateContainerOcclusionMessage(entity));
}
public void DoRemove(IEntity entity)
{
Entities.Remove(entity);
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new UpdateContainerOcclusionMessage(entity));
}
public void Shutdown()
{
Deleted = true;
}
}
public override void InternalContainerShutdown(IContainer container)
{
}
}
}

View File

@@ -1,168 +0,0 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
public sealed partial class ContainerManagerComponent : SharedContainerManagerComponent
{
[ViewVariables]
private readonly Dictionary<string, ClientContainer> _containers = new();
public override T MakeContainer<T>(string id)
{
throw new NotSupportedException("Cannot modify containers on the client.");
}
public override bool Remove(IEntity entity)
{
// TODO: This will probably need relaxing if we want to predict things like inventories.
throw new NotSupportedException("Cannot modify containers on the client.");
}
protected override IEnumerable<IContainer> GetAllContainersImpl()
{
return _containers.Values.Where(c => !c.Deleted);
}
public override IContainer GetContainer(string id)
{
return _containers[id];
}
public override bool HasContainer(string id)
{
return _containers.ContainsKey(id);
}
public override bool TryGetContainer(string id, [NotNullWhen(true)] out IContainer? container)
{
var ret = _containers.TryGetValue(id, out var cont);
container = cont!;
return ret;
}
/// <inheritdoc />
public override bool TryGetContainer(IEntity entity, [NotNullWhen(true)] out IContainer? container)
{
foreach (var contain in _containers.Values)
{
if (!contain.Deleted && contain.Contains(entity))
{
container = contain;
return true;
}
}
container = default;
return false;
}
public override bool ContainsEntity(IEntity entity)
{
foreach (var container in _containers.Values)
{
if (!container.Deleted && container.Contains(entity))
{
return true;
}
}
return false;
}
public override void ForceRemove(IEntity entity)
{
throw new NotSupportedException("Cannot modify containers on the client.");
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if(!(curState is ContainerManagerComponentState cast))
return;
// Delete now-gone containers.
List<string>? toDelete = null;
foreach (var (id, container) in _containers)
{
if (!cast.Containers.ContainsKey(id))
{
container.Shutdown();
toDelete ??= new List<string>();
toDelete.Add(id);
}
}
if (toDelete != null)
{
foreach (var dead in toDelete)
{
_containers.Remove(dead);
}
}
// Add new containers and update existing contents.
foreach (var (id, data) in cast.Containers)
{
if (!_containers.TryGetValue(id, out var container))
{
container = new ClientContainer(id, this);
_containers.Add(id, container);
}
// sync show flag
container.ShowContents = data.ShowContents;
container.OccludesLight = data.OccludesLight;
// Remove gone entities.
List<IEntity>? toRemove = null;
foreach (var entity in container.Entities)
{
if (!data.ContainedEntities.Contains(entity.Uid))
{
toRemove ??= new List<IEntity>();
toRemove.Add(entity);
}
}
if (toRemove != null)
{
foreach (var goner in toRemove)
{
container.DoRemove(goner);
}
}
// Add new entities.
foreach (var uid in data.ContainedEntities)
{
var entity = Owner.EntityManager.GetEntity(uid);
if (!container.Entities.Contains(entity))
{
container.DoInsert(entity);
}
}
}
}
protected override void Shutdown()
{
base.Shutdown();
// On shutdown we won't get to process remove events in the containers so this has to be manually done.
foreach (var container in _containers.Values)
{
foreach (var containerEntity in container.Entities)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new UpdateContainerOcclusionMessage(containerEntity));
}
}
}
}
}

View File

@@ -1,13 +1,16 @@
using Robust.Client.Graphics;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[ComponentReference(typeof(SharedEyeComponent))]
public class EyeComponent : SharedEyeComponent
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
@@ -20,8 +23,10 @@ namespace Robust.Client.GameObjects
// Horrible hack to get around ordering issues.
private bool _setCurrentOnInitialize;
private bool _setDrawFovOnInitialize;
private Vector2 _setZoomOnInitialize = Vector2.One/2f;
[DataField("drawFov")]
private bool _setDrawFovOnInitialize = true;
[DataField("zoom")]
private Vector2 _setZoomOnInitialize = Vector2.One;
private Vector2 _offset = Vector2.Zero;
public IEye? Eye => _eye;
@@ -111,7 +116,7 @@ namespace Robust.Client.GameObjects
public MapCoordinates? Position => _eye?.Position;
/// <inheritdoc />
public override void Initialize()
protected override void Initialize()
{
base.Initialize();
@@ -148,24 +153,16 @@ namespace Robust.Client.GameObjects
Zoom = state.Zoom;
Offset = state.Offset;
Rotation = state.Rotation;
VisibilityMask = state.VisibilityMask;
}
public override void OnRemove()
protected override void OnRemove()
{
base.OnRemove();
Current = false;
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref _setZoomOnInitialize, "zoom", Vector2.One/2f);
serializer.DataFieldCached(ref _setDrawFovOnInitialize, "drawFov", true);
}
/// <summary>
/// Updates the Eye of this entity with the transform position. This has to be called every frame to
/// keep the view following the entity.

View File

@@ -1,105 +1,51 @@
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
public class IconComponent : Component
public class IconComponent : Component, ISerializationHooks
{
public override string Name => "Icon";
public IDirectionalTextureProvider? Icon { get; private set; }
[Dependency] private readonly IResourceCache _resourceCache = default!;
[DataField("sprite")]
private ResourcePath? rsi;
[DataField("state")]
private string? stateID;
void ISerializationHooks.AfterDeserialization()
{
if (rsi != null && stateID != null)
{
Icon = new SpriteSpecifier.Rsi(rsi, stateID).Frame0();
}
}
public const string LogCategory = "go.comp.icon";
const string SerializationCache = "icon";
public override void ExposeData(ObjectSerializer serializer)
private static IRsiStateLike TextureForConfig(IconComponent compData, IResourceCache resourceCache)
{
base.ExposeData(serializer);
// TODO: Does this need writing?
if (serializer.Reading)
{
Icon = TextureForConfig(serializer, _resourceCache);
}
}
private static IRsiStateLike TextureForConfig(ObjectSerializer serializer, IResourceCache resourceCache)
{
DebugTools.Assert(serializer.Reading);
if (serializer.TryGetCacheData<IRsiStateLike>(SerializationCache, out var dirTex))
{
return dirTex;
}
var tex = serializer.ReadDataField<string?>("texture", null);
if (!string.IsNullOrWhiteSpace(tex))
{
dirTex = resourceCache.GetResource<TextureResource>(SpriteComponent.TextureRoot / tex).Texture;
serializer.SetCacheData(SerializationCache, dirTex);
return dirTex;
}
RSI rsi;
var rsiPath = serializer.ReadDataField<string?>("sprite", null);
if (string.IsNullOrWhiteSpace(rsiPath))
{
dirTex = resourceCache.GetFallback<TextureResource>().Texture;
serializer.SetCacheData(SerializationCache, dirTex);
return dirTex;
}
var path = SpriteComponent.TextureRoot / rsiPath;
try
{
rsi = resourceCache.GetResource<RSIResource>(path).RSI;
}
catch
{
dirTex = resourceCache.GetFallback<TextureResource>().Texture;
serializer.SetCacheData(SerializationCache, dirTex);
return dirTex;
}
var stateId = serializer.ReadDataField<string?>("state", null);
if (string.IsNullOrWhiteSpace(stateId))
{
Logger.ErrorS(LogCategory, "No state specified.");
dirTex = resourceCache.GetFallback<TextureResource>().Texture;
serializer.SetCacheData(SerializationCache, dirTex);
return dirTex;
}
if (rsi.TryGetState(stateId, out var state))
{
serializer.SetCacheData(SerializationCache, state);
return state;
}
else
{
Logger.ErrorS(LogCategory, "State '{0}' does not exist on RSI.", stateId);
return resourceCache.GetFallback<TextureResource>().Texture;
}
return compData.Icon?.Default ?? resourceCache.GetFallback<TextureResource>().Texture;
}
public static IRsiStateLike? GetPrototypeIcon(EntityPrototype prototype, IResourceCache resourceCache)
{
if (!prototype.Components.TryGetValue("Icon", out var mapping))
if (!prototype.Components.TryGetValue("Icon", out var compData))
{
return null;
}
return TextureForConfig(YamlObjectSerializer.NewReader(mapping), resourceCache);
return TextureForConfig((IconComponent)compData, resourceCache);
}
}
}

View File

@@ -1,6 +1,8 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
@@ -17,14 +19,7 @@ namespace Robust.Client.GameObjects
/// The context that will be made active for a client that attaches to this entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public string ContextName { get; set; } = default!;
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("context", InputContextContainer.DefaultContextName, value => ContextName = value, () => ContextName);
}
[DataField("context")]
public string ContextName { get; set; } = InputContextContainer.DefaultContextName;
}
}

View File

@@ -1,14 +1,17 @@
using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[ComponentReference(typeof(OccluderComponent))]
internal sealed class ClientOccluderComponent : OccluderComponent
{
internal SnapGridComponent? SnapGrid { get; private set; }
[Dependency] private readonly IMapManager _mapManager = default!;
[ViewVariables] private (GridId, Vector2i) _lastPosition;
[ViewVariables] internal OccluderDir Occluding { get; private set; }
@@ -29,39 +32,36 @@ namespace Robust.Client.GameObjects
{
base.Startup();
if (Owner.TryGetComponent(out SnapGridComponent? snap))
if (Owner.Transform.Anchored)
{
SnapGrid = snap;
SnapGrid.OnPositionChanged += SnapGridOnPositionChanged;
SnapGridOnPositionChanged();
AnchorStateChanged();
}
}
private void SnapGridOnPositionChanged()
public void AnchorStateChanged()
{
SendDirty();
_lastPosition = (Owner.Transform.GridID, SnapGrid!.Position);
if(!Owner.Transform.Anchored)
return;
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
_lastPosition = (Owner.Transform.GridID, grid.TileIndicesFor(Owner.Transform.Coordinates));
}
protected override void Shutdown()
{
base.Shutdown();
if (SnapGrid != null)
{
SnapGrid.OnPositionChanged -= SnapGridOnPositionChanged;
}
SendDirty();
}
private void SendDirty()
{
if (SnapGrid != null)
if (Owner.Transform.Anchored)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new OccluderDirtyEvent(Owner, _lastPosition, SnapGrid.Offset));
new OccluderDirtyEvent(Owner, _lastPosition));
}
}
@@ -69,16 +69,18 @@ namespace Robust.Client.GameObjects
{
Occluding = OccluderDir.None;
if (Deleted || SnapGrid == null)
if (Deleted || !Owner.Transform.Anchored)
{
return;
}
void CheckDir(Direction dir, OccluderDir oclDir)
{
foreach (var neighbor in SnapGrid.GetInDir(dir))
var grid = _mapManager.GetGrid(Owner.Transform.GridID);
var position = Owner.Transform.Coordinates;
foreach (var neighbor in grid.GetInDir(position, dir))
{
if (neighbor.TryGetComponent(out ClientOccluderComponent? comp) && comp.Enabled)
if (Owner.EntityManager.ComponentManager.TryGetComponent(neighbor, out ClientOccluderComponent? comp) && comp.Enabled)
{
Occluding |= oclDir;
break;

View File

@@ -1,19 +1,23 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Animations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(IPointLightComponent))]
public class PointLightComponent : Component, IPointLightComponent
public class PointLightComponent : Component, IPointLightComponent, ISerializationHooks
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
@@ -42,11 +46,29 @@ namespace Robust.Client.GameObjects
public bool Enabled
{
get => _enabled;
set => _enabled = value;
set
{
if (_enabled == value) return;
_enabled = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
}
}
[ViewVariables(VVAccess.ReadWrite)]
public bool ContainerOccluded { get; set; }
public bool ContainerOccluded
{
get => _containerOccluded;
set
{
if (_containerOccluded == value) return;
_containerOccluded = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
}
}
private bool _containerOccluded;
/// <summary>
/// Determines if the light mask should automatically rotate with the entity. (like a flashlight)
@@ -115,35 +137,27 @@ namespace Robust.Client.GameObjects
public bool VisibleNested
{
get => _visibleNested;
set
{
if (_visibleNested == value) return;
_visibleNested = value;
if (value)
{
if (Owner.Transform.Parent == null) return;
_lightOnParent = true;
}
else
{
if (!_lightOnParent) return;
_lightOnParent = false;
}
}
set => _visibleNested = value;
}
private float _radius = 5;
[DataField("radius")]
private float _radius = 5f;
[DataField("nestedvisible")]
private bool _visibleNested = true;
private bool _lightOnParent;
[DataField("color")]
private Color _color = Color.White;
private Vector2 _offset;
[DataField("offset")]
private Vector2 _offset = Vector2.Zero;
[DataField("enabled")]
private bool _enabled = true;
[DataField("autoRot")]
private bool _maskAutoRotate;
private Angle _rotation;
private float _energy;
private float _softness;
[DataField("energy")]
private float _energy = 1f;
[DataField("softness")]
private float _softness = 1f;
[DataField("mask")]
private string? _maskPath;
/// <summary>
@@ -156,8 +170,10 @@ namespace Robust.Client.GameObjects
get => _radius;
set
{
if (MathHelper.CloseTo(value, _radius)) return;
_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedMessage(this));
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
}
}
@@ -169,55 +185,24 @@ namespace Robust.Client.GameObjects
Mask = null;
}
public override void Initialize()
[ViewVariables]
internal RenderingTreeComponent? RenderTree { get; set; }
void ISerializationHooks.AfterDeserialization()
{
if (_maskPath != null)
{
Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(_maskPath);
}
}
protected override void Initialize()
{
base.Initialize();
UpdateMask();
}
/// <inheritdoc />
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
if ((message is ParentChangedMessage msg))
{
HandleTransformParentChanged(msg);
}
}
private void HandleTransformParentChanged(ParentChangedMessage obj)
{
// TODO: this does not work for things nested multiply layers deep.
if (!VisibleNested)
{
return;
}
if (obj.NewParent != null && obj.NewParent.IsValid())
{
_lightOnParent = true;
}
else
{
_lightOnParent = false;
}
}
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataFieldCached(ref _offset, "offset", Vector2.Zero);
serializer.DataFieldCached(ref _radius, "radius", 5f);
serializer.DataFieldCached(ref _color, "color", Color.White);
serializer.DataFieldCached(ref _enabled, "enabled", true);
serializer.DataFieldCached(ref _energy, "energy", 1f);
serializer.DataFieldCached(ref _softness, "softness", 1f);
serializer.DataFieldCached(ref _maskAutoRotate, "autoRot", false);
serializer.DataFieldCached(ref _visibleNested, "nestedvisible", true);
serializer.DataFieldCached(ref _maskPath, "mask", null);
}
public override void OnRemove()
protected override void OnRemove()
{
base.OnRemove();
@@ -225,7 +210,7 @@ namespace Robust.Client.GameObjects
if (map != MapId.Nullspace)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveLightMessage(this, map));
new RenderTreeRemoveLightEvent(this, map));
}
}
@@ -243,13 +228,18 @@ namespace Robust.Client.GameObjects
}
}
public struct PointLightRadiusChangedMessage
public class PointLightRadiusChangedEvent : EntityEventArgs
{
public PointLightComponent PointLightComponent { get; }
public PointLightRadiusChangedMessage(PointLightComponent pointLightComponent)
public PointLightRadiusChangedEvent(PointLightComponent pointLightComponent)
{
PointLightComponent = pointLightComponent;
}
}
internal sealed class PointLightUpdateEvent : EntityEventArgs
{
}
}

View File

@@ -82,6 +82,8 @@ namespace Robust.Client.GameObjects
uint RenderOrder { get; set; }
bool IsInert { get; }
Matrix3 GetLocalMatrix();
/// <summary>
/// Sets a layer key to the layer map, creating it if it does not exist.
/// </summary>
@@ -220,5 +222,12 @@ namespace Robust.Client.GameObjects
ISpriteLayer this[object layerKey] { get; }
IEnumerable<ISpriteLayer> AllLayers { get; }
int GetLayerDirectionCount(ISpriteLayer layer);
/// <summary>
/// Calculate sprite bounding box in world-space coordinates.
/// </summary>
Box2 CalculateBoundingBox();
}
}

View File

@@ -26,5 +26,17 @@ namespace Robust.Client.GameObjects
RSI.State.Direction EffectiveDirection(Angle worldRotation);
Vector2 LocalToLayer(Vector2 localPos);
/// <summary>
/// Layer size in pixels.
/// Don't account layer scale or sprite world transform.
/// </summary>
Vector2i PixelSize { get; }
/// <summary>
/// Calculate layer bounding box in sprite local-space coordinates.
/// </summary>
/// <returns>Bounding box in sprite local-space coordinates.</returns>
Box2 CalculateBoundingBox();
}
}

View File

@@ -0,0 +1,43 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
public sealed class RenderingTreeComponent : Component
{
public override string Name => "RenderingTree";
internal DynamicTree<SpriteComponent> SpriteTree { get; private set; } = new(SpriteAabbFunc);
internal DynamicTree<PointLightComponent> LightTree { get; private set; } = new(LightAabbFunc);
private static Box2 SpriteAabbFunc(in SpriteComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
return new Box2(worldPos, worldPos);
}
private static Box2 LightAabbFunc(in PointLightComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var boxSize = value.Radius * 2;
return Box2.CenteredAround(worldPos, (boxSize, boxSize));
}
internal static Box2 SpriteAabbFunc(SpriteComponent value, Vector2? worldPos = null)
{
worldPos ??= value.Owner.Transform.WorldPosition;
return new Box2(worldPos.Value, worldPos.Value);
}
internal static Box2 LightAabbFunc(PointLightComponent value, Vector2? worldPos = null)
{
worldPos ??= value.Owner.Transform.WorldPosition;
var boxSize = value.Radius * 2;
return Box2.CenteredAround(worldPos.Value, (boxSize, boxSize));
}
}
}

View File

@@ -2,89 +2,74 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
public class ClientUserInterfaceComponent : SharedUserInterfaceComponent
[ComponentReference(typeof(SharedUserInterfaceComponent))]
public class ClientUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
{
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
private readonly Dictionary<object, BoundUserInterface> _openInterfaces =
new();
private Dictionary<object, PrototypeData> _interfaceData = default!;
#pragma warning disable 649
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
#pragma warning restore 649
private readonly Dictionary<object, PrototypeData> _interfaces = new();
public override void ExposeData(ObjectSerializer serializer)
[DataField("interfaces", readOnly: true)]
private List<PrototypeData> _interfaceData = new();
[ViewVariables]
public IEnumerable<BoundUserInterface> Interfaces => _openInterfaces.Values;
void ISerializationHooks.AfterDeserialization()
{
base.ExposeData(serializer);
_interfaces.Clear();
const string cache = "ui_cache";
if (serializer.TryGetCacheData<Dictionary<object, PrototypeData>>(cache, out var interfaceData))
foreach (var data in _interfaceData)
{
_interfaceData = interfaceData;
return;
_interfaces[data.UiKey] = data;
}
var data = serializer.ReadDataFieldCached("interfaces", new List<PrototypeData>());
interfaceData = new Dictionary<object, PrototypeData>();
foreach (var prototypeData in data)
{
interfaceData[prototypeData.UiKey] = prototypeData;
}
serializer.SetCacheData(cache, interfaceData);
_interfaceData = interfaceData;
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel,
ICommonSession? session = null)
internal void MessageReceived(BoundUIWrapMessage msg)
{
base.HandleNetworkMessage(message, netChannel, session);
switch (message)
switch (msg.Message)
{
case BoundInterfaceMessageWrapMessage wrapped:
// Double nested switches who needs readability anyways.
switch (wrapped.Message)
case OpenBoundInterfaceMessage _:
if (_openInterfaces.ContainsKey(msg.UiKey))
{
case OpenBoundInterfaceMessage _:
if (_openInterfaces.ContainsKey(wrapped.UiKey))
{
return;
}
return;
}
OpenInterface(wrapped);
break;
OpenInterface(msg);
break;
case CloseBoundInterfaceMessage _:
Close(wrapped.UiKey, true);
break;
case CloseBoundInterfaceMessage _:
Close(msg.UiKey, true);
break;
default:
if (_openInterfaces.TryGetValue(wrapped.UiKey, out var bi))
{
bi.InternalReceiveMessage(wrapped.Message);
}
break;
default:
if (_openInterfaces.TryGetValue(msg.UiKey, out var bi))
{
bi.InternalReceiveMessage(msg.Message);
}
break;
}
}
private void OpenInterface(BoundInterfaceMessageWrapMessage wrapped)
private void OpenInterface(BoundUIWrapMessage wrapped)
{
var data = _interfaceData[wrapped.UiKey];
var data = _interfaces[wrapped.UiKey];
// TODO: This type should be cached, but I'm too lazy.
var type = _reflectionManager.LooseGetType(data.ClientType);
var boundInterface = (BoundUserInterface) _dynamicTypeFactory.CreateInstance(type, new[]{this, wrapped.UiKey});
var boundInterface =
(BoundUserInterface) _dynamicTypeFactory.CreateInstance(type, new[] {this, wrapped.UiKey});
boundInterface.Open();
_openInterfaces[wrapped.UiKey] = boundInterface;
}
@@ -96,7 +81,7 @@ namespace Robust.Client.GameObjects
return;
}
if(!remoteCall)
if (!remoteCall)
SendMessage(new CloseBoundInterfaceMessage(), uiKey);
_openInterfaces.Remove(uiKey);
boundUserInterface.Dispose();
@@ -104,7 +89,8 @@ namespace Robust.Client.GameObjects
internal void SendMessage(BoundUserInterfaceMessage message, object uiKey)
{
SendNetworkMessage(new BoundInterfaceMessageWrapMessage(message, uiKey));
EntitySystem.Get<UserInterfaceSystem>()
.Send(new BoundUIWrapMessage(Owner.Uid, message, uiKey));
}
}

View File

@@ -9,13 +9,13 @@ namespace Robust.Client.GameObjects
public static class EntityManagerExt
{
public static void RaisePredictiveEvent<T>(this IEntityManager entityManager, T msg)
where T : EntitySystemMessage
where T : EntityEventArgs
{
var localPlayer = IoCManager.Resolve<IPlayerManager>().LocalPlayer;
DebugTools.AssertNotNull(localPlayer);
var sequence = IoCManager.Resolve<IClientGameStateManager>().SystemMessageDispatched(msg);
entityManager.EntityNetManager.SendSystemNetworkMessage(msg, sequence);
entityManager.EntityNetManager?.SendSystemNetworkMessage(msg, sequence);
var eventArgs = new EntitySessionEventArgs(localPlayer!.Session);

View File

@@ -1,51 +1,33 @@
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
[UsedImplicitly]
internal sealed class AppearanceSystem : EntitySystem
{
private readonly Queue<AppearanceComponent> _updatesQueued = new();
private readonly Queue<AppearanceComponent> _queuedUpdates = new();
public void EnqueueUpdate(AppearanceComponent component)
{
_queuedUpdates.Enqueue(component);
}
public override void FrameUpdate(float frameTime)
{
while (_updatesQueued.TryDequeue(out var appearance))
while (_queuedUpdates.TryDequeue(out var appearance))
{
UpdateComponent(appearance);
if (appearance.Deleted)
return;
foreach (var visualizer in appearance.Visualizers)
{
visualizer.OnChangeData(appearance);
}
appearance.UnmarkDirty();
}
}
private static void UpdateComponent(AppearanceComponent component)
{
if (component.Deleted)
return;
foreach (var visualizer in component.Visualizers)
{
switch (visualizer)
{
case AppearanceComponent.SpriteLayerToggle spriteLayerToggle:
UpdateSpriteLayerToggle(component, spriteLayerToggle);
break;
default:
visualizer.OnChangeData(component);
break;
}
}
}
private static void UpdateSpriteLayerToggle(AppearanceComponent component, AppearanceComponent.SpriteLayerToggle toggle)
{
component.TryGetData(toggle.Key, out bool visible);
var sprite = component.Owner.GetComponent<SpriteComponent>();
sprite.LayerSetVisible(toggle.SpriteLayer, visible);
}
public void EnqueueAppearanceUpdate(AppearanceComponent component)
{
_updatesQueued.Enqueue(component);
}
}
}

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.Audio;
@@ -9,14 +8,15 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
[UsedImplicitly]
public class AudioSystem : EntitySystem
public class AudioSystem : EntitySystem, IAudioSystem
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
@@ -24,17 +24,21 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private readonly List<PlayingStream> _playingClydeStreams = new();
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
public int OcclusionCollisionMask;
private readonly List<PlayingStream> _playingClydeStreams = new();
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<PlayAudioEntityMessage>(PlayAudioEntityHandler);
SubscribeNetworkEvent<PlayAudioGlobalMessage>(PlayAudioGlobalHandler);
SubscribeNetworkEvent<PlayAudioPositionalMessage>(PlayAudioPositionalHandler);
SubscribeNetworkEvent<StopAudioMessageClient>(StopAudioMessageHandler);
SubscribeLocalEvent<SoundSystem.QueryAudioSystem>((ev => ev.Audio = this));
_broadPhaseSystem = Get<SharedBroadPhaseSystem>();
}
private void StopAudioMessageHandler(StopAudioMessageClient ev)
@@ -141,7 +145,7 @@ namespace Robust.Client.GameObjects
var occlusion = 0f;
if (sourceRelative.Length > 0)
{
occlusion = IoCManager.Resolve<IPhysicsManager>().IntersectRayPenetration(
occlusion = _broadPhaseSystem.IntersectRayPenetration(
pos.MapId,
new CollisionRay(
pos.Position,
@@ -160,6 +164,12 @@ namespace Robust.Client.GameObjects
Logger.Warning("Interrupting positional audio, can't set position.");
stream.Source.StopPlaying();
}
if (stream.TrackingEntity != null)
{
stream.Source.SetVelocity(stream.TrackingEntity.GlobalLinearVelocity());
}
}
}
}
@@ -176,7 +186,6 @@ namespace Robust.Client.GameObjects
{
stream.Source.Dispose();
stream.Done = true;
stream.DoPlaybackDone();
}
/// <summary>
@@ -184,7 +193,7 @@ namespace Robust.Client.GameObjects
/// </summary>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream? Play(string filename, AudioParams? audioParams = null)
private IPlayingAudioStream? Play(string filename, AudioParams? audioParams = null)
{
if (_resourceCache.TryGetResource<AudioResource>(new ResourcePath(filename), out var audio))
{
@@ -200,7 +209,7 @@ namespace Robust.Client.GameObjects
/// </summary>
/// <param name="stream">The audio stream to play.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream Play(AudioStream stream, AudioParams? audioParams = null)
private IPlayingAudioStream Play(AudioStream stream, AudioParams? audioParams = null)
{
var source = _clyde.CreateAudioSource(stream);
ApplyAudioParams(audioParams, source);
@@ -222,7 +231,7 @@ namespace Robust.Client.GameObjects
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="entity">The entity "emitting" the audio.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream? Play(string filename, IEntity entity, AudioParams? audioParams = null)
private IPlayingAudioStream? Play(string filename, IEntity entity, AudioParams? audioParams = null)
{
if (_resourceCache.TryGetResource<AudioResource>(new ResourcePath(filename), out var audio))
{
@@ -239,13 +248,13 @@ namespace Robust.Client.GameObjects
/// <param name="stream">The audio stream to play.</param>
/// <param name="entity">The entity "emitting" the audio.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream? Play(AudioStream stream, IEntity entity, AudioParams? audioParams = null)
private IPlayingAudioStream? Play(AudioStream stream, IEntity entity, AudioParams? audioParams = null)
{
var source = _clyde.CreateAudioSource(stream);
if (!source.SetPosition(entity.Transform.WorldPosition))
{
source.Dispose();
Logger.Warning("Can't play positional audio, can't set position.");
Logger.Warning($"Can't play positional audio \"{stream.Name}\", can't set position.");
return null;
}
@@ -268,7 +277,7 @@ namespace Robust.Client.GameObjects
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="coordinates">The coordinates at which to play the audio.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream? Play(string filename, EntityCoordinates coordinates, AudioParams? audioParams = null)
private IPlayingAudioStream? Play(string filename, EntityCoordinates coordinates, AudioParams? audioParams = null)
{
if (_resourceCache.TryGetResource<AudioResource>(new ResourcePath(filename), out var audio))
{
@@ -285,14 +294,14 @@ namespace Robust.Client.GameObjects
/// <param name="stream">The audio stream to play.</param>
/// <param name="coordinates">The coordinates at which to play the audio.</param>
/// <param name="audioParams"></param>
public IPlayingAudioStream? Play(AudioStream stream, EntityCoordinates coordinates,
private IPlayingAudioStream? Play(AudioStream stream, EntityCoordinates coordinates,
AudioParams? audioParams = null)
{
var source = _clyde.CreateAudioSource(stream);
if (!source.SetPosition(coordinates.ToMapPos(EntityManager)))
{
source.Dispose();
Logger.Warning("Can't play positional audio, can't set position.");
Logger.Warning("Can't play positional audio \"{stream.Name}\", can't set position.");
return null;
}
@@ -335,92 +344,30 @@ namespace Robust.Client.GameObjects
{
Source.StopPlaying();
}
public event Action? PlaybackDone;
public void DoPlaybackDone()
{
PlaybackDone?.Invoke();
}
}
}
public interface IPlayingAudioStream
{
void Stop();
event Action PlaybackDone;
}
public static class AudioSystemExtensions
{
/// <summary>
/// Play an audio file following an entity.
/// </summary>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="entity">The entity "emitting" the audio.</param>
/// <param name="audioParams"></param>
/// <param name="audioSystem">A pre-fetched instance of <see cref="AudioSystem"/> to use, can be null.</param>
public static IPlayingAudioStream? Play(
this IEntity entity,
string filename,
AudioParams? audioParams,
AudioSystem? audioSystem = null)
{
audioSystem ??= EntitySystem.Get<AudioSystem>();
return audioSystem.Play(filename, entity, audioParams);
}
/// <summary>
/// Play an audio stream following an entity.
/// </summary>
/// <param name="stream">The audio stream to play.</param>
/// <param name="entity">The entity "emitting" the audio.</param>
/// <param name="audioParams"></param>
/// <param name="audioSystem">A pre-fetched instance of <see cref="AudioSystem"/> to use, can be null.</param>
public static IPlayingAudioStream? Play(
this IEntity entity,
AudioStream stream,
AudioParams? audioParams = null,
AudioSystem? audioSystem = null)
/// <inheritdoc />
public int DefaultSoundRange => 25;
/// <inheritdoc />
public int OcclusionCollisionMask { get; set; }
/// <inheritdoc />
public IPlayingAudioStream? Play(Filter playerFilter, string filename, AudioParams? audioParams = null)
{
audioSystem ??= EntitySystem.Get<AudioSystem>();
return audioSystem.Play(stream, entity, audioParams);
return Play(filename, audioParams);
}
/// <summary>
/// Play an audio file at a static position.
/// </summary>
/// <param name="filename">The resource path to the OGG Vorbis file to play.</param>
/// <param name="coordinates">The coordinates at which to play the audio.</param>
/// <param name="audioParams"></param>
/// <param name="audioSystem">A pre-fetched instance of <see cref="AudioSystem"/> to use, can be null.</param>
public static IPlayingAudioStream? Play(
this EntityCoordinates coordinates,
string filename,
AudioParams? audioParams = null,
AudioSystem? audioSystem = null)
/// <inheritdoc />
public IPlayingAudioStream? Play(Filter playerFilter, string filename, IEntity entity, AudioParams? audioParams = null)
{
audioSystem ??= EntitySystem.Get<AudioSystem>();
return audioSystem.Play(filename, coordinates, audioParams);
return Play(filename, entity, audioParams);
}
/// <summary>
/// Play an audio stream at a static position.
/// </summary>
/// <param name="stream">The audio stream to play.</param>
/// <param name="coordinates">The coordinates at which to play the audio.</param>
/// <param name="audioParams"></param>
/// <param name="audioSystem">A pre-fetched instance of <see cref="AudioSystem"/> to use, can be null.</param>
public static IPlayingAudioStream? Play(
this EntityCoordinates coordinates,
AudioStream stream,
AudioParams? audioParams = null,
AudioSystem? audioSystem = null)
/// <inheritdoc />
public IPlayingAudioStream? Play(Filter playerFilter, string filename, EntityCoordinates coordinates, AudioParams? audioParams = null)
{
audioSystem ??= EntitySystem.Get<AudioSystem>();
return audioSystem.Play(stream, coordinates, audioParams);
return Play(filename, coordinates, audioParams);
}
}
}

View File

@@ -4,7 +4,7 @@ using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
public class ContainerSystem : EntitySystem
public class ClientContainerSystem : ContainerSystem
{
private readonly HashSet<IEntity> _updateQueue = new();
@@ -91,14 +91,4 @@ namespace Robust.Client.GameObjects
}
}
}
internal readonly struct UpdateContainerOcclusionMessage
{
public UpdateContainerOcclusionMessage(IEntity entity)
{
Entity = entity;
}
public IEntity Entity { get; }
}
}

View File

@@ -6,6 +6,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
@@ -20,10 +21,11 @@ namespace Robust.Client.GameObjects
{
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly Queue<IEntity> _dirtyEntities = new();
private readonly Queue<EntityUid> _dirtyEntities = new();
private uint _updateGeneration;
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
@@ -32,6 +34,8 @@ namespace Robust.Client.GameObjects
UpdatesAfter.Add(typeof(PhysicsSystem));
SubscribeLocalEvent<OccluderDirtyEvent>(HandleDirtyEvent);
SubscribeLocalEvent<ClientOccluderComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
}
public override void FrameUpdate(float frameTime)
@@ -47,8 +51,8 @@ namespace Robust.Client.GameObjects
while (_dirtyEntities.TryDequeue(out var entity))
{
if (!entity.Deleted
&& entity.TryGetComponent(out ClientOccluderComponent? occluder)
if (EntityManager.EntityExists(entity)
&& ComponentManager.TryGetComponent(entity, out ClientOccluderComponent? occluder)
&& occluder.UpdateGeneration != _updateGeneration)
{
occluder.Update();
@@ -58,6 +62,11 @@ namespace Robust.Client.GameObjects
}
}
private static void HandleAnchorChanged(EntityUid uid, ClientOccluderComponent component, AnchorStateChangedEvent args)
{
component.AnchorStateChanged();
}
private void HandleDirtyEvent(OccluderDirtyEvent ev)
{
var sender = ev.Sender;
@@ -65,13 +74,14 @@ namespace Robust.Client.GameObjects
sender.TryGetComponent(out ClientOccluderComponent? iconSmooth)
&& iconSmooth.Running)
{
var snapGrid = sender.GetComponent<SnapGridComponent>();
var grid1 = _mapManager.GetGrid(sender.Transform.GridID);
var coords = sender.Transform.Coordinates;
_dirtyEntities.Enqueue(sender);
AddValidEntities(snapGrid.GetInDir(Direction.North));
AddValidEntities(snapGrid.GetInDir(Direction.South));
AddValidEntities(snapGrid.GetInDir(Direction.East));
AddValidEntities(snapGrid.GetInDir(Direction.West));
_dirtyEntities.Enqueue(sender.Uid);
AddValidEntities(grid1.GetInDir(coords, Direction.North));
AddValidEntities(grid1.GetInDir(coords, Direction.South));
AddValidEntities(grid1.GetInDir(coords, Direction.East));
AddValidEntities(grid1.GetInDir(coords, Direction.West));
}
// Entity is no longer valid, update around the last position it was at.
@@ -79,44 +89,37 @@ namespace Robust.Client.GameObjects
{
var pos = ev.LastPosition.Value.pos;
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(-1, 0), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, 1), ev.Offset));
AddValidEntities(grid.GetSnapGridCell(pos + new Vector2i(0, -1), ev.Offset));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(-1, 0)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, 1)));
AddValidEntities(grid.GetAnchoredEntities(pos + new Vector2i(0, -1)));
}
}
private void AddValidEntities(IEnumerable<IEntity> candidates)
private void AddValidEntities(IEnumerable<EntityUid> candidates)
{
foreach (var entity in candidates)
{
if (entity.HasComponent<ClientOccluderComponent>())
if (ComponentManager.HasComponent<ClientOccluderComponent>(entity))
{
_dirtyEntities.Enqueue(entity);
}
}
}
private void AddValidEntities(IEnumerable<IComponent> candidates)
{
AddValidEntities(candidates.Select(c => c.Owner));
}
}
/// <summary>
/// Event raised by a <see cref="ClientOccluderComponent"/> when it needs to be recalculated.
/// </summary>
internal sealed class OccluderDirtyEvent : EntitySystemMessage
internal sealed class OccluderDirtyEvent : EntityEventArgs
{
public OccluderDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition, SnapGridOffset offset)
public OccluderDirtyEvent(IEntity sender, (GridId grid, Vector2i pos)? lastPosition)
{
LastPosition = lastPosition;
Offset = offset;
Sender = sender;
}
public (GridId grid, Vector2i pos)? LastPosition { get; }
public SnapGridOffset Offset { get; }
public IEntity Sender { get; }
}
}

View File

@@ -0,0 +1,134 @@
#if DEBUG
using System;
using System.Text;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
internal sealed class DebugGridTileLookupSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
if (_enabled)
{
_label.Visible = true;
LastTile = default;
}
else
{
_label.Text = null;
_label.Visible = false;
}
}
}
private bool _enabled;
private (GridId Grid, Vector2i Indices) LastTile;
// Label and shit that follows cursor
private Label _label = new()
{
Visible = false,
};
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<SendGridTileLookupMessage>(HandleSentEntities);
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_label);
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeNetworkEvent<SendGridTileLookupMessage>();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_label);
}
private void RequestEntities(GridId gridId, Vector2i indices)
{
if (gridId == GridId.Invalid) return;
RaiseNetworkEvent(new RequestGridTileLookupMessage(gridId, indices));
}
private void HandleSentEntities(SendGridTileLookupMessage message)
{
if (!Enabled) return;
var text = new StringBuilder();
text.AppendLine($"GridId: {LastTile.Grid}, Tile: {LastTile.Indices}");
for (var i = 0; i < message.Entities.Count; i++)
{
var uid = message.Entities[i];
if (!EntityManager.TryGetEntity(uid, out var entity)) continue;
text.AppendLine(entity.ToString());
}
_label.Text = text.ToString();
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!Enabled) return;
var mousePos = _inputManager.MouseScreenPosition;
var worldPos = _eyeManager.ScreenToMap(mousePos);
GridId gridId;
Vector2i tile;
if (_mapManager.TryFindGridAt(worldPos, out var grid))
{
gridId = grid.Index;
tile = grid.WorldToTile(worldPos.Position);
}
else
{
gridId = GridId.Invalid;
tile = new Vector2i((int) MathF.Floor(worldPos.Position.X), (int) MathF.Floor(worldPos.Position.Y));
}
LayoutContainer.SetPosition(_label, mousePos.Position);
if ((gridId, tile).Equals(LastTile)) return;
_label.Text = null;
LastTile = (gridId, tile);
RequestEntities(gridId, tile);
}
}
internal sealed class RequestTileEntities : IConsoleCommand
{
public string Command => "tilelookup";
public string Description => "Used for debugging GridTileLookupSystem";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<DebugGridTileLookupSystem>().Enabled ^= true;
}
}
}
#endif

View File

@@ -0,0 +1,84 @@
#if DEBUG
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
internal sealed class DebugLightTreeSystem : EntitySystem
{
private DebugLightOverlay? _lightOverlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_enabled)
{
_lightOverlay = new DebugLightOverlay(
IoCManager.Resolve<IEntityLookup>(),
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IMapManager>(),
Get<RenderingTreeSystem>());
overlayManager.AddOverlay(_lightOverlay);
}
else
{
overlayManager.RemoveOverlay(_lightOverlay!);
_lightOverlay = null;
}
}
}
private bool _enabled;
private sealed class DebugLightOverlay : Overlay
{
private IEntityLookup _lookup;
private IEyeManager _eyeManager;
private IMapManager _mapManager;
private RenderingTreeSystem _tree;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public DebugLightOverlay(IEntityLookup lookup, IEyeManager eyeManager, IMapManager mapManager, RenderingTreeSystem tree)
{
_lookup = lookup;
_eyeManager = eyeManager;
_mapManager = mapManager;
_tree = tree;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var map = _eyeManager.CurrentMap;
if (map == MapId.Nullspace) return;
var viewport = _eyeManager.GetWorldViewport();
foreach (var tree in _tree.GetLightTrees(map, viewport))
{
foreach (var light in tree)
{
var aabb = _lookup.GetWorldAabbFromEntity(light.Owner);
if (!aabb.Intersects(viewport)) continue;
args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.1f));
}
}
}
}
}
}
#endif

View File

@@ -11,6 +11,7 @@ using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.Enums;
namespace Robust.Client.GameObjects
{
@@ -42,7 +43,7 @@ namespace Robust.Client.GameObjects
{
base.Shutdown();
overlayManager.RemoveOverlay("EffectSystem");
overlayManager.RemoveOverlay(typeof(EffectOverlay));
}
public void CreateEffect(EffectSystemMessage message)
@@ -66,9 +67,10 @@ namespace Robust.Client.GameObjects
//Create effect from creation message
var effect = new Effect(message, resourceCache, _mapManager, _entityManager);
effect.Deathtime = gameTiming.CurTime + message.LifeTime;
if (effect.AttachedEntityUid != null)
if (effect.AttachedEntityUid != null
&& _entityManager.TryGetEntity(effect.AttachedEntityUid.Value, out var attachedEntity))
{
effect.AttachedEntity = _entityManager.GetEntity(effect.AttachedEntityUid.Value);
effect.AttachedEntity = attachedEntity;
}
_Effects.Add(effect);
@@ -329,7 +331,6 @@ namespace Robust.Client.GameObjects
{
private readonly IPlayerManager _playerManager;
public override bool AlwaysDirty => true;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly ShaderInstance _unshadedShader;
@@ -337,8 +338,7 @@ namespace Robust.Client.GameObjects
private readonly IMapManager _mapManager;
private readonly IEntityManager _entityManager;
public EffectOverlay(EffectSystem owner, IPrototypeManager protoMan, IMapManager mapMan, IPlayerManager playerMan, IEntityManager entityManager) : base(
"EffectSystem")
public EffectOverlay(EffectSystem owner, IPrototypeManager protoMan, IMapManager mapMan, IPlayerManager playerMan, IEntityManager entityManager)
{
_owner = owner;
_unshadedShader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
@@ -347,11 +347,11 @@ namespace Robust.Client.GameObjects
_entityManager = entityManager;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
protected internal override void Draw(in OverlayDrawArgs args)
{
var map = _owner.eyeManager.CurrentMap;
var worldHandle = (DrawingHandleWorld) handle;
var worldHandle = args.WorldHandle;
ShaderInstance? currentShader = null;
var player = _playerManager.LocalPlayer?.ControlledEntity;

View File

@@ -97,7 +97,7 @@ namespace Robust.Client.GameObjects
private void DispatchInputCommand(FullInputCmdMessage message)
{
_stateManager.InputCommandDispatched(message);
EntityNetworkManager.SendSystemNetworkMessage(message, message.InputSequence);
EntityManager.EntityNetManager?.SendSystemNetworkMessage(message, message.InputSequence);
}
public override void Initialize()
@@ -157,7 +157,7 @@ namespace Robust.Client.GameObjects
/// <summary>
/// Entity system message that is raised when the player changes attached entities.
/// </summary>
public class PlayerAttachSysMessage : EntitySystemMessage
public class PlayerAttachSysMessage : EntityEventArgs
{
/// <summary>
/// New entity the player is attached to.
@@ -173,4 +173,24 @@ namespace Robust.Client.GameObjects
AttachedEntity = attachedEntity;
}
}
public class PlayerAttachedEvent : EntityEventArgs
{
public PlayerAttachedEvent(IEntity entity)
{
Entity = entity;
}
public IEntity Entity { get; }
}
public class PlayerDetachedEvent : EntityEventArgs
{
public PlayerDetachedEvent(IEntity entity)
{
Entity = entity;
}
public IEntity Entity { get; }
}
}

View File

@@ -1,11 +1,17 @@
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using JetBrains.Annotations;
using Robust.Client.Physics;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
@@ -15,23 +21,58 @@ namespace Robust.Client.GameObjects
[UsedImplicitly]
public sealed class RenderingTreeSystem : EntitySystem
{
internal const string LoggerSawmill = "rendertree";
// Nullspace is not indexed. Keep that in mind.
[Dependency] private readonly IMapManagerInternal _mapManager = default!;
private readonly Dictionary<MapId, MapTrees> _mapTrees = new();
[Dependency] private readonly IMapManager _mapManager = default!;
private readonly List<SpriteComponent> _spriteQueue = new();
private readonly List<PointLightComponent> _lightQueue = new();
internal DynamicTree<SpriteComponent> GetSpriteTreeForMap(MapId map)
private HashSet<EntityUid> _checkedChildren = new();
/// <summary>
/// <see cref="CVars.MaxLightRadius"/>
/// </summary>
public float MaxLightRadius { get; private set; }
internal IEnumerable<RenderingTreeComponent> GetRenderTrees(MapId mapId, Box2 worldAABB)
{
return _mapTrees[map].SpriteTree;
if (mapId == MapId.Nullspace) yield break;
var enclosed = false;
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldAABB))
{
yield return EntityManager.GetEntity(grid.GridEntityId).GetComponent<RenderingTreeComponent>();
// if we're enclosed then we know no other grids relevant + don't need the map's rendertree
if (grid.WorldBounds.Encloses(in worldAABB))
{
enclosed = true;
break;
}
}
if (!enclosed)
yield return _mapManager.GetMapEntity(mapId).GetComponent<RenderingTreeComponent>();
}
internal DynamicTree<PointLightComponent> GetLightTreeForMap(MapId map)
internal IEnumerable<DynamicTree<SpriteComponent>> GetSpriteTrees(MapId mapId, Box2 worldAABB)
{
return _mapTrees[map].LightTree;
foreach (var comp in GetRenderTrees(mapId, worldAABB))
{
yield return comp.SpriteTree;
}
}
internal IEnumerable<DynamicTree<PointLightComponent>> GetLightTrees(MapId mapId, Box2 worldAABB)
{
foreach (var comp in GetRenderTrees(mapId, worldAABB))
{
yield return comp.LightTree;
}
}
public override void Initialize()
@@ -43,103 +84,164 @@ namespace Robust.Client.GameObjects
UpdatesAfter.Add(typeof(PhysicsSystem));
_mapManager.MapCreated += MapManagerOnMapCreated;
_mapManager.MapDestroyed += MapManagerOnMapDestroyed;
_mapManager.OnGridCreated += MapManagerOnGridCreated;
SubscribeLocalEvent<EntMapIdChangedMessage>(EntMapIdChanged);
SubscribeLocalEvent<MoveEvent>(EntMoved);
SubscribeLocalEvent<EntParentChangedMessage>(EntParentChanged);
SubscribeLocalEvent<PointLightRadiusChangedMessage>(PointLightRadiusChanged);
SubscribeLocalEvent<RenderTreeRemoveSpriteMessage>(RemoveSprite);
SubscribeLocalEvent<RenderTreeRemoveLightMessage>(RemoveLight);
// Due to how recursion works, this must be done.
SubscribeLocalEvent<MoveEvent>(AnythingMoved);
SubscribeLocalEvent<SpriteComponent, EntMapIdChangedMessage>(SpriteMapChanged);
SubscribeLocalEvent<SpriteComponent, EntParentChangedMessage>(SpriteParentChanged);
SubscribeLocalEvent<SpriteComponent, ComponentRemove>(RemoveSprite);
SubscribeLocalEvent<SpriteComponent, SpriteUpdateEvent>(HandleSpriteUpdate);
SubscribeLocalEvent<PointLightComponent, EntMapIdChangedMessage>(LightMapChanged);
SubscribeLocalEvent<PointLightComponent, EntParentChangedMessage>(LightParentChanged);
SubscribeLocalEvent<PointLightComponent, PointLightRadiusChangedEvent>(PointLightRadiusChanged);
SubscribeLocalEvent<PointLightComponent, RenderTreeRemoveLightEvent>(RemoveLight);
SubscribeLocalEvent<PointLightComponent, PointLightUpdateEvent>(HandleLightUpdate);
SubscribeLocalEvent<RenderingTreeComponent, ComponentRemove>(HandleTreeRemove);
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CVars.MaxLightRadius, value => MaxLightRadius = value, true);
}
// For these next 2 methods (the Remove* ones):
private void HandleLightUpdate(EntityUid uid, PointLightComponent component, PointLightUpdateEvent args)
{
if (component.TreeUpdateQueued) return;
QueueLightUpdate(component);
}
private void HandleSpriteUpdate(EntityUid uid, SpriteComponent component, SpriteUpdateEvent args)
{
if (component.TreeUpdateQueued) return;
QueueSpriteUpdate(component);
}
private void AnythingMoved(MoveEvent args)
{
AnythingMovedSubHandler(args.Sender.Transform);
}
private void AnythingMovedSubHandler(ITransformComponent sender)
{
// To avoid doing redundant updates (and we don't need to update a grid's children ever)
if (!_checkedChildren.Add(sender.Owner.Uid) ||
sender.Owner.HasComponent<RenderingTreeComponent>()) return;
// This recursive search is needed, as MoveEvent is defined to not care about indirect events like children.
// WHATEVER YOU DO, DON'T REPLACE THIS WITH SPAMMING EVENTS UNLESS YOU HAVE A GUARANTEE IT WON'T LAG THE GC.
// (Struct-based events ok though)
// Ironically this was lagging the GC lolz
if (sender.Owner.TryGetComponent(out SpriteComponent? sprite))
QueueSpriteUpdate(sprite);
if (sender.Owner.TryGetComponent(out PointLightComponent? light))
QueueLightUpdate(light);
foreach (ITransformComponent child in sender.Children)
{
AnythingMovedSubHandler(child);
}
}
// For the RemoveX methods
// If the Transform is removed BEFORE the Sprite/Light,
// then the MapIdChanged code will handle and remove it (because MapId gets set to nullspace).
// Otherwise these will still have their past MapId and that's all we need..
private void RemoveLight(RenderTreeRemoveLightMessage ev)
#region SpriteHandlers
private void SpriteMapChanged(EntityUid uid, SpriteComponent component, EntMapIdChangedMessage args)
{
_mapTrees[ev.Map].LightTree.Remove(ev.Light);
QueueSpriteUpdate(component);
}
private void RemoveSprite(RenderTreeRemoveSpriteMessage ev)
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, EntParentChangedMessage args)
{
_mapTrees[ev.Map].SpriteTree.Remove(ev.Sprite);
QueueSpriteUpdate(component);
}
private void PointLightRadiusChanged(PointLightRadiusChangedMessage ev)
private void RemoveSprite(EntityUid uid, SpriteComponent component, ComponentRemove args)
{
QueueUpdateLight(ev.PointLightComponent);
ClearSprite(component);
}
private void EntParentChanged(EntParentChangedMessage ev)
private void ClearSprite(SpriteComponent component)
{
UpdateEntity(ev.Entity);
if (component.RenderTree == null) return;
component.RenderTree.SpriteTree.Remove(component);
component.RenderTree = null;
}
private void EntMoved(MoveEvent ev)
private void QueueSpriteUpdate(SpriteComponent component)
{
UpdateEntity(ev.Sender);
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_spriteQueue.Add(component);
}
#endregion
#region LightHandlers
private void LightMapChanged(EntityUid uid, PointLightComponent component, EntMapIdChangedMessage args)
{
QueueLightUpdate(component);
}
private void UpdateEntity(IEntity entity)
private void LightParentChanged(EntityUid uid, PointLightComponent component, EntParentChangedMessage args)
{
if (entity.TryGetComponent(out SpriteComponent? spriteComponent))
QueueLightUpdate(component);
}
private void PointLightRadiusChanged(EntityUid uid, PointLightComponent component, PointLightRadiusChangedEvent args)
{
QueueLightUpdate(component);
}
private void RemoveLight(EntityUid uid, PointLightComponent component, RenderTreeRemoveLightEvent args)
{
ClearLight(component);
}
private void ClearLight(PointLightComponent component)
{
if (component.RenderTree == null) return;
component.RenderTree.LightTree.Remove(component);
component.RenderTree = null;
}
private void QueueLightUpdate(PointLightComponent component)
{
if (component.TreeUpdateQueued) return;
component.TreeUpdateQueued = true;
_lightQueue.Add(component);
}
#endregion
public override void Shutdown()
{
base.Shutdown();
_mapManager.MapCreated -= MapManagerOnMapCreated;
_mapManager.OnGridCreated -= MapManagerOnGridCreated;
}
private void HandleTreeRemove(EntityUid uid, RenderingTreeComponent component, ComponentRemove args)
{
foreach (var sprite in component.SpriteTree)
{
if (!spriteComponent.TreeUpdateQueued)
{
spriteComponent.TreeUpdateQueued = true;
_spriteQueue.Add(spriteComponent);
}
sprite.RenderTree = null;
}
if (entity.TryGetComponent(out PointLightComponent? light))
foreach (var light in component.LightTree)
{
QueueUpdateLight(light);
light.RenderTree = null;
}
foreach (var child in entity.Transform.ChildEntityUids)
{
UpdateEntity(EntityManager.GetEntity(child));
}
}
private void QueueUpdateLight(PointLightComponent light)
{
if (!light.TreeUpdateQueued)
{
light.TreeUpdateQueued = true;
_lightQueue.Add(light);
}
}
private void EntMapIdChanged(EntMapIdChangedMessage ev)
{
// Nullspace is a valid map ID for stuff to have but we also aren't gonna bother indexing it.
// So that's why there's a GetValueOrDefault.
var oldMapTrees = _mapTrees.GetValueOrDefault(ev.OldMapId);
var newMapTrees = _mapTrees.GetValueOrDefault(ev.Entity.Transform.MapID);
if (ev.Entity.TryGetComponent(out SpriteComponent? sprite))
{
oldMapTrees?.SpriteTree.Remove(sprite);
newMapTrees?.SpriteTree.AddOrUpdate(sprite);
}
if (ev.Entity.TryGetComponent(out PointLightComponent? light))
{
oldMapTrees?.LightTree.Remove(light);
newMapTrees?.LightTree.AddOrUpdate(light);
}
}
private void MapManagerOnMapDestroyed(object? sender, MapEventArgs e)
{
_mapTrees.Remove(e.Map);
component.SpriteTree.Clear();
component.LightTree.Clear();
}
private void MapManagerOnMapCreated(object? sender, MapEventArgs e)
@@ -149,86 +251,127 @@ namespace Robust.Client.GameObjects
return;
}
_mapTrees.Add(e.Map, new MapTrees());
_mapManager.GetMapEntity(e.Map).EnsureComponent<RenderingTreeComponent>();
}
private void MapManagerOnGridCreated(MapId mapId, GridId gridId)
{
EntityManager.GetEntity(_mapManager.GetGrid(gridId).GridEntityId).EnsureComponent<RenderingTreeComponent>();
}
private RenderingTreeComponent? GetRenderTree(IEntity entity)
{
if (entity.Transform.MapID == MapId.Nullspace ||
entity.HasComponent<RenderingTreeComponent>()) return null;
var parent = entity.Transform.Parent?.Owner;
while (true)
{
if (parent == null) break;
if (parent.TryGetComponent(out RenderingTreeComponent? comp)) return comp;
parent = parent.Transform.Parent?.Owner;
}
return null;
}
public override void FrameUpdate(float frameTime)
{
foreach (var queuedUpdateSprite in _spriteQueue)
_checkedChildren.Clear();
foreach (var sprite in _spriteQueue)
{
var transform = queuedUpdateSprite.Owner.Transform;
var map = transform.MapID;
if (map == MapId.Nullspace)
sprite.TreeUpdateQueued = false;
if (!sprite.Visible || sprite.ContainerOccluded)
{
ClearSprite(sprite);
continue;
}
var updateMapTree = _mapTrees[map].SpriteTree;
updateMapTree.AddOrUpdate(queuedUpdateSprite);
queuedUpdateSprite.TreeUpdateQueued = false;
var oldMapTree = sprite.RenderTree;
var newMapTree = GetRenderTree(sprite.Owner);
// TODO: Temp PVS guard
var worldPos = sprite.Owner.Transform.WorldPosition;
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
{
ClearSprite(sprite);
continue;
}
var treePos = newMapTree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var aabb = RenderingTreeComponent.SpriteAabbFunc(sprite, worldPos).Translated(-treePos);
// If we're on a new map then clear the old one.
if (oldMapTree != newMapTree)
{
ClearSprite(sprite);
newMapTree?.SpriteTree.Add(sprite, aabb);
}
else
{
newMapTree?.SpriteTree.Update(sprite, aabb);
}
sprite.RenderTree = newMapTree;
}
foreach (var queuedUpdateLight in _lightQueue)
foreach (var light in _lightQueue)
{
var transform = queuedUpdateLight.Owner.Transform;
var map = transform.MapID;
if (map == MapId.Nullspace)
light.TreeUpdateQueued = false;
if (!light.Enabled || light.ContainerOccluded)
{
ClearLight(light);
continue;
}
var updateMapTree = _mapTrees[map].LightTree;
updateMapTree.AddOrUpdate(queuedUpdateLight);
queuedUpdateLight.TreeUpdateQueued = false;
var oldMapTree = light.RenderTree;
var newMapTree = GetRenderTree(light.Owner);
// TODO: Temp PVS guard
var worldPos = light.Owner.Transform.WorldPosition;
if (float.IsNaN(worldPos.X) || float.IsNaN(worldPos.Y))
{
ClearLight(light);
continue;
}
// TODO: Events need a bit of cleanup so we only validate this on initialize and radius changed events
// this is fine for now IMO as it's 1 float check for every light that moves
if (light.Radius > MaxLightRadius)
{
Logger.WarningS(LoggerSawmill, $"Light radius for {light.Owner} set above max radius of {MaxLightRadius}. This may lead to pop-in.");
}
var treePos = newMapTree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var aabb = RenderingTreeComponent.LightAabbFunc(light, worldPos).Translated(-treePos);
// If we're on a new map then clear the old one.
if (oldMapTree != newMapTree)
{
ClearLight(light);
newMapTree?.LightTree.Add(light, aabb);
}
else
{
newMapTree?.LightTree.Update(light, aabb);
}
light.RenderTree = newMapTree;
}
_spriteQueue.Clear();
_lightQueue.Clear();
}
private sealed class MapTrees
{
public readonly DynamicTree<SpriteComponent> SpriteTree;
public readonly DynamicTree<PointLightComponent> LightTree;
public MapTrees()
{
SpriteTree = new DynamicTree<SpriteComponent>(SpriteAabbFunc);
LightTree = new DynamicTree<PointLightComponent>(LightAabbFunc);
}
private static Box2 SpriteAabbFunc(in SpriteComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
return new Box2(worldPos, worldPos);
}
private static Box2 LightAabbFunc(in PointLightComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var boxSize = value.Radius * 2;
return Box2.CenteredAround(worldPos, (boxSize, boxSize));
}
}
}
internal struct RenderTreeRemoveSpriteMessage
internal class RenderTreeRemoveLightEvent : EntityEventArgs
{
public RenderTreeRemoveSpriteMessage(SpriteComponent sprite, MapId map)
{
Sprite = sprite;
Map = map;
}
public SpriteComponent Sprite { get; }
public MapId Map { get; }
}
internal struct RenderTreeRemoveLightMessage
{
public RenderTreeRemoveLightMessage(PointLightComponent light, MapId map)
public RenderTreeRemoveLightEvent(PointLightComponent light, MapId map)
{
Light = light;
Map = map;

View File

@@ -1,4 +1,5 @@
using JetBrains.Annotations;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -13,11 +14,31 @@ namespace Robust.Client.GameObjects
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private RenderingTreeSystem _treeSystem = default!;
private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
public override void Initialize()
{
base.Initialize();
_treeSystem = Get<RenderingTreeSystem>();
SubscribeLocalEvent<SpriteUpdateInertEvent>(QueueUpdateInert);
}
private void QueueUpdateInert(SpriteUpdateInertEvent ev)
{
_inertUpdateQueue.Enqueue(ev.Sprite);
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
var renderTreeSystem = EntitySystemManager.GetEntitySystem<RenderingTreeSystem>();
while (_inertUpdateQueue.TryDequeue(out var sprite))
{
sprite.DoUpdateIsInert();
}
// So we could calculate the correct size of the entities based on the contents of their sprite...
// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
@@ -29,18 +50,21 @@ namespace Robust.Client.GameObjects
return;
}
var mapTree = renderTreeSystem.GetSpriteTreeForMap(currentMap);
mapTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
foreach (var comp in _treeSystem.GetRenderTrees(currentMap, pvsBounds))
{
if (value.IsInert)
{
return true;
}
var bounds = pvsBounds.Translated(-comp.Owner.Transform.WorldPosition);
value.FrameUpdate(state);
return true;
}, pvsBounds, approx: true);
comp.SpriteTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{
if (value.IsInert)
{
return true;
}
value.FrameUpdate(state);
return true;
}, bounds, true);
}
}
}
}

View File

@@ -0,0 +1,37 @@
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
[UsedImplicitly]
public sealed class UserInterfaceSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<BoundUIWrapMessage>(MessageReceived);
SubscribeLocalEvent<ClientUserInterfaceComponent, ComponentShutdown>(OnUserInterfaceShutdown);
}
private void OnUserInterfaceShutdown(EntityUid uid, ClientUserInterfaceComponent component, ComponentShutdown args)
{
foreach (var bui in component.Interfaces)
{
bui.Dispose();
}
}
private void MessageReceived(BoundUIWrapMessage ev)
{
var cmp = ComponentManager.GetComponent<ClientUserInterfaceComponent>(ev.Entity);
cmp.MessageReceived(ev);
}
internal void Send(BoundUIWrapMessage msg)
{
RaiseNetworkEvent(msg);
}
}
}

View File

@@ -0,0 +1,51 @@
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
public class VelocityDebugSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
internal bool Enabled { get; set; }
private Label _label = default!;
public override void Initialize()
{
base.Initialize();
_label = new Label();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_label);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!Enabled)
{
_label.Visible = false;
return;
}
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (player == null || !player.TryGetComponent(out PhysicsComponent? body))
{
_label.Visible = false;
return;
}
var screenPos = _eyeManager.WorldToScreen(player.Transform.WorldPosition);
LayoutContainer.SetPosition(_label, screenPos + new Vector2(0, 50));
_label.Visible = true;
_label.Text = $"Speed: {body.LinearVelocity.Length}\nLinear: {body.LinearVelocity.X:0.00}, {body.LinearVelocity.Y:0.00}\nAngular:{body.AngularVelocity}";
}
}
}

View File

@@ -1,12 +1,9 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
public interface IClientEntityManager : IEntityManager
public interface IClientEntityManager : IEntityManager, IEntityNetworkManager
{
/// <returns>The list of new entities created.</returns>
List<EntityUid> ApplyEntityStates(EntityState[]? curEntStates, IEnumerable<EntityUid>? deletions,
EntityState[]? nextEntStates);
}
}

View File

@@ -0,0 +1,15 @@
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
internal interface IClientEntityManagerInternal : IClientEntityManager
{
// These methods are used by the Game State Manager.
IEntity CreateEntity(string? prototypeName, EntityUid? uid = null);
void InitializeEntity(IEntity entity);
void StartEntity(IEntity entity);
}
}

View File

@@ -1,14 +0,0 @@
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
public class PlayerAttachedMsg : ComponentMessage
{
}
public class PlayerDetachedMsg : ComponentMessage
{
}
}

View File

@@ -1,19 +1,24 @@
// ReSharper disable once RedundantUsingDirective
// Used in EXCEPTION_TOLERANCE preprocessor
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Network.Messages;
using Robust.Client.Map;
using Robust.Client.Player;
using Robust.Client.Timing;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Exceptions;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -27,20 +32,25 @@ namespace Robust.Client.GameStates
private uint _nextInputCmdSeq = 1;
private readonly Queue<FullInputCmdMessage> _pendingInputs = new();
private readonly Queue<(uint sequence, GameTick sourceTick, EntitySystemMessage msg, object sessionMsg)>
private readonly Queue<(uint sequence, GameTick sourceTick, EntityEventArgs msg, object sessionMsg)>
_pendingSystemMessages
= new();
[Dependency] private readonly IClientEntityManager _entities = default!;
[Dependency] private readonly IComponentFactory _compFactory = default!;
[Dependency] private readonly IClientEntityManagerInternal _entities = default!;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IPlayerManager _players = default!;
[Dependency] private readonly IClientNetManager _network = default!;
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IClientMapManager _mapManager = default!;
[Dependency] private readonly IClientGameTiming _timing = default!;
[Dependency] private readonly INetConfigurationManager _config = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
#if EXCEPTION_TOLERANCE
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
#endif
/// <inheritdoc />
public int MinBufferSize => _processor.MinBufferSize;
@@ -71,8 +81,8 @@ namespace Robust.Client.GameStates
{
_processor = new GameStateProcessor(_timing);
_network.RegisterNetMessage<MsgState>(MsgState.NAME, HandleStateMessage);
_network.RegisterNetMessage<MsgStateAck>(MsgStateAck.NAME);
_network.RegisterNetMessage<MsgState>(HandleStateMessage);
_network.RegisterNetMessage<MsgStateAck>();
_client.RunLevelChanged += RunLevelChanged;
_config.OnValueChanged(CVars.NetInterp, b => _processor.Interpolation = b, true);
@@ -126,7 +136,7 @@ namespace Robust.Client.GameStates
_nextInputCmdSeq++;
}
public uint SystemMessageDispatched<T>(T message) where T : EntitySystemMessage
public uint SystemMessageDispatched<T>(T message) where T : EntityEventArgs
{
if (!Predicting)
{
@@ -200,6 +210,11 @@ namespace Robust.Client.GameStates
ResetPredictedEntities(_timing.CurTick);
}
if (!curState.Extrapolated)
{
_processor.UpdateFullRep(curState);
}
// Store last tick we got from the GameStateProcessor.
_lastProcessedTick = _timing.CurTick;
@@ -242,69 +257,75 @@ namespace Robust.Client.GameStates
if (!Predicting) return;
using var _ = _timing.StartPastPredictionArea();
if (_pendingInputs.Count > 0)
using(var _ = _timing.StartPastPredictionArea())
{
Logger.DebugS(CVars.NetPredict.Name, "CL> Predicted:");
if (_pendingInputs.Count > 0)
{
Logger.DebugS(CVars.NetPredict.Name, "CL> Predicted:");
}
var pendingInputEnumerator = _pendingInputs.GetEnumerator();
var pendingMessagesEnumerator = _pendingSystemMessages.GetEnumerator();
var hasPendingInput = pendingInputEnumerator.MoveNext();
var hasPendingMessage = pendingMessagesEnumerator.MoveNext();
var ping = _network.ServerChannel!.Ping / 1000f + PredictLagBias; // seconds.
var targetTick = _timing.CurTick.Value + _processor.TargetBufferSize +
(int) Math.Ceiling(_timing.TickRate * ping) + PredictTickBias;
// Logger.DebugS("net.predict", $"Predicting from {_lastProcessedTick} to {targetTick}");
for (var t = _lastProcessedTick.Value + 1; t <= targetTick; t++)
{
var tick = new GameTick(t);
_timing.CurTick = tick;
while (hasPendingInput && pendingInputEnumerator.Current.Tick <= tick)
{
var inputCmd = pendingInputEnumerator.Current;
_inputManager.NetworkBindMap.TryGetKeyFunction(inputCmd.InputFunctionId, out var boundFunc);
Logger.DebugS(CVars.NetPredict.Name,
$" seq={inputCmd.InputSequence}, sub={inputCmd.SubTick}, dTick={tick}, func={boundFunc.FunctionName}, " +
$"state={inputCmd.State}");
input.PredictInputCommand(inputCmd);
hasPendingInput = pendingInputEnumerator.MoveNext();
}
while (hasPendingMessage && pendingMessagesEnumerator.Current.sourceTick <= tick)
{
var msg = pendingMessagesEnumerator.Current.msg;
_entities.EventBus.RaiseEvent(EventSource.Local, msg);
_entities.EventBus.RaiseEvent(EventSource.Local, pendingMessagesEnumerator.Current.sessionMsg);
hasPendingMessage = pendingMessagesEnumerator.MoveNext();
}
if (t != targetTick)
{
// Don't run EntitySystemManager.TickUpdate if this is the target tick,
// because the rest of the main loop will call into it with the target tick later,
// and it won't be a past prediction.
_entitySystemManager.TickUpdate((float) _timing.TickPeriod.TotalSeconds);
((IBroadcastEventBusInternal) _entities.EventBus).ProcessEventQueue();
}
}
}
var pendingInputEnumerator = _pendingInputs.GetEnumerator();
var pendingMessagesEnumerator = _pendingSystemMessages.GetEnumerator();
var hasPendingInput = pendingInputEnumerator.MoveNext();
var hasPendingMessage = pendingMessagesEnumerator.MoveNext();
_entities.TickUpdate((float) _timing.TickPeriod.TotalSeconds);
var ping = _network.ServerChannel!.Ping / 1000f + PredictLagBias; // seconds.
var targetTick = _timing.CurTick.Value + _processor.TargetBufferSize +
(int) Math.Ceiling(_timing.TickRate * ping) + PredictTickBias;
// Logger.DebugS("net.predict", $"Predicting from {_lastProcessedTick} to {targetTick}");
for (var t = _lastProcessedTick.Value + 1; t <= targetTick; t++)
{
var tick = new GameTick(t);
_timing.CurTick = tick;
while (hasPendingInput && pendingInputEnumerator.Current.Tick <= tick)
{
var inputCmd = pendingInputEnumerator.Current;
_inputManager.NetworkBindMap.TryGetKeyFunction(inputCmd.InputFunctionId, out var boundFunc);
Logger.DebugS(CVars.NetPredict.Name,
$" seq={inputCmd.InputSequence}, sub={inputCmd.SubTick}, dTick={tick}, func={boundFunc.FunctionName}, " +
$"state={inputCmd.State}");
input.PredictInputCommand(inputCmd);
hasPendingInput = pendingInputEnumerator.MoveNext();
}
while (hasPendingMessage && pendingMessagesEnumerator.Current.sourceTick <= tick)
{
var msg = pendingMessagesEnumerator.Current.msg;
_entities.EventBus.RaiseEvent(EventSource.Local, msg);
_entities.EventBus.RaiseEvent(EventSource.Local, pendingMessagesEnumerator.Current.sessionMsg);
hasPendingMessage = pendingMessagesEnumerator.MoveNext();
}
if (t != targetTick)
{
// Don't run EntitySystemManager.Update if this is the target tick,
// because the rest of the main loop will call into it with the target tick later,
// and it won't be a past prediction.
_entitySystemManager.Update((float) _timing.TickPeriod.TotalSeconds);
((IEntityEventBus) _entities.EventBus).ProcessEventQueue();
}
}
_lookup.Update();
}
private void ResetPredictedEntities(GameTick curTick)
{
var bus = (EntityEventBus) _entities.EventBus;
foreach (var entity in _entities.GetEntities())
{
// TODO: 99% there's an off-by-one here.
@@ -333,6 +354,7 @@ namespace Robust.Client.GameStates
Logger.DebugS(CVars.NetPredict.Name, $" And also its component {comp.Name}");
// TODO: Handle interpolation.
bus.RaiseComponentEvent(comp, new ComponentHandleState(compState, null));
comp.HandleComponentState(compState, null);
}
}
@@ -380,8 +402,8 @@ namespace Robust.Client.GameStates
private List<EntityUid> ApplyGameState(GameState curState, GameState? nextState)
{
_config.TickProcessMessages();
_mapManager.ApplyGameStatePre(curState.MapData);
var createdEntities = _entities.ApplyEntityStates(curState.EntityStates, curState.EntityDeletions,
_mapManager.ApplyGameStatePre(curState.MapData, curState.EntityStates);
var createdEntities = ApplyEntityStates(curState.EntityStates, curState.EntityDeletions,
nextState?.EntityStates);
_players.ApplyPlayerStates(curState.PlayerStates);
_mapManager.ApplyGameStatePost(curState.MapData);
@@ -389,6 +411,224 @@ namespace Robust.Client.GameStates
GameStateApplied?.Invoke(new GameStateAppliedArgs(curState));
return createdEntities;
}
private List<EntityUid> ApplyEntityStates(EntityState[]? curEntStates, IEnumerable<EntityUid>? deletions,
EntityState[]? nextEntStates)
{
var toApply = new Dictionary<IEntity, (EntityState?, EntityState?)>();
var toInitialize = new List<Entity>();
var created = new List<EntityUid>();
deletions ??= new EntityUid[0];
if (curEntStates != null && curEntStates.Length != 0)
{
foreach (var es in curEntStates)
{
//Known entities
if (_entities.TryGetEntity(es.Uid, out var entity))
{
// Logger.Debug($"[{IGameTiming.TickStampStatic}] MOD {es.Uid}");
toApply.Add(entity, (es, null));
}
else //Unknown entities
{
var metaState = (MetaDataComponentState?) es.ComponentStates
?.FirstOrDefault(c => c.NetID == NetIDs.META_DATA);
if (metaState == null)
{
throw new InvalidOperationException($"Server sent new entity state for {es.Uid} without metadata component!");
}
// Logger.Debug($"[{IGameTiming.TickStampStatic}] CREATE {es.Uid} {metaState.PrototypeId}");
var newEntity = (Entity)_entities.CreateEntity(metaState.PrototypeId, es.Uid);
toApply.Add(newEntity, (es, null));
toInitialize.Add(newEntity);
created.Add(newEntity.Uid);
}
}
}
if (nextEntStates != null && nextEntStates.Length != 0)
{
foreach (var es in nextEntStates)
{
if (_entities.TryGetEntity(es.Uid, out var entity))
{
if (toApply.TryGetValue(entity, out var state))
{
toApply[entity] = (state.Item1, es);
}
else
{
toApply[entity] = (null, es);
}
}
}
}
var bus = (EntityEventBus) _entities.EventBus;
// Make sure this is done after all entities have been instantiated.
foreach (var kvStates in toApply)
{
var ent = kvStates.Key;
var entity = (Entity) ent;
HandleEntityState(entity.EntityManager.ComponentManager, entity, bus, kvStates.Value.Item1,
kvStates.Value.Item2);
}
foreach (var id in deletions)
{
// Logger.Debug($"[{IGameTiming.TickStampStatic}] DELETE {id}");
_entities.DeleteEntity(id);
}
#if EXCEPTION_TOLERANCE
HashSet<Entity> brokenEnts = new HashSet<Entity>();
#endif
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
try
{
#endif
_entities.InitializeEntity(entity);
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
Logger.ErrorS("state", $"Server entity threw in Init: uid={entity.Uid}, proto={entity.Prototype}\n{e}");
brokenEnts.Add(entity);
}
#endif
}
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
if (brokenEnts.Contains(entity))
continue;
try
{
#endif
_entities.StartEntity(entity);
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
Logger.ErrorS("state", $"Server entity threw in Start: uid={entity.Uid}, proto={entity.Prototype}\n{e}");
brokenEnts.Add(entity);
}
#endif
}
foreach (var entity in toInitialize)
{
#if EXCEPTION_TOLERANCE
if (brokenEnts.Contains(entity))
continue;
#endif
}
#if EXCEPTION_TOLERANCE
foreach (var entity in brokenEnts)
{
entity.Delete();
}
#endif
return created;
}
private void HandleEntityState(IComponentManager compMan, IEntity entity, EntityEventBus bus, EntityState? curState,
EntityState? nextState)
{
var compStateWork = new Dictionary<uint, (ComponentState? curState, ComponentState? nextState)>();
var entityUid = entity.Uid;
if (curState?.ComponentChanges != null)
{
foreach (var compChange in curState.ComponentChanges)
{
if (compChange.Deleted)
{
if (compMan.TryGetComponent(entityUid, compChange.NetID, out var comp))
{
compMan.RemoveComponent(entityUid, comp);
}
}
else
{
if (compMan.HasComponent(entityUid, compChange.NetID))
continue;
var newComp = (Component) _compFactory.GetComponent(compChange.ComponentName!);
newComp.Owner = entity;
compMan.AddComponent(entity, newComp, true);
}
}
}
if (curState?.ComponentStates != null)
{
foreach (var compState in curState.ComponentStates)
{
compStateWork[compState.NetID] = (compState, null);
}
}
if (nextState?.ComponentStates != null)
{
foreach (var compState in nextState.ComponentStates)
{
if (compStateWork.TryGetValue(compState.NetID, out var state))
{
compStateWork[compState.NetID] = (state.curState, compState);
}
else
{
compStateWork[compState.NetID] = (null, compState);
}
}
}
foreach (var (netId, (cur, next)) in compStateWork)
{
if (compMan.TryGetComponent(entityUid, netId, out var component))
{
try
{
bus.RaiseComponentEvent(component, new ComponentHandleState(cur, next));
component.HandleComponentState(cur, next);
}
catch (Exception e)
{
var wrapper = new ComponentStateApplyException(
$"Failed to apply comp state: entity={component.Owner}, comp={component.Name}", e);
#if EXCEPTION_TOLERANCE
_runtimeLog.LogException(wrapper, "Component state apply");
#else
throw wrapper;
#endif
}
}
else
{
// The component can be null here due to interp.
// Because the NEXT state will have a new component, but this one doesn't yet.
// That's fine though.
if (cur == null)
{
continue;
}
var eUid = entityUid;
var eRegisteredNetUidName = _compFactory.GetRegistration(netId).Name;
DebugTools.Assert(
$"Component does not exist for state: entUid={eUid}, expectedNetId={netId}, expectedName={eRegisteredNetUidName}");
}
}
}
}
public class GameStateAppliedArgs : EventArgs

View File

@@ -149,11 +149,6 @@ namespace Robust.Client.GameStates
{
Logger.DebugS("net.state", $"Applying State: ext={curState!.Extrapolated}, cTick={_timing.CurTick}, fSeq={curState.FromSequence}, tSeq={curState.ToSequence}, buf={_stateBuffer.Count}");
}
if (!curState!.Extrapolated)
{
UpdateFullRep(curState);
}
}
var cState = curState!;
@@ -162,8 +157,10 @@ namespace Robust.Client.GameStates
return applyNextState;
}
private void UpdateFullRep(GameState state)
public void UpdateFullRep(GameState state)
{
// Logger.Debug($"UPDATE FULL REP: {string.Join(", ", state.EntityStates?.Select(e => e.Uid) ?? Enumerable.Empty<EntityUid>())}");
if (state.FromSequence == GameTick.Zero)
{
// Full state.

View File

@@ -70,6 +70,6 @@ namespace Robust.Client.GameStates
/// <param name="message">Message being dispatched.</param>
void InputCommandDispatched(FullInputCmdMessage message);
uint SystemMessageDispatched<T>(T message) where T : EntitySystemMessage;
uint SystemMessageDispatched<T>(T message) where T : EntityEventArgs;
}
}

View File

@@ -1,13 +1,16 @@
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.GameStates
{
@@ -27,13 +30,13 @@ namespace Robust.Client.GameStates
private const int TrafficHistorySize = 64; // Size of the traffic history bar in game ticks.
/// <inheritdoc />
public override OverlaySpace Space => OverlaySpace.ScreenSpace;
public override OverlaySpace Space => OverlaySpace.ScreenSpace | OverlaySpace.WorldSpace;
private readonly Font _font;
private readonly int _lineHeight;
private readonly List<NetEntity> _netEnts = new();
public NetEntityOverlay() : base(nameof(NetEntityOverlay))
public NetEntityOverlay()
{
IoCManager.InjectDependencies(this);
var cache = IoCManager.Resolve<IResourceCache>();
@@ -42,12 +45,12 @@ namespace Robust.Client.GameStates
_gameStateManager.GameStateApplied += HandleGameStateApplied;
}
private void HandleGameStateApplied(GameStateAppliedArgs args)
{
if(_gameTiming.InPrediction) // we only care about real server states.
return;
// Shift traffic history down one
for (var i = 0; i < _netEnts.Count; i++)
{
@@ -74,7 +77,7 @@ namespace Robust.Client.GameStates
if (netEnt.Id != entityState.Uid)
continue;
//TODO: calculate size of state and record it here.
netEnt.Traffic[^1] = 1;
netEnt.LastUpdate = gameState.ToSequence;
@@ -94,15 +97,15 @@ namespace Robust.Client.GameStates
}
bool pvsEnabled = _configurationManager.GetCVar<bool>("net.pvs");
float pvsSize = _configurationManager.GetCVar<float>("net.maxupdaterange");
float pvsRange = _configurationManager.GetCVar<float>("net.maxupdaterange");
var pvsCenter = _eyeManager.CurrentEye.Position;
Box2 pvsBox = Box2.CenteredAround(pvsCenter.Position, new Vector2(pvsSize*2, pvsSize*2));
Box2 pvsBox = Box2.CenteredAround(pvsCenter.Position, new Vector2(pvsRange*2, pvsRange*2));
int timeout = _gameTiming.TickRate * 3;
for (int i = 0; i < _netEnts.Count; i++)
{
var netEnt = _netEnts[i];
if(_entityManager.EntityExists(netEnt.Id))
{
//TODO: Whoever is working on PVS remake, change the InPVS detection.
@@ -123,24 +126,59 @@ namespace Robust.Client.GameStates
_netEnts[i] = netEnt; // copy struct back
}
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
protected internal override void Draw(in OverlayDrawArgs args)
{
if (!_netManager.IsConnected)
return;
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen(args);
break;
case OverlaySpace.WorldSpace:
DrawWorld(args);
break;
}
}
private void DrawWorld(in OverlayDrawArgs args)
{
bool pvsEnabled = _configurationManager.GetCVar<bool>("net.pvs");
if(!pvsEnabled)
return;
float pvsRange = _configurationManager.GetCVar<float>("net.maxupdaterange");
var pvsCenter = _eyeManager.CurrentEye.Position;
Box2 pvsBox = Box2.CenteredAround(pvsCenter.Position, new Vector2(pvsRange * 2, pvsRange * 2));
var worldHandle = args.WorldHandle;
worldHandle.DrawRect(pvsBox, Color.Red, false);
}
private void DrawScreen(in OverlayDrawArgs args)
{
// remember, 0,0 is top left of ui with +X right and +Y down
var screenHandle = (DrawingHandleScreen)handle;
var screenHandle = args.ScreenHandle;
for (int i = 0; i < _netEnts.Count; i++)
{
var netEnt = _netEnts[i];
if (!_entityManager.TryGetEntity(netEnt.Id, out var ent))
{
_netEnts.RemoveSwap(i);
i--;
continue;
}
var xPos = 100;
var yPos = 10 + _lineHeight * i;
var name = $"({netEnt.Id}) {_entityManager.GetEntity(netEnt.Id).Prototype?.ID}";
var name = $"({netEnt.Id}) {ent.Prototype?.ID}";
var color = CalcTextColor(ref netEnt);
DrawString(screenHandle, _font, new Vector2(xPos + (TrafficHistorySize + 4), yPos), name, color);
screenHandle.DrawString(_font, new Vector2(xPos + (TrafficHistorySize + 4), yPos), name, color);
DrawTrafficBox(screenHandle, ref netEnt, xPos, yPos);
}
}
@@ -179,22 +217,10 @@ namespace Robust.Client.GameStates
return Color.Green; // Entity in PVS, but not updated recently.
}
protected override void Dispose(bool disposing)
protected override void DisposeBehavior()
{
_gameStateManager.GameStateApplied -= HandleGameStateApplied;
base.Dispose(disposing);
}
private static void DrawString(DrawingHandleScreen handle, Font font, Vector2 pos, string str, Color textColor)
{
var baseLine = new Vector2(pos.X, font.GetAscent(1) + pos.Y);
foreach (var chr in str)
{
var advance = font.DrawChar(handle, chr, baseLine, 1, textColor);
baseLine += new Vector2(advance, 0);
}
base.DisposeBehavior();
}
private struct NetEntity
@@ -225,7 +251,7 @@ namespace Robust.Client.GameStates
{
if (args.Length != 1)
{
shell.WriteError("Invalid argument amount. Expected 2 arguments.");
shell.WriteError("Invalid argument amount. Expected 1 arguments.");
return;
}
@@ -238,14 +264,14 @@ namespace Robust.Client.GameStates
var bValue = iValue > 0;
var overlayMan = IoCManager.Resolve<IOverlayManager>();
if(bValue && !overlayMan.HasOverlay(nameof(NetEntityOverlay)))
if(bValue && !overlayMan.HasOverlay(typeof(NetEntityOverlay)))
{
overlayMan.AddOverlay(new NetEntityOverlay());
shell.WriteLine("Enabled network entity report overlay.");
}
else if(!bValue && overlayMan.HasOverlay(nameof(NetEntityOverlay)))
else if(!bValue && overlayMan.HasOverlay(typeof(NetEntityOverlay)))
{
overlayMan.RemoveOverlay(nameof(NetEntityOverlay));
overlayMan.RemoveOverlay(typeof(NetEntityOverlay));
shell.WriteLine("Disabled network entity report overlay.");
}
}

Some files were not shown because too many files have changed in this diff Show More