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...

12 Commits

Author SHA1 Message Date
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
301 changed files with 21880 additions and 8544 deletions

View File

@@ -0,0 +1,4 @@
- type: entity
name: blank entity
id: BlankEntity
abstract: true

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

@@ -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

@@ -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();
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{

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

@@ -13,6 +13,7 @@ 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 Logger = Robust.Shared.Log.Logger;
@@ -73,6 +74,8 @@ namespace Robust.Client.Audio.Midi
[Dependency] private readonly IResourceManagerInternal _resourceManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
public bool IsAvailable
{
get
@@ -156,6 +159,7 @@ namespace Robust.Client.Audio.Midi
_midiThread = new Thread(ThreadUpdate);
_midiThread.Start();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
FluidsynthInitialized = true;
}
@@ -300,7 +304,7 @@ namespace Robust.Client.Audio.Midi
var occlusion = 0f;
if (sourceRelative.Length > 0)
{
occlusion = IoCManager.Resolve<IPhysicsManager>().IntersectRayPenetration(
occlusion = _broadPhaseSystem.IntersectRayPenetration(
pos.MapId,
new CollisionRay(
pos.Position,

View File

@@ -27,6 +27,8 @@ using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
namespace Robust.Client
{
@@ -101,7 +103,6 @@ namespace Robust.Client
IoCManager.Register<IViewVariablesManagerInternal, ViewVariablesManager>();
IoCManager.Register<IClientConGroupController, ClientConGroupController>();
IoCManager.Register<IScriptClient, ScriptClient>();
//IoCManager.Register<IXamlCompiler, XamlCompiler>();
}
}
}

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;

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

@@ -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

@@ -3,10 +3,13 @@ using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Prototypes;
namespace Robust.Client.Debugging
@@ -136,7 +139,7 @@ namespace Robust.Client.Debugging
row++;
DrawString(screenHandle, _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}");
DrawString(screenHandle, _font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {(body).BodyType == BodyType.Static}");
row++;
}
@@ -158,19 +161,22 @@ namespace Robust.Client.Debugging
var mapId = _eyeManager.CurrentMap;
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 worldBox = physBody.WorldAABB;
var worldBox = physBody.GetWorldAABB();
if (worldBox.IsEmpty()) continue;
var colorEdge = Color.Red.WithAlpha(0.33f);
var sleepThreshold = IoCManager.Resolve<IConfigurationManager>().GetCVar(CVars.TimeToSleep);
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);
}
if (worldBox.Contains(mouseWorldPos))
@@ -233,6 +239,16 @@ 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);

View File

@@ -0,0 +1,163 @@
/*
* 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.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(nameof(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) : base(nameof(PhysicsDebugOverlay))
{
_physics = system;
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
if (_physics.Flags == PhysicsDebugFlags.None) return;
var worldHandle = (DrawingHandleWorld) handle;
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

@@ -1,4 +1,4 @@
using System;
using System;
using System.IO;
using System.Net;
using System.Threading.Tasks;
@@ -27,6 +27,7 @@ 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;
@@ -44,7 +45,7 @@ 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 IPlacementManager _placementManager = default!;
@@ -154,6 +155,8 @@ namespace Robust.Client
_configurationManager.LoadCVarsFromAssembly(loadedModule);
}
IoCManager.Resolve<ISerializationManager>().Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
_modLoader.BroadcastRunLevel(ModRunLevel.Init);
@@ -163,7 +166,7 @@ namespace Robust.Client
IoCManager.Resolve<INetConfigurationManager>().SetupNetworking();
_serializer.Initialize();
_inputManager.Initialize();
_consoleHost.Initialize();
_console.Initialize();
_prototypeManager.Initialize();
_prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
_prototypeManager.Resync();
@@ -320,7 +323,7 @@ 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;
logManager.GetSawmill("loc").Level = LogLevel.Error;
#if DEBUG_ONLY_FCE_INFO
#if DEBUG_ONLY_FCE_LOG

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

@@ -24,7 +24,12 @@ namespace Robust.Client.GameObjects
Register<PhysicsComponent>();
RegisterReference<PhysicsComponent, IPhysBody>();
RegisterReference<PhysicsComponent, IPhysicsComponent>();
Register<CollisionWakeComponent>();
Register<ContainerManagerComponent>();
RegisterReference<ContainerManagerComponent, IContainerManager>();
RegisterIgnore("KeyBindingInput");
Register<InputComponent>();
@@ -54,7 +59,6 @@ namespace Robust.Client.GameObjects
#if DEBUG
Register<DebugExceptionOnAddComponent>();
Register<DebugExceptionExposeDataComponent>();
Register<DebugExceptionInitializeComponent>();
Register<DebugExceptionStartupComponent>();
#endif

View File

@@ -4,8 +4,7 @@ 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;
@@ -15,13 +14,11 @@ namespace Robust.Client.GameObjects
{
[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;
@@ -107,18 +104,6 @@ namespace Robust.Client.GameObjects
_appearanceDirty = false;
}
public override void ExposeData(ObjectSerializer serializer)
{
if (!_didRegisterSerializer)
{
YamlObjectSerializer.RegisterTypeSerializer(typeof(AppearanceVisualizer),
new VisualizerTypeSerializer(_reflectionManager));
_didRegisterSerializer = true;
}
serializer.DataFieldCached(ref Visualizers, "visuals", new List<AppearanceVisualizer>());
}
public override void Initialize()
{
base.Initialize();
@@ -131,78 +116,6 @@ 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
{
@@ -223,15 +136,9 @@ namespace Robust.Client.GameObjects
/// 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

@@ -3,7 +3,9 @@ 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
@@ -20,7 +22,9 @@ namespace Robust.Client.GameObjects
// Horrible hack to get around ordering issues.
private bool _setCurrentOnInitialize;
private bool _setDrawFovOnInitialize;
[DataField("drawFov")]
private bool _setDrawFovOnInitialize = true;
[DataField("zoom")]
private Vector2 _setZoomOnInitialize = Vector2.One/2f;
private Vector2 _offset = Vector2.Zero;
@@ -157,15 +161,6 @@ namespace Robust.Client.GameObjects
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

@@ -1,4 +1,4 @@
using System;
using System;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Animations;
@@ -7,13 +7,14 @@ using Robust.Shared.IoC;
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!;
@@ -134,16 +135,25 @@ namespace Robust.Client.GameObjects
}
}
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>
@@ -169,6 +179,14 @@ namespace Robust.Client.GameObjects
Mask = null;
}
void ISerializationHooks.AfterDeserialization()
{
if (_maskPath != null)
{
Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(_maskPath);
}
}
public override void Initialize()
{
base.Initialize();
@@ -180,7 +198,7 @@ namespace Robust.Client.GameObjects
{
base.HandleMessage(message, component);
if ((message is ParentChangedMessage msg))
if (message is ParentChangedMessage msg)
{
HandleTransformParentChanged(msg);
}
@@ -204,19 +222,6 @@ namespace Robust.Client.GameObjects
}
}
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()
{
base.OnRemove();

View File

@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
@@ -17,6 +17,8 @@ using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
@@ -25,8 +27,12 @@ using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
namespace Robust.Client.GameObjects
{
public sealed class SpriteComponent : SharedSpriteComponent, ISpriteComponent,
IComponentDebug
IComponentDebug, ISerializationHooks
{
[Dependency] private readonly IResourceCache resourceCache = default!;
[Dependency] private readonly IPrototypeManager prototypes = default!;
[DataField("visible")]
private bool _visible = true;
[ViewVariables(VVAccess.ReadWrite)]
@@ -36,6 +42,7 @@ namespace Robust.Client.GameObjects
set => _visible = value;
}
[DataFieldWithConstant("drawdepth", typeof(DrawDepthTag))]
private int drawDepth = DrawDepthTag.Default;
/// <summary>
@@ -48,6 +55,7 @@ namespace Robust.Client.GameObjects
set => drawDepth = value;
}
[DataField("scale")]
private Vector2 scale = Vector2.One;
/// <summary>
@@ -61,7 +69,8 @@ namespace Robust.Client.GameObjects
set => scale = value;
}
private Angle rotation;
[DataField("rotation")]
private Angle rotation = Angle.Zero;
[Animatable]
[ViewVariables(VVAccess.ReadWrite)]
@@ -71,6 +80,7 @@ namespace Robust.Client.GameObjects
set => rotation = value;
}
[DataField("offset")]
private Vector2 offset = Vector2.Zero;
/// <summary>
@@ -84,6 +94,7 @@ namespace Robust.Client.GameObjects
set => offset = value;
}
[DataField("color")]
private Color color = Color.White;
[Animatable]
@@ -108,18 +119,152 @@ namespace Robust.Client.GameObjects
set => _directional = value;
}
[DataField("directional")]
private bool _directional = true;
[DataField("layerDatums")]
private List<PrototypeLayerData> LayerDatums
{
get
{
var layerDatums = new List<PrototypeLayerData>();
foreach (var layer in Layers)
{
layerDatums.Add(layer.ToPrototypeData());
}
return layerDatums;
}
set
{
if(value == null) return;
Layers.Clear();
foreach (var layerDatum in value)
{
var anyTextureAttempted = false;
var layer = new Layer(this);
if (!string.IsNullOrWhiteSpace(layerDatum.RsiPath))
{
var path = TextureRoot / layerDatum.RsiPath;
try
{
layer.RSI = IoCManager.Resolve<IResourceCache>().GetResource<RSIResource>(path).RSI;
}
catch
{
Logger.ErrorS(LogCategory, "Unable to load layer RSI '{0}'.", path);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.State))
{
anyTextureAttempted = true;
var theRsi = layer.RSI ?? BaseRSI;
if (theRsi == null)
{
Logger.ErrorS(LogCategory,
"Layer has no RSI to load states from. Cannot use 'state' property. ({0})",
layerDatum.State);
}
else
{
var stateid = new RSI.StateId(layerDatum.State);
layer.State = stateid;
if (theRsi.TryGetState(stateid, out var state))
{
// Always use south because this layer will be cached in the serializer.
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory,
$"State '{stateid}' not found in RSI: '{theRsi.Path}'.",
stateid);
}
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.TexturePath))
{
anyTextureAttempted = true;
if (layer.State.IsValid)
{
Logger.ErrorS(LogCategory,
"Cannot specify 'texture' on a layer if it has an RSI state specified."
);
}
else
{
layer.Texture =
IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(TextureRoot / layerDatum.TexturePath);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.Shader))
{
if (IoCManager.Resolve<IPrototypeManager>().TryIndex<ShaderPrototype>(layerDatum.Shader, out var prototype))
{
layer.Shader = prototype.Instance();
}
else
{
Logger.ErrorS(LogCategory,
"Shader prototype '{0}' does not exist.",
layerDatum.Shader);
}
}
layer.Color = layerDatum.Color;
layer.Rotation = layerDatum.Rotation;
// If neither state: nor texture: were provided we assume that they want a blank invisible layer.
layer.Visible = anyTextureAttempted && layerDatum.Visible;
layer.Scale = layerDatum.Scale;
Layers.Add(layer);
if (layerDatum.MapKeys != null)
{
var index = Layers.Count - 1;
foreach (var keyString in layerDatum.MapKeys)
{
object key;
if (IoCManager.Resolve<IReflectionManager>().TryParseEnumReference(keyString, out var @enum))
{
key = @enum;
}
else
{
key = keyString;
}
if (LayerMap.ContainsKey(key))
{
Logger.ErrorS(LogCategory, "Duplicate layer map key definition: {0}", key);
continue;
}
LayerMap.Add(key, index);
}
}
}
_layerMapShared = true;
UpdateIsInert();
}
}
private RSI? _baseRsi;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("rsi", priority: 2)]
public RSI? BaseRSI
{
get => _baseRsi;
set
{
_baseRsi = value;
if (Layers == null || value == null)
if (value == null)
{
return;
}
@@ -147,6 +292,12 @@ namespace Robust.Client.GameObjects
}
}
[DataField("sprite", readOnly: true)] private string? rsi;
[DataField("layers", readOnly: true)] private List<PrototypeLayerData> layerDatums = new ();
[DataField("state", readOnly: true)] private string? state;
[DataField("texture", readOnly: true)] private string? texture;
[ViewVariables(VVAccess.ReadWrite)]
public bool ContainerOccluded { get; set; }
@@ -158,11 +309,7 @@ namespace Robust.Client.GameObjects
[ViewVariables] private Dictionary<object, int> LayerMap = new();
[ViewVariables] private bool _layerMapShared;
[ViewVariables] private List<Layer> Layers = default!;
[Dependency] private readonly IResourceCache resourceCache = default!;
[Dependency] private readonly IPrototypeManager prototypes = default!;
[Dependency] private readonly IReflectionManager reflectionManager = default!;
[ViewVariables] private List<Layer> Layers = new();
[ViewVariables(VVAccess.ReadWrite)] public uint RenderOrder { get; set; }
@@ -170,10 +317,9 @@ namespace Robust.Client.GameObjects
private static ShaderInstance? _defaultShader;
[ViewVariables]
private ShaderInstance? DefaultShader => _defaultShader ??
(_defaultShader = prototypes
.Index<ShaderPrototype>("shaded")
.Instance());
private ShaderInstance? DefaultShader => _defaultShader ??= prototypes
.Index<ShaderPrototype>("shaded")
.Instance();
public const string LogCategory = "go.comp.sprite";
const string LayerSerializationCache = "spritelayer";
@@ -181,6 +327,46 @@ namespace Robust.Client.GameObjects
[ViewVariables(VVAccess.ReadWrite)] public bool IsInert { get; private set; }
void ISerializationHooks.AfterDeserialization()
{
{
if (!string.IsNullOrWhiteSpace(rsi))
{
var rsiPath = TextureRoot / rsi;
try
{
BaseRSI = IoCManager.Resolve<IResourceCache>().GetResource<RSIResource>(rsiPath).RSI;
}
catch (Exception e)
{
Logger.ErrorS(SpriteComponent.LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, e);
}
}
}
if (layerDatums.Count == 0)
{
if (state != null || texture != null)
{
layerDatums.Insert(0, new PrototypeLayerData
{
TexturePath = string.IsNullOrWhiteSpace(texture) ? null : texture,
State = string.IsNullOrWhiteSpace(state) ? null : state,
Color = Color.White,
Scale = Vector2.One,
Visible = true,
});
state = null;
texture = null;
}
}
if (layerDatums.Count != 0)
{
LayerDatums = layerDatums;
}
}
/// <summary>
/// Update this sprite component to visibly match the current state of other at the time
/// this is called. Does not keep them perpetually in sync.
@@ -1005,9 +1191,14 @@ namespace Robust.Client.GameObjects
RenderInternal(drawingHandle, worldRotation, Vector2.Zero, overrideDirection);
}
private bool _screenLock = false;
private Direction _overrideDirection = Direction.South;
private bool _enableOverrideDirection = false;
[DataField("noRot")]
private bool _screenLock = true;
[DataField("overrideDir")]
private Direction _overrideDirection = Direction.East;
[DataField("enableOverrideDir")]
private bool _enableOverrideDirection;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
@@ -1153,205 +1344,6 @@ namespace Robust.Client.GameObjects
return texture;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref scale, "scale", Vector2.One);
serializer.DataFieldCached(ref rotation, "rotation", Angle.Zero);
serializer.DataFieldCached(ref offset, "offset", Vector2.Zero);
serializer.DataFieldCached(ref drawDepth, "drawdepth", DrawDepthTag.Default,
WithFormat.Constants<DrawDepthTag>());
serializer.DataFieldCached(ref color, "color", Color.White);
serializer.DataFieldCached(ref _visible, "visible", true);
serializer.DataFieldCached(ref _directional, "directional", true); //TODO: Kill ME
serializer.DataFieldCached(ref _screenLock, "noRot", true);
serializer.DataFieldCached(ref _enableOverrideDirection, "enableOverrideDir", false);
serializer.DataFieldCached(ref _overrideDirection, "overrideDir", Direction.East);
// TODO: Writing?
if (!serializer.Reading)
{
return;
}
{
var rsi = serializer.ReadDataField<string?>("sprite", null);
if (!string.IsNullOrWhiteSpace(rsi))
{
var rsiPath = TextureRoot / rsi;
try
{
BaseRSI = resourceCache.GetResource<RSIResource>(rsiPath).RSI;
}
catch (Exception e)
{
Logger.ErrorS(LogCategory, "Unable to load RSI '{0}'. Trace:\n{1}", rsiPath, e);
}
}
}
List<Layer> CloneLayers(List<Layer> source)
{
var clone = new List<Layer>(source.Count);
foreach (var layer in source)
{
clone.Add(new Layer(layer, this));
}
return clone;
}
if (serializer.TryGetCacheData<List<Layer>>(LayerSerializationCache, out var layers))
{
LayerMap = serializer.GetCacheData<Dictionary<object, int>>(LayerMapSerializationCache);
_layerMapShared = true;
Layers = CloneLayers(layers);
UpdateIsInert();
return;
}
layers = new List<Layer>();
var layerMap = new Dictionary<object, int>();
var layerData =
serializer.ReadDataField("layers", new List<PrototypeLayerData>());
if(layerData.Count == 0){
var baseState = serializer.ReadDataField<string?>("state", null);
var texturePath = serializer.ReadDataField<string?>("texture", null);
if (baseState != null || texturePath != null)
{
layerData.Insert(0, new PrototypeLayerData
{
TexturePath = string.IsNullOrWhiteSpace(texturePath) ? null : texturePath,
State = string.IsNullOrWhiteSpace(baseState) ? null : baseState,
Color = Color.White,
Scale = Vector2.One,
Visible = true,
});
}
}
foreach (var layerDatum in layerData)
{
var anyTextureAttempted = false;
var layer = new Layer(this);
if (!string.IsNullOrWhiteSpace(layerDatum.RsiPath))
{
var path = TextureRoot / layerDatum.RsiPath;
try
{
layer.RSI = resourceCache.GetResource<RSIResource>(path).RSI;
}
catch
{
Logger.ErrorS(LogCategory, "Unable to load layer RSI '{0}'.", path);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.State))
{
anyTextureAttempted = true;
var theRsi = layer.RSI ?? BaseRSI;
if (theRsi == null)
{
Logger.ErrorS(LogCategory,
"Layer has no RSI to load states from."
+ "cannot use 'state' property. Prototype: '{0}'", Owner.Prototype?.ID);
}
else
{
var stateid = new RSI.StateId(layerDatum.State);
layer.State = stateid;
if (theRsi.TryGetState(stateid, out var state))
{
// Always use south because this layer will be cached in the serializer.
layer.AnimationTimeLeft = state.GetDelay(0);
}
else
{
Logger.ErrorS(LogCategory,
$"State '{stateid}' not found in RSI: '{theRsi.Path}'.",
stateid);
}
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.TexturePath))
{
anyTextureAttempted = true;
if (layer.State.IsValid)
{
Logger.ErrorS(LogCategory,
"Cannot specify 'texture' on a layer if it has an RSI state specified."
);
}
else
{
layer.Texture =
resourceCache.GetResource<TextureResource>(TextureRoot / layerDatum.TexturePath);
}
}
if (!string.IsNullOrWhiteSpace(layerDatum.Shader))
{
if (prototypes.TryIndex<ShaderPrototype>(layerDatum.Shader, out var prototype))
{
layer.Shader = prototype.Instance();
}
else
{
Logger.ErrorS(LogCategory,
"Shader prototype '{0}' does not exist. Prototype: '{1}'",
layerDatum.Shader, Owner.Prototype?.ID);
}
}
layer.Color = layerDatum.Color;
layer.Rotation = layerDatum.Rotation;
// If neither state: nor texture: were provided we assume that they want a blank invisible layer.
layer.Visible = anyTextureAttempted && layerDatum.Visible;
layer.Scale = layerDatum.Scale;
layers.Add(layer);
if (layerDatum.MapKeys != null)
{
var index = layers.Count - 1;
foreach (var keyString in layerDatum.MapKeys)
{
object key;
if (reflectionManager.TryParseEnumReference(keyString, out var @enum))
{
key = @enum;
}
else
{
key = keyString;
}
if (layerMap.ContainsKey(key))
{
Logger.ErrorS(LogCategory, "Duplicate layer map key definition: {0}", key);
continue;
}
layerMap.Add(key, index);
}
}
}
Layers = layers;
LayerMap = layerMap;
_layerMapShared = true;
serializer.SetCacheData(LayerSerializationCache, CloneLayers(Layers));
serializer.SetCacheData(LayerMapSerializationCache, layerMap);
UpdateIsInert();
}
public override void OnRemove()
{
base.OnRemove();
@@ -1663,7 +1655,7 @@ namespace Robust.Client.GameObjects
Flip = 3,
}
private class Layer : ISpriteLayer
public class Layer : ISpriteLayer
{
[ViewVariables] private readonly SpriteComponent _parent;
@@ -1730,6 +1722,22 @@ namespace Robust.Client.GameObjects
RSI.StateId ISpriteLayer.RsiState { get => State; set => SetState(value); }
Texture? ISpriteLayer.Texture { get => Texture; set => SetTexture(value); }
public PrototypeLayerData ToPrototypeData()
{
return new PrototypeLayerData
{
Color = Color,
Rotation = Rotation,
Scale = Scale,
//todo Shader = Shader,
State = State.Name,
Visible = Visible,
RsiPath = RSI?.Path?.ToString(),
//todo TexturePath = Textur
//todo MapKeys
};
}
bool ISpriteLayer.Visible
{
get => Visible;
@@ -2000,7 +2008,6 @@ namespace Robust.Client.GameObjects
}
return state;
}
}
@@ -2051,7 +2058,6 @@ namespace Robust.Client.GameObjects
if (!anyTexture)
yield return resourceCache.GetFallback<TextureResource>().Texture;
}
public static IRsiStateLike GetPrototypeIcon(EntityPrototype prototype, IResourceCache resourceCache)
@@ -2098,6 +2104,7 @@ namespace Robust.Client.GameObjects
public T AddComponent<T>() where T : Component, new()
{
var typeFactory = IoCManager.Resolve<IDynamicTypeFactoryInternal>();
var serializationManager = IoCManager.Resolve<ISerializationManager>();
var comp = (T) typeFactory.CreateInstanceUnchecked(typeof(T));
_components[typeof(T)] = comp;
comp.Owner = this;
@@ -2107,9 +2114,9 @@ namespace Robust.Client.GameObjects
_components[typeof(ISpriteComponent)] = comp;
}
if (Prototype != null && Prototype.Components.TryGetValue(comp.Name, out var node))
if (Prototype != null && Prototype.TryGetComponent<T>(comp.Name, out var node))
{
comp.ExposeData(YamlObjectSerializer.NewReader(node));
comp = serializationManager.Copy(node, comp)!;
}
return comp;

View File

@@ -6,41 +6,31 @@ using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Client.GameObjects
{
public class ClientUserInterfaceComponent : 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();
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,
@@ -81,7 +71,7 @@ namespace Robust.Client.GameObjects
private void OpenInterface(BoundInterfaceMessageWrapMessage 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});

View File

@@ -10,6 +10,7 @@ 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;
@@ -24,17 +25,21 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
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 +146,7 @@ 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,

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

@@ -29,7 +29,7 @@ namespace Robust.Client.GameStates
handle.UseShader(_shader);
var worldHandle = (DrawingHandleWorld) handle;
var viewport = _eyeManager.GetWorldViewport();
foreach (var boundingBox in _componentManager.EntityQuery<IPhysicsComponent>(true))
foreach (var boundingBox in _componentManager.EntityQuery<IPhysBody>(true))
{
// all entities have a TransformComponent
var transform = ((IComponent)boundingBox).Owner.Transform;
@@ -42,7 +42,7 @@ namespace Robust.Client.GameStates
if(transform.LerpDestination == null)
continue;
var aabb = ((IPhysBody)boundingBox).AABB;
var aabb = boundingBox.GetWorldAABB();
// if not on screen, or too small, continue
if (!aabb.Translated(transform.WorldPosition).Intersects(viewport) || aabb.IsEmpty())

View File

@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Buffers;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement.ResourceTypes;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;

View File

@@ -4,7 +4,7 @@ using System.Collections.Generic;
using System.IO;
using System.Text;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.ResourceManagement.ResourceTypes;
using Robust.Client.ResourceManagement;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using StencilOp = Robust.Client.Graphics.StencilOp;

View File

@@ -1,23 +1,26 @@
using System;
using System.Collections.Generic;
using Robust.Client.ResourceManagement;
using Robust.Client.ResourceManagement.ResourceTypes;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using YamlDotNet.RepresentationModel;
namespace Robust.Client.Graphics
{
[Prototype("shader")]
public sealed class ShaderPrototype : IPrototype
public sealed class ShaderPrototype : IPrototype, ISerializationHooks
{
[Dependency] private readonly IClydeInternal _clyde = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
public string ID { get; private set; } = default!;
[ViewVariables]
[field: DataField("id", required: true)]
public string ID { get; } = default!;
private ShaderKind Kind;
@@ -31,11 +34,14 @@ namespace Robust.Client.Graphics
private ShaderInstance? _cachedInstance;
private bool _stencilEnabled;
private int _stencilRef;
private int _stencilReadMask = unchecked((int) uint.MaxValue);
private int _stencilWriteMask = unchecked((int) uint.MaxValue);
private StencilFunc _stencilFunc = StencilFunc.Always;
private StencilOp _stencilOp = StencilOp.Keep;
private int _stencilRef => StencilDataHolder?.StencilRef ?? 0;
private int _stencilReadMask => StencilDataHolder?.ReadMask ?? unchecked((int) uint.MaxValue);
private int _stencilWriteMask => StencilDataHolder?.WriteMask ?? unchecked((int) uint.MaxValue);
private StencilFunc _stencilFunc => StencilDataHolder?.StencilFunc ?? StencilFunc.Always;
private StencilOp _stencilOp => StencilDataHolder?.StencilOp ?? StencilOp.Keep;
[DataField("stencil")]
private StencilData? StencilDataHolder;
/// <summary>
/// Retrieves a ready-to-use instance of this shader.
@@ -64,12 +70,12 @@ namespace Robust.Client.Graphics
switch (Kind)
{
case ShaderKind.Source:
instance = _clyde.InstanceShader(Source!.ClydeHandle);
instance = IoCManager.Resolve<IClydeInternal>().InstanceShader(Source!.ClydeHandle);
_applyDefaultParameters(instance);
break;
case ShaderKind.Canvas:
instance = _clyde.InstanceShader(CompiledCanvasShader);
instance = IoCManager.Resolve<IClydeInternal>().InstanceShader(CompiledCanvasShader);
break;
default:
@@ -95,135 +101,108 @@ namespace Robust.Client.Graphics
return Instance().Duplicate();
}
public void LoadFrom(YamlMappingNode mapping)
{
ID = mapping.GetNode("id").ToString();
[DataField("kind", readOnly: true, required: true)] private string _rawKind = default!;
[DataField("path", readOnly: true)] private ResourcePath? path;
[DataField("params", readOnly: true)] private Dictionary<string, string>? paramMapping;
[DataField("light_mode", readOnly: true)] private string? rawMode;
[DataField("blend_mode", readOnly: true)] private string? rawBlendMode;
var kind = mapping.GetNode("kind").AsString();
switch (kind)
void ISerializationHooks.AfterDeserialization()
{
switch (_rawKind)
{
case "source":
Kind = ShaderKind.Source;
ReadSourceKind(mapping);
if (path == null) throw new InvalidOperationException();
Source = IoCManager.Resolve<IResourceCache>().GetResource<ShaderSourceResource>(path);
if (paramMapping != null)
{
ShaderParams = new Dictionary<string, object>();
foreach (var item in paramMapping!)
{
var name = item.Key;
if (!Source.ParsedShader.Uniforms.TryGetValue(name, out var uniformDefinition))
{
Logger.ErrorS("shader", "Shader param '{0}' does not exist on shader '{1}'", name, path);
continue;
}
var value = _parseUniformValue(item.Value, uniformDefinition.Type.Type);
ShaderParams.Add(name, value);
}
}
break;
case "canvas":
Kind = ShaderKind.Canvas;
ReadCanvasKind(mapping);
var source = "";
if(rawMode != null)
{
switch (rawMode)
{
case "normal":
break;
case "unshaded":
source += "light_mode unshaded;\n";
break;
default:
throw new InvalidOperationException($"Invalid light mode: '{rawMode}'");
}
}
if(rawBlendMode != null){
switch (rawBlendMode)
{
case "mix":
source += "blend_mode mix;\n";
break;
case "add":
source += "blend_mode add;\n";
break;
case "subtract":
source += "blend_mode subtract;\n";
break;
case "multiply":
source += "blend_mode multiply;\n";
break;
default:
throw new InvalidOperationException($"Invalid blend mode: '{rawBlendMode}'");
}
}
source += "void fragment() {\n COLOR = zTexture(UV);\n}";
var preset = ShaderParser.Parse(source, _resourceCache);
CompiledCanvasShader = IoCManager.Resolve<IClydeInternal>().LoadShader(preset, $"canvas_preset_{ID}");
break;
default:
throw new InvalidOperationException($"Invalid shader kind: '{kind}'");
throw new InvalidOperationException($"Invalid shader kind: '{_rawKind}'");
}
// Load stencil data.
if (mapping.TryGetNode("stencil", out YamlMappingNode? stencilData))
{
ReadStencilData(stencilData);
}
if (StencilDataHolder != null) _stencilEnabled = true;
}
private void ReadStencilData(YamlMappingNode stencilData)
[DataDefinition]
public class StencilData
{
_stencilEnabled = true;
[DataField("ref")] public int StencilRef;
if (stencilData.TryGetNode("ref", out var dataNode))
{
_stencilRef = dataNode.AsInt();
}
[DataField("op")] public StencilOp StencilOp;
if (stencilData.TryGetNode("op", out dataNode))
{
_stencilOp = dataNode.AsEnum<StencilOp>();
}
[DataField("func")] public StencilFunc StencilFunc;
if (stencilData.TryGetNode("func", out dataNode))
{
_stencilFunc = dataNode.AsEnum<StencilFunc>();
}
[DataField("readMask")] public int ReadMask = unchecked((int) uint.MaxValue);
if (stencilData.TryGetNode("readMask", out dataNode))
{
_stencilReadMask = dataNode.AsInt();
}
if (stencilData.TryGetNode("writeMask", out dataNode))
{
_stencilWriteMask = dataNode.AsInt();
}
}
private void ReadSourceKind(YamlMappingNode mapping)
{
var path = mapping.GetNode("path").AsResourcePath();
Source = _resourceCache.GetResource<ShaderSourceResource>(path);
if (mapping.TryGetNode<YamlMappingNode>("params", out var paramMapping))
{
ShaderParams = new Dictionary<string, object>();
foreach (var item in paramMapping)
{
var name = item.Key.AsString();
if (!Source.ParsedShader.Uniforms.TryGetValue(name, out var uniformDefinition))
{
Logger.ErrorS("shader", "Shader param '{0}' does not exist on shader '{1}'", name, path);
continue;
}
var value = _parseUniformValue(item.Value, uniformDefinition.Type.Type);
ShaderParams.Add(name, value);
}
}
}
private void ReadCanvasKind(YamlMappingNode mapping)
{
var source = "";
if (mapping.TryGetNode("light_mode", out var node))
{
switch (node.AsString())
{
case "normal":
break;
case "unshaded":
source += "light_mode unshaded;\n";
break;
default:
throw new InvalidOperationException($"Invalid light mode: '{node.AsString()}'");
}
}
if (mapping.TryGetNode("blend_mode", out node))
{
switch (node.AsString())
{
case "mix":
source += "blend_mode mix;\n";
break;
case "add":
source += "blend_mode add;\n";
break;
case "subtract":
source += "blend_mode subtract;\n";
break;
case "multiply":
source += "blend_mode multiply;\n";
break;
default:
throw new InvalidOperationException($"Invalid blend mode: '{node.AsString()}'");
}
}
source += "void fragment() {\n COLOR = zTexture(UV);\n}";
var preset = ShaderParser.Parse(source, _resourceCache);
CompiledCanvasShader = _clyde.LoadShader(preset, $"canvas_preset_{ID}");
[DataField("writeMask")] public int WriteMask = unchecked((int) uint.MaxValue);
}
private static object _parseUniformValue(YamlNode node, ShaderDataType dataType)

View File

@@ -19,6 +19,8 @@ using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using YamlDotNet.Core;
@@ -117,8 +119,8 @@ namespace Robust.Client.Input
public void SaveToUserData()
{
var mapping = new YamlMappingNode();
var ser = YamlObjectSerializer.NewWriter(mapping);
var mapping = new MappingDataNode();
var serializationManager = IoCManager.Resolve<ISerializationManager>();
var modifiedBindings = _modifiedKeyFunctions
.Select(p => _bindingsByFunction[p])
@@ -141,15 +143,13 @@ namespace Robust.Client.Input
.Where(p => _bindingsByFunction[p].Count == 0)
.ToArray();
var version = 1;
ser.DataField(ref version, "version", 1);
ser.DataField(ref modifiedBindings, "binds", Array.Empty<KeyBindingRegistration>());
ser.DataField(ref leaveEmpty, "leaveEmpty", Array.Empty<BoundKeyFunction>());
mapping.AddNode("version", new ValueDataNode("1"));
mapping.AddNode("binds", serializationManager.WriteValue(modifiedBindings));
mapping.AddNode("leaveEmpty", serializationManager.WriteValue(leaveEmpty));
var path = new ResourcePath(KeybindsPath);
using var writer = new StreamWriter(_resourceMan.UserData.Create(path));
var stream = new YamlStream {new(mapping)};
var stream = new YamlStream {new(mapping.ToMappingNode())};
stream.Save(new YamlMappingFix(new Emitter(writer)), false);
}
@@ -416,12 +416,14 @@ namespace Robust.Client.Input
var mapping = (YamlMappingNode) yamlStream.Documents[0].RootNode;
var baseSerializer = YamlObjectSerializer.NewReader(mapping);
var serializationManager = IoCManager.Resolve<ISerializationManager>();
var robustMapping = mapping.ToDataNode() as MappingDataNode;
if (robustMapping == null) throw new InvalidOperationException();
var foundBinds = baseSerializer.TryReadDataField<KeyBindingRegistration[]>("binds", out var baseKeyRegs);
if (foundBinds && baseKeyRegs != null && baseKeyRegs.Length > 0)
if (robustMapping.TryGetNode("binds", out var BaseKeyRegsNode))
{
var baseKeyRegs = serializationManager.ReadValueOrThrow<KeyBindingRegistration[]>(BaseKeyRegsNode);
foreach (var reg in baseKeyRegs)
{
if (!NetworkBindMap.FunctionExists(reg.Function.FunctionName))
@@ -447,11 +449,11 @@ namespace Robust.Client.Input
}
}
if (userData)
if (userData && robustMapping.TryGetNode("leaveEmpty", out var node))
{
var foundLeaveEmpty = baseSerializer.TryReadDataField<BoundKeyFunction[]>("leaveEmpty", out var leaveEmpty);
var leaveEmpty = serializationManager.ReadValueOrThrow<BoundKeyFunction[]>(node);
if (foundLeaveEmpty && leaveEmpty != null && leaveEmpty.Length > 0)
if (leaveEmpty.Length > 0)
{
// Adding to _modifiedKeyFunctions means that these keybinds won't be loaded from the base file.
// Because they've been explicitly cleared.

View File

@@ -1,33 +1,30 @@
using Robust.Shared.Input;
using Robust.Shared.Serialization;
using Robust.Shared.Input;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Client.Input
{
public struct KeyBindingRegistration : IExposeData
[DataDefinition]
public class KeyBindingRegistration
{
[DataField("function")]
public BoundKeyFunction Function;
public KeyBindingType Type;
[DataField("type")]
public KeyBindingType Type = KeyBindingType.State;
[DataField("key")]
public Keyboard.Key BaseKey;
[DataField("mod1")]
public Keyboard.Key Mod1;
[DataField("mod2")]
public Keyboard.Key Mod2;
[DataField("mod3")]
public Keyboard.Key Mod3;
[DataField("priority")]
public int Priority;
[DataField("canFocus")]
public bool CanFocus;
[DataField("canRepeat")]
public bool CanRepeat;
[DataField("allowSubCombs")]
public bool AllowSubCombs;
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Function, "function", default);
serializer.DataField(ref Type, "type", KeyBindingType.State);
serializer.DataField(ref BaseKey, "key", default);
serializer.DataField(ref Mod1, "mod1", default);
serializer.DataField(ref Mod2, "mod2", default);
serializer.DataField(ref Mod3, "mod3", default);
serializer.DataField(ref Priority, "priority", 0);
serializer.DataField(ref CanFocus, "canFocus", false);
serializer.DataField(ref CanRepeat, "canRepeat", false);
serializer.DataField(ref AllowSubCombs, "allowSubCombs", false);
}
}
}

View File

@@ -0,0 +1,13 @@
using Robust.Shared.Physics.Broadphase;
namespace Robust.Client.Physics
{
internal sealed class BroadPhaseSystem : SharedBroadPhaseSystem
{
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(PhysicsSystem));
}
}
}

View File

@@ -0,0 +1,135 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Robust.Client.Physics
{
internal sealed class PhysicsIslandCommand : IConsoleCommand
{
public string Command => "showislands";
public string Description => "Shows the current physics bodies involved in each physics island.";
public string Help => "showislands";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 0)
{
shell.WriteLine("This command doesn't take args!");
return;
}
EntitySystem.Get<DebugPhysicsIslandSystem>().Mode ^= DebugPhysicsIslandMode.Solve;
}
}
internal sealed class DebugPhysicsIslandSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public DebugPhysicsIslandMode Mode { get; set; } = DebugPhysicsIslandMode.None;
/*
* Island solve debug:
* This will draw above every body involved in a particular island solve.
*/
public readonly Queue<(TimeSpan Time, List<IPhysBody> Bodies)> IslandSolve = new();
public const float SolveDuration = 0.1f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IslandSolveMessage>(HandleIslandSolveMessage);
IoCManager.Resolve<IOverlayManager>().AddOverlay(new PhysicsIslandOverlay());
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
while (IslandSolve.TryPeek(out var solve))
{
if (solve.Time.TotalSeconds + SolveDuration > _gameTiming.CurTime.TotalSeconds)
{
IslandSolve.Dequeue();
}
else
{
break;
}
}
}
public override void Shutdown()
{
base.Shutdown();
IoCManager.Resolve<IOverlayManager>().RemoveOverlay(nameof(PhysicsIslandOverlay));
}
private void HandleIslandSolveMessage(IslandSolveMessage message)
{
if ((Mode & DebugPhysicsIslandMode.Solve) == 0x0) return;
IslandSolve.Enqueue((_gameTiming.CurTime, message.Bodies));
}
}
[Flags]
internal enum DebugPhysicsIslandMode : ushort
{
None = 0,
Solve = 1 << 0,
Contacts = 1 << 1,
}
internal sealed class PhysicsIslandOverlay : Overlay
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private DebugPhysicsIslandSystem _islandSystem = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public PhysicsIslandOverlay() : base(nameof(PhysicsIslandOverlay))
{
_islandSystem = EntitySystem.Get<DebugPhysicsIslandSystem>();
_eyeManager = IoCManager.Resolve<IEyeManager>();
_gameTiming = IoCManager.Resolve<IGameTiming>();
}
protected override void Draw(DrawingHandleBase handle, OverlaySpace currentSpace)
{
var worldHandle = (DrawingHandleWorld) handle;
DrawIslandSolve(worldHandle);
}
private void DrawIslandSolve(DrawingHandleWorld handle)
{
if ((_islandSystem.Mode & DebugPhysicsIslandMode.Solve) == 0x0) return;
var viewport = _eyeManager.GetWorldViewport();
foreach (var solve in _islandSystem.IslandSolve)
{
var ratio = (float) Math.Max(
(solve.Time.TotalSeconds + DebugPhysicsIslandSystem.SolveDuration -
_gameTiming.CurTime.TotalSeconds) / DebugPhysicsIslandSystem.SolveDuration, 0.0f);
if (ratio <= 0.0f) continue;
foreach (var body in solve.Bodies)
{
var worldAABB = body.GetWorldAABB();
if (!viewport.Intersects(worldAABB)) continue;
handle.DrawRect(worldAABB, Color.Green.WithAlpha(ratio * 0.5f));
}
}
}
}
}

View File

@@ -1,27 +1,25 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Maths;
using Robust.Shared.Map;
using Robust.Shared.Network.Messages;
using Robust.Client.Graphics;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Utility;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Log;
using Robust.Shared.Utility;
namespace Robust.Client.Placement
{
@@ -126,14 +124,6 @@ namespace Robust.Client.Placement
if (value != null)
{
PlacementOffset = value.PlacementOffset;
if (value.Components.ContainsKey("BoundingBox") && value.Components.ContainsKey("Physics"))
{
var map = value.Components["BoundingBox"];
var serializer = YamlObjectSerializer.NewReader(map);
serializer.DataField(ref _colliderAABB, "aabb", new Box2(0f, 0f, 0f, 0f));
return;
}
}
_colliderAABB = new Box2(0f, 0f, 0f, 0f);

View File

@@ -4,8 +4,10 @@ using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Utility;
namespace Robust.Client.Placement
@@ -230,7 +232,7 @@ namespace Robust.Client.Placement
bounds.Width,
bounds.Height);
return pManager.PhysicsManager.TryCollideRect(collisionBox, mapCoords.MapId);
return EntitySystem.Get<SharedBroadPhaseSystem>().TryCollideRect(collisionBox, mapCoords.MapId);
}
protected Vector2 ScreenToWorld(Vector2 point)

View File

@@ -5,7 +5,7 @@ using Robust.Shared.ContentPack;
using Robust.Shared.IoC;
using Robust.Shared.Utility;
namespace Robust.Client.ResourceManagement.ResourceTypes
namespace Robust.Client.ResourceManagement
{
/// <summary>
/// Loads the **source code** of a shader.

View File

@@ -0,0 +1,73 @@
using Robust.Client.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.Manager.Result;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Validation;
using Robust.Shared.Serialization.TypeSerializers.Interfaces;
namespace Robust.Client.Serialization
{
[TypeSerializer]
public class AppearanceVisualizerSerializer : ITypeSerializer<AppearanceVisualizer, MappingDataNode>
{
public DeserializationResult Read(ISerializationManager serializationManager, MappingDataNode node,
IDependencyCollection dependencies,
bool skipHook,
ISerializationContext? context = null)
{
if (!node.TryGetNode("type", out var typeNode))
throw new InvalidMappingException("No type specified for AppearanceVisualizer!");
if (typeNode is not ValueDataNode typeValueDataNode)
throw new InvalidMappingException("Type node not a value node for AppearanceVisualizer!");
var type = IoCManager.Resolve<IReflectionManager>()
.YamlTypeTagLookup(typeof(AppearanceVisualizer), typeValueDataNode.Value);
if (type == null)
throw new InvalidMappingException(
$"Invalid type {typeValueDataNode.Value} specified for AppearanceVisualizer!");
var newNode = (MappingDataNode)node.Copy();
newNode.RemoveNode("type");
return serializationManager.Read(type, newNode, context, skipHook);
}
public ValidationNode Validate(ISerializationManager serializationManager, MappingDataNode node,
IDependencyCollection dependencies,
ISerializationContext? context)
{
if (!node.TryGetNode("type", out var typeNode) || typeNode is not ValueDataNode valueNode)
{
return new ErrorNode(node, "Missing/Invalid type", true);
}
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var type = reflectionManager.YamlTypeTagLookup(typeof(AppearanceVisualizer), valueNode.Value);
if (type == null)
{
return new ErrorNode(node, $"Failed to resolve type: {valueNode.Value}", true);
}
return serializationManager.ValidateNode(type, node.CopyCast<MappingDataNode>().RemoveNode("type"));
}
public DataNode Write(ISerializationManager serializationManager, AppearanceVisualizer value, bool alwaysWrite = false,
ISerializationContext? context = null)
{
var mapping = serializationManager.WriteValueAs<MappingDataNode>(value.GetType(), value, alwaysWrite, context);
mapping.AddNode("type", new ValueDataNode(value.GetType().Name));
return mapping;
}
public AppearanceVisualizer Copy(ISerializationManager serializationManager, AppearanceVisualizer source,
AppearanceVisualizer target, bool skipHook, ISerializationContext? context = null)
{
return serializationManager.Copy(source, target, context)!;
}
}
}

View File

@@ -26,12 +26,10 @@ namespace Robust.Client.Utility
{
if (cache.TryGetResource<RSIResource>(
SharedSpriteComponent.TextureRoot / rsiSpecifier.RsiPath,
out var theRsi))
out var theRsi) &&
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
{
if (theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
{
return state;
}
return state;
}
Logger.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);

View File

@@ -0,0 +1,63 @@
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.IO;
using System.Linq;
using System.Reflection;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using NUnit.Framework;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Generators.UnitTesting
{
[Parallelizable]
public abstract class AnalyzerTest
{
protected static Assembly GetAssemblyFromCompilation(Compilation newComp)
{
using var stream = new MemoryStream();
newComp.Emit(stream);
var assembly = Assembly.Load(stream.ToArray());
return assembly;
}
protected static Compilation CreateCompilation(string source)
{
var dd = typeof(Enumerable).GetTypeInfo().Assembly.Location;
var coreDir = Directory.GetParent(dd) ?? throw new Exception("Couldn't find location of coredir");
var references = new[]
{
MetadataReference.CreateFromFile(typeof(object).GetTypeInfo().Assembly.Location),
MetadataReference.CreateFromFile(typeof(Enumerable).GetTypeInfo().Assembly.Location),
MetadataReference.CreateFromFile(typeof(Dictionary<,>).GetTypeInfo().Assembly.Location),
MetadataReference.CreateFromFile(typeof(DataFieldAttribute).GetTypeInfo().Assembly.Location),
MetadataReference.CreateFromFile(coreDir.FullName + Path.DirectorySeparatorChar + "mscorlib.dll"),
MetadataReference.CreateFromFile(coreDir.FullName + Path.DirectorySeparatorChar +
"System.Runtime.dll"),
MetadataReference.CreateFromFile(coreDir.FullName + Path.DirectorySeparatorChar +
"System.Collections.dll"),
};
var syntaxTree = CSharpSyntaxTree.ParseText(source, new CSharpParseOptions(LanguageVersion.Preview));
return CSharpCompilation.Create(
"comp",
new[] {syntaxTree},
references,
new CSharpCompilationOptions(OutputKind.DynamicallyLinkedLibrary));
}
protected static (Compilation, ImmutableArray<Diagnostic> diagnostics) RunGenerators(Compilation c,
params ISourceGenerator[] gens)
{
var driver = CSharpGeneratorDriver.Create(
ImmutableArray.Create(gens),
ImmutableArray<AdditionalText>.Empty,
(CSharpParseOptions) c.SyntaxTrees.First().Options);
driver.RunGeneratorsAndUpdateCompilation(c, out var d, out var diagnostics);
return (d, diagnostics);
}
}
}

View File

@@ -0,0 +1,82 @@
using System.Linq;
using NUnit.Framework;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Generators.UnitTesting
{
public class DataClassTests : AnalyzerTest
{
[Test]
public void DCTest()
{
const string source = @"
using System.Collections.Generic;
using Robust.Shared.Prototypes;
//using Robust.Shared.Serialization;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Test{
[DataClass]
public class TestClass{
[DataFieldWithConstant(""drawdepth"", typeof(DrawDepthTag))]
private int _drawDepth = DrawDepthTag.Default;
[DataField(""myList"")]
public List<TestClass> testList;
[DataField(""myList"")]
public string abc = ""testing"";
[DataField(""drawdepth"", constType: typeof(TestClass))]
public int test;
}
}
";
var comp = CreateCompilation(source);
//Assert.IsEmpty(comp.GetDiagnostics());
var (newcomp, generatorDiags) = RunGenerators(comp, new DataClassGenerator());
Assert.IsEmpty(generatorDiags);
var type = newcomp.GetTypeByMetadataName("Test.TestClass_AUTODATA");
Assert.NotNull(type);
var memberNames = type.MemberNames.ToArray();
// 3 properties
Assert.That(memberNames, Has.Length.EqualTo(3));
Assert.That(memberNames, Contains.Item("testList"));
Assert.That(memberNames, Contains.Item("abc"));
Assert.That(memberNames, Contains.Item("test"));
var members = type.GetMembers();
// 3 properties + constructor
Assert.That(members, Has.Length.EqualTo(4));
var memberDictionary = members.ToDictionary(m => m.Name, m => m);
var yamlFieldNamespace = typeof(DataFieldAttribute).FullName;
Assert.NotNull(yamlFieldNamespace);
var yamlFieldAttribute = comp.GetTypeByMetadataName(yamlFieldNamespace);
var testListYamlAttribute = memberDictionary["testList"].GetAttribute(yamlFieldAttribute);
Assert.NotNull(testListYamlAttribute);
Assert.That(testListYamlAttribute.ConstructorArguments[0].Value, Is.EqualTo("myList"));
var abcYamlAttribute = memberDictionary["abc"].GetAttribute(yamlFieldAttribute);
Assert.NotNull(abcYamlAttribute);
Assert.That(abcYamlAttribute.ConstructorArguments[0].Value, Is.EqualTo("myList"));
var testYamlAttribute = memberDictionary["test"].GetAttribute(yamlFieldAttribute);
Assert.NotNull(testYamlAttribute);
Assert.That(testYamlAttribute.ConstructorArguments[0].Value, Is.EqualTo("drawdepth"));
Assert.NotNull(testYamlAttribute.ConstructorArguments[3].Value);
Assert.That(testYamlAttribute.ConstructorArguments[3].Value.ToString(), Is.EqualTo("Test.TestClass"));
//TODO Check for dataclass & if its correct
}
}
}

View File

@@ -0,0 +1,21 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net5.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Robust.Generators\Robust.Generators.csproj" />
<ProjectReference Include="..\Robust.Shared\Robust.Shared.csproj" />
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.8.3" />
<PackageReference Include="NUnit" Version="3.12.0" />
<PackageReference Include="NUnit.ConsoleRunner" Version="3.11.1" />
<PackageReference Include="NUnit3TestAdapter" Version="3.17.0" />
<PackageReference Include="NUnit.Analyzers" Version="0.6.0" />
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.8.0" PrivateAssets="all" />
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.2" PrivateAssets="all" />
</ItemGroup>
<Import Project="..\MSBuild\Robust.Engine.targets" />
</Project>

View File

@@ -0,0 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.8.0" PrivateAssets="all" />
<PackageReference Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.2" PrivateAssets="all" />
</ItemGroup>
</Project>

View File

@@ -1,23 +1,10 @@
using System;
using System;
using System.Diagnostics;
using System.IO;
using System.Runtime.InteropServices;
using System.Threading;
using Prometheus;
using Robust.Server.Console;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Server.ViewVariables;
using Robust.Shared.Asynchronous;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.Exceptions;
using Robust.Server.Scripting;
using Robust.Server.ServerStatus;
using Robust.Shared;
using Robust.Server.DataMetrics;
using Robust.Server.Debugging;
using Robust.Server.GameObjects;
@@ -25,12 +12,26 @@ using Robust.Server.GameStates;
using Robust.Server.Log;
using Robust.Server.Placement;
using Robust.Server.Player;
using Robust.Server.Scripting;
using Robust.Server.ServerStatus;
using Robust.Server.Utility;
using Robust.Server.ViewVariables;
using Robust.Shared;
using Robust.Shared.Asynchronous;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Exceptions;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
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;
using Serilog.Debugging;
using Serilog.Sinks.Loki;
using Stopwatch = Robust.Shared.Timing.Stopwatch;
@@ -298,6 +299,8 @@ namespace Robust.Server
_entities.Initialize();
IoCManager.Resolve<ISerializationManager>().Initialize();
// because of 'reasons' this has to be called after the last assembly is loaded
// otherwise the prototypes will be cleared
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();

View File

@@ -1,4 +1,4 @@
using System.Diagnostics;
using System.Diagnostics;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
@@ -14,7 +14,7 @@ namespace Robust.Server.Debugging
public void Initialize()
{
_net.RegisterNetMessage<MsgRay>(MsgRay.NAME);
_physics.DebugDrawRay += data => PhysicsOnDebugDrawRay(data);
// TODO _physics.DebugDrawRay += data => PhysicsOnDebugDrawRay(data);
}
[Conditional("DEBUG")]

View File

@@ -1,14 +1,19 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Server.GameObjects
{
public class EyeComponent : SharedEyeComponent
{
private bool _drawFov;
private Vector2 _zoom;
[DataField("drawFov")]
private bool _drawFov = true;
[DataField("zoom")]
private Vector2 _zoom = Vector2.One/2f;
private Vector2 _offset;
private Angle _rotation;
@@ -68,13 +73,5 @@ namespace Robust.Server.GameObjects
{
return new EyeComponentState(DrawFov, Zoom, Offset, Rotation);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _zoom, "zoom", Vector2.One/2f);
serializer.DataFieldCached(ref _drawFov, "drawFov", true);
}
}
}

View File

@@ -1,7 +1,9 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Server.GameObjects
@@ -10,10 +12,14 @@ namespace Robust.Server.GameObjects
[ComponentReference(typeof(IPointLightComponent))]
public class PointLightComponent : Component, IPointLightComponent
{
private Color _color;
private bool _enabled;
private float _radius;
private Vector2 _offset;
[DataField("color")]
private Color _color = new(200, 200, 200);
[DataField("enabled")]
private bool _enabled = true;
[DataField("radius")]
private float _radius = 10;
[DataField("offset")]
private Vector2 _offset = Vector2.Zero;
public override string Name => "PointLight";
public override uint? NetID => NetIDs.POINT_LIGHT;
@@ -73,17 +79,6 @@ namespace Robust.Server.GameObjects
}
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _enabled, "enabled", true);
serializer.DataField(ref _color, "color", new Color(200, 200, 200));
serializer.DataField(ref _radius, "radius", 10);
serializer.DataField(ref _offset, "offset", Vector2.Zero);
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new PointLightComponentState(Enabled, Color, Radius, Offset);

View File

@@ -4,27 +4,49 @@ using Robust.Shared.GameObjects;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Server.GameObjects
{
public class SpriteComponent : SharedSpriteComponent, ISpriteRenderableComponent
public class SpriteComponent : SharedSpriteComponent, ISpriteRenderableComponent, ISerializationHooks
{
const string LayerSerializationCache = "spritelayersrv";
[ViewVariables]
[DataField("layers", priority: 2, readOnly: true)]
private List<PrototypeLayerData> Layers = new();
private bool _visible;
[DataField("visible")]
private bool _visible = true;
[DataFieldWithConstant("drawdepth", typeof(DrawDepthTag))]
private int _drawDepth = DrawDepthTag.Default;
private Vector2 _scale;
private Vector2 _offset;
private Color _color;
private bool _directional;
[DataField("scale")]
private Vector2 _scale = Vector2.One;
[DataField("offset")]
private Vector2 _offset = Vector2.Zero;
[DataField("color")]
private Color _color = Color.White;
[DataField("directional")]
private bool _directional = true;
[DataField("sprite")]
private string? _baseRSIPath;
private Angle _rotation;
[DataField("rotation")]
private Angle _rotation = Angle.Zero;
[DataField("state")] private string? state;
[DataField("texture")] private string? texture;
[ViewVariables(VVAccess.ReadWrite)]
public int DrawDepth
@@ -129,6 +151,31 @@ namespace Robust.Server.GameObjects
[ViewVariables]
public int LayerCount => Layers.Count;
void ISerializationHooks.AfterDeserialization()
{
if (Layers.Count == 0)
{
if (state != null || texture != null)
{
var layerZeroData = SharedSpriteComponent.PrototypeLayerData.New();
if (!string.IsNullOrWhiteSpace(state))
{
layerZeroData.State = state;
}
if (!string.IsNullOrWhiteSpace(texture))
{
layerZeroData.TexturePath = texture;
}
Layers.Insert(0, layerZeroData);
state = null;
texture = null;
}
}
}
public int AddLayerWithSprite(SpriteSpecifier specifier)
{
var layer = PrototypeLayerData.New();
@@ -272,7 +319,7 @@ namespace Robust.Server.GameObjects
{
if (Layers.Count <= layer)
{
Logger.ErrorS("go.comp.sprite", "Layer with index '{0}' does not exist, cannot set set! Trace:\n{1}",
Logger.ErrorS("go.comp.sprite", "Layer with index '{0}' does not exist, cannot set state! Trace:\n{1}",
layer, Environment.StackTrace);
return;
}
@@ -389,59 +436,6 @@ namespace Robust.Server.GameObjects
Dirty();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref _visible, "visible", true);
serializer.DataFieldCached(ref _drawDepth, "drawdepth", DrawDepthTag.Default, WithFormat.Constants<DrawDepthTag>());
serializer.DataFieldCached(ref _offset, "offset", Vector2.Zero);
serializer.DataFieldCached(ref _scale, "scale", Vector2.One);
serializer.DataFieldCached(ref _color, "color", Color.White);
serializer.DataFieldCached(ref _directional, "directional", true);
serializer.DataFieldCached(ref _baseRSIPath, "sprite", null);
serializer.DataFieldCached(ref _rotation, "rotation", Angle.Zero);
// TODO: Writing?
if (!serializer.Reading)
{
return;
}
if (serializer.TryGetCacheData<List<PrototypeLayerData>>(LayerSerializationCache, out var layers))
{
Layers = layers.ShallowClone();
return;
}
var layerData =
serializer.ReadDataField<List<PrototypeLayerData>>("layers", new List<PrototypeLayerData>());
if(layerData.Count == 0){
var baseState = serializer.ReadDataField<string?>("state", null);
var texturePath = serializer.ReadDataField<string?>("texture", null);
if (baseState != null || texturePath != null)
{
var layerZeroData = PrototypeLayerData.New();
if (!string.IsNullOrWhiteSpace(baseState))
{
layerZeroData.State = baseState;
}
if (!string.IsNullOrWhiteSpace(texturePath))
{
layerZeroData.TexturePath = texturePath;
}
layerData.Insert(0, layerZeroData);
}
}
serializer.SetCacheData(LayerSerializationCache, layerData.ShallowClone());
Layers = layerData;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new SpriteComponentState(Visible, DrawDepth, Scale, Rotation, Offset, Color,

View File

@@ -10,6 +10,7 @@ using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Server.GameObjects
{
@@ -19,27 +20,24 @@ namespace Robust.Server.GameObjects
/// </summary>
/// <seealso cref="BoundUserInterface"/>
[PublicAPI]
public sealed class ServerUserInterfaceComponent : SharedUserInterfaceComponent
public sealed class ServerUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
{
private readonly Dictionary<object, BoundUserInterface> _interfaces =
new();
[DataField("interfaces", readOnly: true)]
private List<PrototypeData> _interfaceData = new();
/// <summary>
/// Enumeration of all the interfaces this component provides.
/// </summary>
public IEnumerable<BoundUserInterface> Interfaces => _interfaces.Values;
public override void ExposeData(ObjectSerializer serializer)
void ISerializationHooks.AfterDeserialization()
{
base.ExposeData(serializer);
_interfaces.Clear();
if (!serializer.Reading)
{
return;
}
var data = serializer.ReadDataFieldCached("interfaces", new List<PrototypeData>());
foreach (var prototypeData in data)
foreach (var prototypeData in _interfaceData)
{
_interfaces[prototypeData.UiKey] = new BoundUserInterface(prototypeData.UiKey, this);
}

View File

@@ -1,5 +1,7 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Server.GameObjects
@@ -7,6 +9,7 @@ namespace Robust.Server.GameObjects
[RegisterComponent]
public class VisibilityComponent : Component
{
[DataField("layer")]
private int _layer = 1;
public override string Name => "Visibility";
@@ -20,12 +23,5 @@ namespace Robust.Server.GameObjects
get => _layer;
set => _layer = value;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _layer, "layer", 1);
}
}
}

View File

@@ -1,11 +1,37 @@
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics.Dynamics;
namespace Robust.Server.GameObjects
{
[UsedImplicitly]
public class PhysicsSystem : SharedPhysicsSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
public override void Initialize()
{
base.Initialize();
_mapManager.OnGridCreated += HandleGridCreated;
}
public override void Shutdown()
{
base.Shutdown();
_mapManager.OnGridCreated -= HandleGridCreated;
}
private void HandleGridCreated(GridId gridId)
{
if (!EntityManager.TryGetEntity(_mapManager.GetGrid(gridId).GridEntityId, out var gridEntity)) return;
var grid = _mapManager.GetGrid(gridId);
var collideComp = gridEntity.AddComponent<PhysicsComponent>();
collideComp.CanCollide = true;
collideComp.AddFixture(new Fixture(collideComp, new PhysShapeGrid(grid)) {CollisionMask = MapGridHelpers.CollisionGroup, CollisionLayer = MapGridHelpers.CollisionGroup});
}
/// <inheritdoc />
public override void Update(float frameTime)
{

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.Physics;
namespace Robust.Server.GameObjects
{
@@ -198,8 +199,8 @@ namespace Robust.Server.GameObjects
private Box2 GetEntityBox(IEntity entity)
{
// Need to clip the aabb as anything with an edge intersecting another tile might be picked up, such as walls.
if (entity.TryGetComponent(out IPhysicsComponent? physics))
return new Box2(physics.WorldAABB.BottomLeft + 0.01f, physics.WorldAABB.TopRight - 0.01f);
if (entity.TryGetComponent(out IPhysBody? physics))
return new Box2(physics.GetWorldAABB().BottomLeft + 0.01f, physics.GetWorldAABB().TopRight - 0.01f);
// Don't want to accidentally get neighboring tiles unless we're near an edge
return Box2.CenteredAround(entity.Transform.Coordinates.ToMapPos(EntityManager), Vector2.One / 2);
@@ -335,7 +336,7 @@ namespace Robust.Server.GameObjects
return;
}
var bounds = GetEntityBox(moveEvent.Sender);
var bounds = moveEvent.WorldAABB ?? GetEntityBox(moveEvent.Sender);
var newNodes = GetOrCreateNodes(moveEvent.NewPosition, bounds);
if (oldNodes.Count == newNodes.Count && oldNodes.SetEquals(newNodes))

View File

@@ -1,6 +1,8 @@
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
namespace Robust.Server.GameObjects
{
public class ServerComponentFactory : ComponentFactory
@@ -28,7 +30,13 @@ namespace Robust.Server.GameObjects
RegisterReference<BasicActorComponent, IActorComponent>();
Register<PhysicsComponent>();
RegisterReference<PhysicsComponent, IPhysicsComponent>();
RegisterReference<PhysicsComponent, IPhysBody>();
Register<CollisionWakeComponent>();
Register<ContainerManagerComponent>();
RegisterReference<ContainerManagerComponent, IContainerManager>();
Register<OccluderComponent>();
RegisterIgnore("Input");
@@ -50,7 +58,6 @@ namespace Robust.Server.GameObjects
#if DEBUG
Register<DebugExceptionOnAddComponent>();
Register<DebugExceptionExposeDataComponent>();
Register<DebugExceptionInitializeComponent>();
Register<DebugExceptionStartupComponent>();
#endif

View File

@@ -10,6 +10,7 @@ using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -368,7 +369,7 @@ namespace Robust.Server.GameObjects
continue;
}
if (entity.TryGetComponent(out IPhysicsComponent? body))
if (entity.TryGetComponent(out IPhysBody? body))
{
if (body.LinearVelocity.EqualsApprox(Vector2.Zero, MinimumMotionForMovers))
{
@@ -535,7 +536,7 @@ namespace Robust.Server.GameObjects
continue;
}
if (!entity.TryGetComponent(out IPhysicsComponent? body))
if (!entity.TryGetComponent(out IPhysBody? body))
{
// can't be a mover w/o physics
continue;
@@ -721,10 +722,10 @@ namespace Robust.Server.GameObjects
_deletionHistory.RemoveAll(hist => hist.tick <= toTick);
}
public override bool UpdateEntityTree(IEntity entity)
public override bool UpdateEntityTree(IEntity entity, Box2? worldAABB = null)
{
var currentTick = CurrentTick;
var updated = base.UpdateEntityTree(entity);
var updated = base.UpdateEntityTree(entity, worldAABB);
if (entity.Deleted
|| !entity.Initialized
@@ -736,6 +737,7 @@ namespace Robust.Server.GameObjects
DebugTools.Assert(entity.Transform.Initialized);
// note: updated can be false even if something moved a bit
worldAABB ??= GetWorldAabbFromEntity(entity);
foreach (var (player, lastSeen) in _playerLastSeen)
{
@@ -782,14 +784,14 @@ namespace Robust.Server.GameObjects
// saw it previously
// player can't see it now
if (!viewbox.Intersects(GetWorldAabbFromEntity(entity)))
if (!viewbox.Intersects(worldAABB.Value))
{
var addToMovers = false;
if (entity.Transform.LastModifiedTick >= currentTick)
{
addToMovers = true;
}
else if (entity.TryGetComponent(out IPhysicsComponent? physics)
else if (entity.TryGetComponent(out IPhysBody? physics)
&& physics.LastModifiedTick >= currentTick)
{
addToMovers = true;

View File

@@ -1,21 +1,26 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Globalization;
using System.IO;
using System.Linq;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using YamlDotNet.RepresentationModel;
using Robust.Shared.Utility;
using Robust.Shared.Serialization;
using Robust.Shared.GameObjects;
using System.Globalization;
using System.Linq;
using Robust.Server.GameObjects;
using Robust.Shared.ContentPack;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Result;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Validation;
using Robust.Shared.Serialization.TypeSerializers.Interfaces;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using YamlDotNet.Core;
using YamlDotNet.RepresentationModel;
namespace Robust.Server.Maps
{
@@ -223,7 +228,10 @@ namespace Robust.Server.Maps
/// <summary>
/// Handles the primary bulk of state during the map serialization process.
/// </summary>
private class MapContext : YamlObjectSerializer.Context, IEntityLoadContext
private class MapContext : ISerializationContext, IEntityLoadContext,
ITypeSerializer<GridId, ValueDataNode>,
ITypeSerializer<EntityUid, ValueDataNode>,
ITypeReaderWriter<IEntity, ValueDataNode>
{
private readonly IMapManagerInternal _mapManager;
private readonly ITileDefinitionManager _tileDefinitionManager;
@@ -255,6 +263,11 @@ namespace Robust.Server.Maps
private Dictionary<ushort, string>? _tileMap;
public Dictionary<(Type, Type), object> TypeReaders { get; }
public Dictionary<Type, object> TypeWriters { get; }
public Dictionary<Type, object> TypeCopiers => TypeWriters;
public Dictionary<(Type, Type), object> TypeValidators => TypeReaders;
public bool MapIsPostInit { get; private set; }
public MapContext(IMapManagerInternal maps, ITileDefinitionManager tileDefs,
@@ -269,6 +282,18 @@ namespace Robust.Server.Maps
_prototypeManager = prototypeManager;
RootNode = new YamlMappingNode();
TypeWriters = new Dictionary<Type, object>()
{
{typeof(IEntity), this},
{typeof(GridId), this},
{typeof(EntityUid), this}
};
TypeReaders = new Dictionary<(Type, Type), object>()
{
{(typeof(IEntity), typeof(ValueDataNode)), this},
{(typeof(GridId), typeof(ValueDataNode)), this},
{(typeof(EntityUid), typeof(ValueDataNode)), this}
};
}
public MapContext(IMapManagerInternal maps, ITileDefinitionManager tileDefs,
@@ -286,6 +311,18 @@ namespace Robust.Server.Maps
RootNode = node;
TargetMap = targetMapId;
_prototypeManager = prototypeManager;
TypeWriters = new Dictionary<Type, object>()
{
{typeof(IEntity), this},
{typeof(GridId), this},
{typeof(EntityUid), this}
};
TypeReaders = new Dictionary<(Type, Type), object>()
{
{(typeof(IEntity), typeof(ValueDataNode)), this},
{(typeof(GridId), typeof(ValueDataNode)), this},
{(typeof(EntityUid), typeof(ValueDataNode)), this}
};
}
// Deserialization
@@ -530,7 +567,10 @@ namespace Robust.Server.Maps
{
foreach (var compData in componentList)
{
CurrentReadingEntityComponents[compData["type"].AsString()] = (YamlMappingNode) compData;
var copy = new YamlMappingNode(((YamlMappingNode)compData).AsEnumerable());
copy.Children.Remove(new YamlScalarNode("type"));
//TODO Paul: maybe replace mapping with datanode
CurrentReadingEntityComponents[compData["type"].AsString()] = copy;
}
}
@@ -687,9 +727,11 @@ namespace Robust.Server.Maps
private void WriteEntitySection()
{
var serializationManager = IoCManager.Resolve<ISerializationManager>();
var entities = new YamlSequenceNode();
RootNode.Add("entities", entities);
var prototypeCompCache = new Dictionary<string, Dictionary<string, MappingDataNode>>();
foreach (var entity in Entities.OrderBy(e => EntityUidMap[e.Uid]))
{
CurrentWritingEntity = entity;
@@ -701,6 +743,14 @@ namespace Robust.Server.Maps
if (entity.Prototype != null)
{
mapping.Add("type", entity.Prototype.ID);
if (!prototypeCompCache.ContainsKey(entity.Prototype.ID))
{
prototypeCompCache[entity.Prototype.ID] = new Dictionary<string, MappingDataNode>();
foreach (var (compType, comp) in entity.Prototype.Components)
{
prototypeCompCache[entity.Prototype.ID].Add(compType, serializationManager.WriteValueAs<MappingDataNode>(comp.GetType(), comp));
}
}
}
var components = new YamlSequenceNode();
@@ -710,18 +760,21 @@ namespace Robust.Server.Maps
if (component is MapSaveIdComponent)
continue;
var compMapping = new YamlMappingNode();
CurrentWritingComponent = component.Name;
var compSerializer = YamlObjectSerializer.NewWriter(compMapping, this);
var compMapping = serializationManager.WriteValueAs<MappingDataNode>(component.GetType(), component, context: this);
component.ExposeData(compSerializer);
if (entity.Prototype != null && prototypeCompCache[entity.Prototype.ID].TryGetValue(component.Name, out var protMapping))
{
compMapping = compMapping.Except(protMapping);
if(compMapping == null) continue;
}
// Don't need to write it if nothing was written!
if (compMapping.Children.Count != 0)
{
compMapping.AddNode("type", new ValueDataNode(component.Name));
// Something actually got written!
compMapping.Add("type", component.Name);
components.Add(compMapping);
components.Add(compMapping.ToYamlNode());
}
}
@@ -734,140 +787,32 @@ namespace Robust.Server.Maps
}
}
public override bool TryNodeToType(YamlNode node, Type type, [NotNullWhen(true)] out object? obj)
{
if (type == typeof(GridId))
{
if (node.AsString() == "null")
{
obj = GridId.Invalid;
return true;
}
var val = node.AsInt();
if (val >= Grids.Count)
{
Logger.ErrorS("map", "Error in map file: found local grid ID '{0}' which does not exist.", val);
}
else
{
obj = Grids[val].Index;
return true;
}
}
if (type == typeof(EntityUid))
{
if (node.AsString() == "null")
{
obj = EntityUid.Invalid;
return true;
}
var val = node.AsInt();
if (val >= Entities.Count)
{
Logger.ErrorS("map", "Error in map file: found local entity UID '{0}' which does not exist.",
val);
}
else
{
obj = UidEntityMap[val];
return true;
}
}
if (typeof(IEntity).IsAssignableFrom(type))
{
var val = node.AsInt();
if (val >= Entities.Count)
{
Logger.ErrorS("map", "Error in map file: found local entity UID '{0}' which does not exist.",
val);
}
else
{
obj = Entities[val];
return true;
}
}
obj = null;
return false;
}
public override bool TryTypeToNode(object obj, [NotNullWhen(true)] out YamlNode? node)
{
switch (obj)
{
case GridId gridId:
if (!GridIDMap.TryGetValue(gridId, out var gridMapped))
{
Logger.WarningS("map", "Cannot write grid ID '{0}', falling back to nullspace.", gridId);
break;
}
else
{
node = new YamlScalarNode(gridMapped.ToString(CultureInfo.InvariantCulture));
return true;
}
case EntityUid entityUid:
if (!EntityUidMap.TryGetValue(entityUid, out var entityUidMapped))
{
// Terrible hack to mute this warning on the grids themselves when serializing blueprints.
if (!IsBlueprintMode || !CurrentWritingEntity!.HasComponent<MapGridComponent>() ||
CurrentWritingComponent != "Transform")
{
Logger.WarningS("map", "Cannot write entity UID '{0}'.", entityUid);
}
node = new YamlScalarNode("null");
return true;
}
else
{
node = new YamlScalarNode(entityUidMapped.ToString(CultureInfo.InvariantCulture));
return true;
}
case IEntity entity:
if (!EntityUidMap.TryGetValue(entity.Uid, out var entityMapped))
{
Logger.WarningS("map", "Cannot write entity UID '{0}'.", entity.Uid);
break;
}
else
{
node = new YamlScalarNode(entityMapped.ToString(CultureInfo.InvariantCulture));
return true;
}
}
node = null;
return false;
}
// Create custom object serializers that will correctly allow data to be overriden by the map file.
ObjectSerializer IEntityLoadContext.GetComponentSerializer(string componentName, YamlMappingNode? protoData)
IComponent IEntityLoadContext.GetComponentData(string componentName,
IComponent? protoData)
{
if (CurrentReadingEntityComponents == null)
{
throw new InvalidOperationException();
}
var list = new List<YamlMappingNode>();
var serializationManager = IoCManager.Resolve<ISerializationManager>();
var factory = IoCManager.Resolve<IComponentFactory>();
IComponent data = protoData != null
? serializationManager.CreateCopy(protoData, this)!
: (IComponent) Activator.CreateInstance(factory.GetRegistration(componentName).Type)!;
if (CurrentReadingEntityComponents.TryGetValue(componentName, out var mapping))
{
list.Add(mapping);
var mapData = (IDeserializedDefinition) serializationManager.Read(
factory.GetRegistration(componentName).Type,
mapping.ToDataNode(), this);
var newData = serializationManager.PopulateDataDefinition(data, mapData);
data = (IComponent) newData.RawValue!;
}
if (protoData != null)
{
list.Add(protoData);
}
return YamlObjectSerializer.NewReader(list, this);
return data;
}
public IEnumerable<string> GetExtraComponentTypes()
@@ -875,34 +820,6 @@ namespace Robust.Server.Maps
return CurrentReadingEntityComponents!.Keys;
}
public override bool IsValueDefault<T>(string field, T value, WithFormat<T> format)
{
if (CurrentWritingEntity!.Prototype == null)
{
// No prototype, can't be default.
return false;
}
if (!CurrentWritingEntity.Prototype.Components.TryGetValue(CurrentWritingComponent!, out var compData))
{
// This component was added mid-game.
return false;
}
var testSer = YamlObjectSerializer.NewReader(compData);
if (testSer.TryReadDataFieldCached(field, format, out var prototypeVal))
{
if (value == null)
{
return prototypeVal == null;
}
return YamlObjectSerializer.IsSerializedEqual(value, prototypeVal);
}
return false;
}
private bool IsMapSavable(IEntity entity)
{
if (entity.Prototype?.MapSavable == false || !GridIDMap.ContainsKey(entity.Transform.GridID))
@@ -925,6 +842,165 @@ namespace Robust.Server.Maps
return true;
}
public DeserializationResult Read(ISerializationManager serializationManager, ValueDataNode node,
IDependencyCollection dependencies,
bool skipHook,
ISerializationContext? context = null)
{
if (node.Value == "null") return new DeserializedValue<GridId>(GridId.Invalid);
var val = int.Parse(node.Value);
if (val >= Grids.Count)
{
Logger.ErrorS("map", "Error in map file: found local grid ID '{0}' which does not exist.", val);
}
else
{
return new DeserializedValue<GridId>(Grids[val].Index);
}
return new DeserializedValue<GridId>(GridId.Invalid);
}
ValidationNode ITypeValidator<IEntity, ValueDataNode>.Validate(ISerializationManager serializationManager,
ValueDataNode node, IDependencyCollection dependencies, ISerializationContext? context)
{
if (!int.TryParse(node.Value, out var val) || !UidEntityMap.ContainsKey(val))
{
return new ErrorNode(node, "Invalid EntityUid", true);
}
return new ValidatedValueNode(node);
}
ValidationNode ITypeValidator<EntityUid, ValueDataNode>.Validate(ISerializationManager serializationManager,
ValueDataNode node, IDependencyCollection dependencies, ISerializationContext? context)
{
if (node.Value == "null")
{
return new ValidatedValueNode(node);
}
if (!int.TryParse(node.Value, out var val) || !UidEntityMap.ContainsKey(val))
{
return new ErrorNode(node, "Invalid EntityUid", true);
}
return new ValidatedValueNode(node);
}
ValidationNode ITypeValidator<GridId, ValueDataNode>.Validate(ISerializationManager serializationManager,
ValueDataNode node, IDependencyCollection dependencies, ISerializationContext? context)
{
if (node.Value == "null") return new ValidatedValueNode(node);
if (!int.TryParse(node.Value, out var val) || val >= Grids.Count)
{
return new ErrorNode(node, "Invalid GridId", true);
}
return new ValidatedValueNode(node);
}
public DataNode Write(ISerializationManager serializationManager, IEntity value, bool alwaysWrite = false,
ISerializationContext? context = null)
{
return Write(serializationManager, value.Uid, alwaysWrite, context);
}
public DataNode Write(ISerializationManager serializationManager, EntityUid value, bool alwaysWrite = false,
ISerializationContext? context = null)
{
if (!EntityUidMap.TryGetValue(value, out var entityUidMapped))
{
// Terrible hack to mute this warning on the grids themselves when serializing blueprints.
if (!IsBlueprintMode || !CurrentWritingEntity!.HasComponent<MapGridComponent>() ||
CurrentWritingComponent != "Transform")
{
Logger.WarningS("map", "Cannot write entity UID '{0}'.", value);
}
return new ValueDataNode("null");
}
else
{
return new ValueDataNode(entityUidMapped.ToString(CultureInfo.InvariantCulture));
}
}
public DataNode Write(ISerializationManager serializationManager, GridId value, bool alwaysWrite = false,
ISerializationContext? context = null)
{
if (!GridIDMap.TryGetValue(value, out var gridMapped))
{
Logger.WarningS("map", "Cannot write grid ID '{0}', falling back to nullspace.", gridMapped);
return new ValueDataNode("");
}
else
{
return new ValueDataNode(gridMapped.ToString(CultureInfo.InvariantCulture));
}
}
DeserializationResult ITypeReader<EntityUid, ValueDataNode>.Read(ISerializationManager serializationManager,
ValueDataNode node,
IDependencyCollection dependencies,
bool skipHook,
ISerializationContext? context)
{
if (node.Value == "null")
{
return new DeserializedValue<EntityUid>(EntityUid.Invalid);
}
var val = int.Parse(node.Value);
if (val >= Entities.Count)
{
Logger.ErrorS("map", "Error in map file: found local entity UID '{0}' which does not exist.", val);
}
else
{
return new DeserializedValue<EntityUid>(UidEntityMap[val]);
}
return new DeserializedValue<EntityUid>(EntityUid.Invalid);
}
DeserializationResult ITypeReader<IEntity, ValueDataNode>.Read(ISerializationManager serializationManager,
ValueDataNode node,
IDependencyCollection dependencies,
bool skipHook,
ISerializationContext? context)
{
var val = int.Parse(node.Value);
if (val >= Entities.Count || !UidEntityMap.ContainsKey(val) || !Entities.TryFirstOrDefault(e => e.Uid == UidEntityMap[val], out var entity))
{
Logger.ErrorS("map", "Error in map file: found local entity UID '{0}' which does not exist.", val);
return null!;
}
else
{
return new DeserializedValue<IEntity>(entity);
}
}
[MustUseReturnValue]
public GridId Copy(ISerializationManager serializationManager, GridId source, GridId target,
bool skipHook,
ISerializationContext? context = null)
{
return new(source.Value);
}
[MustUseReturnValue]
public EntityUid Copy(ISerializationManager serializationManager, EntityUid source, EntityUid target,
bool skipHook,
ISerializationContext? context = null)
{
return new((int) source);
}
}
/// <summary>

View File

@@ -0,0 +1,14 @@
using Robust.Server.GameObjects;
using Robust.Shared.Physics.Broadphase;
namespace Robust.Server.Physics
{
internal sealed class BroadPhaseSystem : SharedBroadPhaseSystem
{
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(PhysicsSystem));
}
}
}

View File

@@ -43,6 +43,11 @@ namespace Robust.Shared.Maths
public static readonly Vector2 Infinity = new(float.PositiveInfinity, float.PositiveInfinity);
/// <summary>
/// A vector with NaN X and Y.
/// </summary>
public static readonly Vector2 NaN = new(float.NaN, float.NaN);
/// <summary>
/// Construct a vector from its coordinates.
/// </summary>
@@ -90,7 +95,7 @@ namespace Robust.Shared.Maths
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly Vector2 Rounded()
{
return new((float) MathF.Round(X), (float) MathF.Round(Y));
return new(MathF.Round(X), MathF.Round(Y));
}
/// <summary>

View File

@@ -1,6 +1,8 @@
using Robust.Shared.Serialization;
using System;
using System.Diagnostics.Contracts;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Audio
{
@@ -8,43 +10,52 @@ namespace Robust.Shared.Audio
/// Contains common audio parameters for audio playback on the client.
/// </summary>
[Serializable, NetSerializable]
public struct AudioParams : IExposeData
[DataDefinition]
public struct AudioParams : IPopulateDefaultValues
{
/// <summary>
/// Base volume to play the audio at, in dB.
/// </summary>
[DataField("volume")]
public float Volume { get; set; }
/// <summary>
/// Scale for the audio pitch.
/// </summary>
[DataField("pitchscale")]
public float PitchScale { get; set; }
/// <summary>
/// Audio bus to play on.
/// </summary>
[DataField("busname")]
public string BusName { get; set; }
/// <summary>
/// Only applies to positional audio.
/// The maximum distance from which the audio is hearable.
/// </summary>
[DataField("maxdistance")]
public float MaxDistance { get; set; }
/// <summary>
/// Only applies to positional audio.
/// Positional audio is dampened over distance with this as exponent.
/// </summary>
[DataField("attenuation")]
public float Attenuation { get; set; }
/// <summary>
/// Only applies to global (non-positional) audio.
/// Target channels if the audio configuration has more than 2 speakers.
/// </summary>
[DataField("mixtarget")]
public AudioMixTarget MixTarget { get; set; }
[DataField("loop")]
public bool Loop { get; set; }
[DataField("playoffset")]
public float PlayOffsetSeconds { get; set; }
// For the max distance value: it's 2000 in Godot, but I assume that's PIXELS due to the 2D positioning,
@@ -54,18 +65,6 @@ namespace Robust.Shared.Audio
/// </summary>
public static readonly AudioParams Default = new(0, 1, "Master", 62.5f, 1, AudioMixTarget.Stereo, false, 0f);
void IExposeData.ExposeData(ObjectSerializer serializer)
{
Volume = serializer.ReadDataField("volume", 0f);
PitchScale = serializer.ReadDataField("pitchscale", 1f);
BusName = serializer.ReadDataField("busname", "Master");
MaxDistance = serializer.ReadDataField("maxdistance", 62.5f);
Attenuation = serializer.ReadDataField("attenuation", 1f);
MixTarget = serializer.ReadDataField("mixtarget", AudioMixTarget.Stereo);
Loop = serializer.ReadDataField("loop", false);
PlayOffsetSeconds = serializer.ReadDataField("playoffset", 0f);
}
public AudioParams(float volume, float pitchScale, string busName, float maxDistance, float attenuation,
AudioMixTarget mixTarget, bool loop, float playOffsetSeconds) : this()
{
@@ -169,6 +168,15 @@ namespace Robust.Shared.Audio
me.PlayOffsetSeconds = offset;
return me;
}
public void PopulateDefaultValues()
{
PitchScale = 1f;
BusName = "Master";
MaxDistance = 62.5f;
Attenuation = 1f;
MixTarget = AudioMixTarget.Stereo;
}
}
/// <summary>

View File

@@ -280,6 +280,105 @@ namespace Robust.Shared
public static readonly CVarDef<string> PlayerName =
CVarDef.Create("player.name", "JoeGenero", CVar.ARCHIVE | CVar.CLIENTONLY);
/*
* PHYSICS
*/
// - Sleep
public static readonly CVarDef<float> AngularSleepTolerance =
CVarDef.Create("physics.angsleeptol", 2.0f / 180.0f * MathF.PI);
public static readonly CVarDef<float> LinearSleepTolerance =
CVarDef.Create("physics.linsleeptol", 0.001f);
public static readonly CVarDef<bool> SleepAllowed =
CVarDef.Create("physics.sleepallowed", true);
// Box2D default is 0.5f
public static readonly CVarDef<float> TimeToSleep =
CVarDef.Create("physics.timetosleep", 0.2f);
// - Solver
// These are the minimum recommended by Box2D with the standard being 8 velocity 3 position iterations.
// Trade-off is obviously performance vs how long it takes to stabilise.
public static readonly CVarDef<int> PositionIterations =
CVarDef.Create("physics.positer", 3);
public static readonly CVarDef<int> VelocityIterations =
CVarDef.Create("physics.veliter", 8);
public static readonly CVarDef<bool> WarmStarting =
CVarDef.Create("physics.warmstart", true);
public static readonly CVarDef<bool> AutoClearForces =
CVarDef.Create("physics.autoclearforces", true);
/// <summary>
/// A velocity threshold for elastic collisions. Any collision with a relative linear
/// velocity below this threshold will be treated as inelastic.
/// </summary>
public static readonly CVarDef<float> VelocityThreshold =
CVarDef.Create("physics.velocitythreshold", 0.5f);
// TODO: Copy Box2D's comments on baumgarte I think it's on the solver class.
/// <summary>
/// How much overlap is resolved per tick.
/// </summary>
public static readonly CVarDef<float> Baumgarte =
CVarDef.Create("physics.baumgarte", 0.2f);
/// <summary>
/// A small length used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
/// </summary>
public static readonly CVarDef<float> LinearSlop =
CVarDef.Create("physics.linearslop", 0.005f);
/// <summary>
/// A small angle used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
/// </summary>
public static readonly CVarDef<float> AngularSlop =
CVarDef.Create("physics.angularslop", 2.0f / 180.0f * MathF.PI);
/// <summary>
/// The radius of the polygon/edge shape skin. This should not be modified. Making
/// this smaller means polygons will have an insufficient buffer for continuous collision.
/// Making it larger may create artifacts for vertex collision.
/// </summary>
/// <remarks>
/// Default is set to be 2 x linearslop. TODO Should we listen to linearslop changes?
/// </remarks>
public static readonly CVarDef<float> PolygonRadius =
CVarDef.Create("physics.polygonradius", 2 * 0.005f);
/// <summary>
/// If true, it will run a GiftWrap convex hull on all polygon inputs.
/// This makes for a more stable engine when given random input,
/// but if speed of the creation of polygons are more important,
/// you might want to set this to false.
/// </summary>
public static readonly CVarDef<bool> ConvexHullPolygons =
CVarDef.Create("physics.convexhullpolygons", true);
public static readonly CVarDef<int> MaxPolygonVertices =
CVarDef.Create("physics.maxpolygonvertices", 8);
public static readonly CVarDef<float> MaxLinearCorrection =
CVarDef.Create("physics.maxlinearcorrection", 0.2f);
public static readonly CVarDef<float> MaxAngularCorrection =
CVarDef.Create("physics.maxangularcorrection", 8.0f / 180.0f * MathF.PI);
// - Maximums
// Squared
public static readonly CVarDef<float> MaxLinVelocity =
CVarDef.Create("physics.maxlinvelocity", 4.0f);
// Squared
public static readonly CVarDef<float> MaxAngVelocity =
CVarDef.Create("physics.maxangvelocity", 0.5f * MathF.PI);
/*
* DISCORD
*/

View File

@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
@@ -32,6 +32,7 @@ namespace Robust.Shared.Containers
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
[field: DataField("occludes")]
public bool OccludesLight { get; set; } = true;
/// <inheritdoc />
@@ -40,6 +41,7 @@ namespace Robust.Shared.Containers
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
[field: DataField("showEnts")]
public bool ShowContents { get; set; }
/// <summary>
@@ -165,13 +167,5 @@ namespace Robust.Shared.Containers
Manager.Owner.SendMessage(Manager, new ContainerContentsModifiedMessage(this, toremove, true));
Manager.Dirty();
}
/// <inheritdoc />
public virtual void ExposeData(ObjectSerializer serializer)
{
// ID and Manager are filled in Initialize
serializer.DataReadWriteFunction("showEnts", false, value => ShowContents = value, () => ShowContents);
serializer.DataReadWriteFunction("occludes", true, value => OccludesLight = value, () => OccludesLight);
}
}
}

View File

@@ -1,9 +1,8 @@
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Containers
{
@@ -22,37 +21,14 @@ namespace Robust.Shared.Containers
/// <summary>
/// The generic container class uses a list of entities
/// </summary>
private List<IEntity> _containerList = new();
[DataField("ents")]
private readonly List<IEntity> _containerList = new();
/// <inheritdoc />
public override IReadOnlyList<IEntity> ContainedEntities => _containerList;
/// <inheritdoc />
public override string ContainerType => ClassName;
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
#if SERV3
// ONLY PAUL CAN MAKE ME WHOLE
serializer.DataField(ref _containerList, "ents", new List<IEntity>());
#else
if (serializer.Writing)
{
serializer.DataWriteFunction("ents", new List<EntityUid>(),
() => _containerList.Select(e => e.Uid).ToList());
}
else
{
var entMan = IoCManager.Resolve<IEntityManager>();
serializer.DataReadFunction("ents", new List<EntityUid>(),
value => _containerList = value.Select((uid => entMan.GetEntity(uid))).ToList());
}
#endif
}
/// <inheritdoc />
protected override void InternalInsert(IEntity toinsert)

View File

@@ -7,6 +7,8 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Containers
@@ -14,14 +16,16 @@ namespace Robust.Shared.Containers
/// <summary>
/// Holds data about a set of entity containers on this entity.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IContainerManager))]
// [RegisterComponent]
// [ComponentReference(typeof(IContainerManager))]
public class ContainerManagerComponent : Component, IContainerManager
{
[Dependency] private readonly IRobustSerializer _serializer = default!;
[Dependency] private readonly IDynamicTypeFactoryInternal _dynFactory = default!;
[ViewVariables] private Dictionary<string, IContainer> _containers = new();
[ViewVariables]
[DataField("containers")]
private Dictionary<string, IContainer> _containers = new();
/// <inheritdoc />
public sealed override string Name => "ContainerContainer";
@@ -81,7 +85,7 @@ namespace Robust.Shared.Containers
_containers.Remove(dead);
}
}
// Add new containers and update existing contents.
foreach (var (containerType, id, showEnts, occludesLight, entityUids) in cast.ContainerSet)
@@ -135,13 +139,6 @@ namespace Robust.Shared.Containers
newContainer.Manager = this;
return newContainer;
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _containers, "containers", new Dictionary<string, IContainer>());
}
/// <inheritdoc />
public override ComponentState GetComponentState(ICommonSession player)
@@ -319,9 +316,13 @@ namespace Robust.Shared.Containers
}
}
private struct ContainerPrototypeData : IExposeData
[DataDefinition]
private struct ContainerPrototypeData : IPopulateDefaultValues
{
[DataField("entities")]
public List<EntityUid> Entities;
[DataField("type")]
public string? Type;
public ContainerPrototypeData(List<EntityUid> entities, string type)
@@ -330,10 +331,9 @@ namespace Robust.Shared.Containers
Type = type;
}
void IExposeData.ExposeData(ObjectSerializer serializer)
public void PopulateDefaultValues()
{
serializer.DataField(ref Entities, "entities", new List<EntityUid>());
serializer.DataField(ref Type, "type", null);
Entities = new List<EntityUid>();
}
}

View File

@@ -1,10 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.Containers
@@ -15,8 +14,6 @@ namespace Robust.Shared.Containers
{
private const string ClassName = "ContainerSlot";
private IEntity? _containedEntity;
/// <inheritdoc />
public override IReadOnlyList<IEntity> ContainedEntities
{
@@ -29,38 +26,11 @@ namespace Robust.Shared.Containers
}
[ViewVariables]
public IEntity? ContainedEntity
{
get => _containedEntity;
private set => _containedEntity = value;
}
[field: DataField("ent")]
public IEntity? ContainedEntity { get; private set; }
/// <inheritdoc />
public override string ContainerType => ClassName;
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
#if SERV3
// ONLY PAUL CAN MAKE ME WHOLE
serializer.DataField(ref _containedEntity, "ent", default);
#else
if (serializer.Writing)
{
serializer.DataWriteFunction("ents", EntityUid.Invalid,
() => _containedEntity?.Uid ?? EntityUid.Invalid);
}
else
{
var entMan = IoCManager.Resolve<IEntityManager>();
serializer.DataReadFunction("ent", EntityUid.Invalid,
value => _containedEntity = value != EntityUid.Invalid ? entMan.GetEntity(value) : null);
}
#endif
}
/// <inheritdoc />
public override bool CanInsert(IEntity toinsert)

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Containers
{
@@ -25,7 +26,8 @@ namespace Robust.Shared.Containers
/// </remarks>
/// <seealso cref="IContainerManager" />
[PublicAPI]
public interface IContainer : IExposeData
[ImplicitDataDefinitionForInheritors]
public interface IContainer
{
/// <summary>
/// Readonly collection of all the entities contained within this specific container

View File

@@ -28,6 +28,9 @@ namespace Robust.Shared.ContentPack
/// </summary>
internal sealed partial class AssemblyTypeChecker
{
// Used to be in Sandbox.yml, moved out of there to facilitate faster loading.
private const string SystemAssemblyName = "System.Runtime";
private readonly IResourceManager _res;
/// <summary>
@@ -43,13 +46,16 @@ namespace Robust.Shared.ContentPack
// Necessary for loads with launcher loader.
public Func<string, Stream?>? ExtraRobustLoader { get; init; }
private readonly ISawmill _sawmill;
private readonly SandboxConfig _config;
private readonly Task<SandboxConfig> _config;
public AssemblyTypeChecker(IResourceManager res, ISawmill sawmill)
{
_res = res;
_sawmill = sawmill;
_config = LoadConfig();
// Config is huge and YAML is slow so config loading is delayed.
// This means we can parallelize config loading with IL verification
// (first time we need the config is when we print verifier errors).
_config = Task.Run(LoadConfig);
}
private Resolver CreateResolver()
@@ -148,12 +154,14 @@ namespace Robust.Shared.ContentPack
return true;
}
var loadedConfig = _config.Result;
// We still do explicit type reference scanning, even though the actual whitelists work with raw members.
// This is so that we can simplify handling of generic type specifications during member checking:
// we won't have to check that any types in their type arguments are whitelisted.
foreach (var type in types)
{
if (!IsTypeAccessAllowed(type, out _))
if (!IsTypeAccessAllowed(loadedConfig, type, out _))
{
errors.Add(new SandboxError($"Access to type not allowed: {type}"));
}
@@ -161,11 +169,11 @@ namespace Robust.Shared.ContentPack
_sawmill.Debug($"Types... {fullStopwatch.ElapsedMilliseconds}ms");
CheckInheritance(inherited, errors);
CheckInheritance(loadedConfig, inherited, errors);
_sawmill.Debug($"Inheritance... {fullStopwatch.ElapsedMilliseconds}ms");
CheckMemberReferences(members, errors);
CheckMemberReferences(loadedConfig, members, errors);
foreach (var error in errors)
{
@@ -185,17 +193,33 @@ namespace Robust.Shared.ContentPack
{
_sawmill.Debug($"{name}: Verifying IL...");
var sw = Stopwatch.StartNew();
var ver = new Verifier(resolver);
ver.SetSystemModuleName(new AssemblyName(_config.SystemAssemblyName));
var verifyErrors = false;
foreach (var res in ver.Verify(peReader))
var bag = new ConcurrentBag<VerificationResult>();
var partitioner = Partitioner.Create(reader.TypeDefinitions);
Parallel.ForEach(partitioner.GetPartitions(Environment.ProcessorCount), handle =>
{
if (_config.AllowedVerifierErrors.Contains(res.Code))
var ver = new Verifier(resolver);
ver.SetSystemModuleName(new AssemblyName(SystemAssemblyName));
while (handle.MoveNext())
{
foreach (var result in ver.Verify(peReader, handle.Current, verifyMethods: true))
{
bag.Add(result);
}
}
});
var loadedCfg = _config.Result;
var verifyErrors = false;
foreach (var res in bag)
{
if (loadedCfg.AllowedVerifierErrors.Contains(res.Code))
{
continue;
}
var msg = $"{name}: ILVerify: {res.Message}";
var msg = $"{name}: ILVerify: {string.Format(res.Message, res.Args)}";
try
{
@@ -237,6 +261,7 @@ namespace Robust.Shared.ContentPack
}
private void CheckMemberReferences(
SandboxConfig sandboxConfig,
List<MMemberRef> members,
ConcurrentBag<SandboxError> errors)
{
@@ -273,7 +298,7 @@ namespace Robust.Shared.ContentPack
var baseTypeReferenced = (MTypeReferenced) baseType;
if (!IsTypeAccessAllowed(baseTypeReferenced, out var typeCfg))
if (!IsTypeAccessAllowed(sandboxConfig, baseTypeReferenced, out var typeCfg))
{
// Technically this error isn't necessary since we have an earlier pass
// checking all referenced types. That should have caught this
@@ -338,6 +363,7 @@ namespace Robust.Shared.ContentPack
}
private void CheckInheritance(
SandboxConfig sandboxConfig,
List<(MType type, MType parent, ArraySegment<MType> interfaceImpls)> inherited,
ConcurrentBag<SandboxError> errors)
{
@@ -367,7 +393,7 @@ namespace Robust.Shared.ContentPack
_ => throw new InvalidOperationException() // Can't happen.
};
if (!IsTypeAccessAllowed(realBaseType, out var cfg))
if (!IsTypeAccessAllowed(sandboxConfig, realBaseType, out var cfg))
{
return false;
}
@@ -377,13 +403,13 @@ namespace Robust.Shared.ContentPack
}
}
private bool IsTypeAccessAllowed(MTypeReferenced type, [NotNullWhen(true)] out TypeConfig? cfg)
private bool IsTypeAccessAllowed(SandboxConfig sandboxConfig, MTypeReferenced type, [NotNullWhen(true)] out TypeConfig? cfg)
{
if (type.Namespace == null)
{
if (type.ResolutionScope is MResScopeType parentType)
{
if (!IsTypeAccessAllowed((MTypeReferenced) parentType.Type, out var parentCfg))
if (!IsTypeAccessAllowed(sandboxConfig, (MTypeReferenced) parentType.Type, out var parentCfg))
{
cfg = null;
return false;
@@ -413,7 +439,7 @@ namespace Robust.Shared.ContentPack
}
// Check if in whitelisted namespaces.
foreach (var whNamespace in _config.WhitelistedNamespaces)
foreach (var whNamespace in sandboxConfig.WhitelistedNamespaces)
{
if (type.Namespace.StartsWith(whNamespace))
{
@@ -422,7 +448,7 @@ namespace Robust.Shared.ContentPack
}
}
if (!_config.Types.TryGetValue(type.Namespace, out var nsDict))
if (!sandboxConfig.Types.TryGetValue(type.Namespace, out var nsDict))
{
cfg = null;
return false;
@@ -749,8 +775,9 @@ namespace Robust.Shared.ContentPack
return handle.IsNil ? null : reader.GetString(handle);
}
private sealed class Resolver : ResolverBase
private sealed class Resolver : IResolver
{
private readonly ConcurrentDictionary<string, PEReader?> _dictionary = new();
private readonly AssemblyTypeChecker _parent;
private readonly string[] _diskLoadPaths;
private readonly ResourcePath[] _resLoadPaths;
@@ -762,7 +789,7 @@ namespace Robust.Shared.ContentPack
_resLoadPaths = resLoadPaths;
}
protected override PEReader? ResolveCore(string simpleName)
private PEReader? ResolveCore(string simpleName)
{
var dllName = $"{simpleName}.dll";
foreach (var diskLoadPath in _diskLoadPaths)
@@ -797,6 +824,11 @@ namespace Robust.Shared.ContentPack
return null;
}
public PEReader? Resolve(string simpleName)
{
return _dictionary.GetOrAdd(simpleName, ResolveCore);
}
}
private sealed class TypeProvider : ISignatureTypeProvider<MType, int>

View File

@@ -88,6 +88,8 @@ namespace Robust.Shared.ContentPack
if (_sandboxingEnabled)
{
var checkerSw = Stopwatch.StartNew();
var typeChecker = MakeTypeChecker();
Parallel.ForEach(files, pair =>
@@ -100,6 +102,8 @@ namespace Robust.Shared.ContentPack
throw new TypeCheckFailedException($"Assembly {name} failed type checks.");
}
});
Logger.DebugS("res.mod", $"Verified assemblies in {checkerSw.ElapsedMilliseconds}ms");
}
// Actually load them in the order they depend on each other.

View File

@@ -43,23 +43,7 @@ namespace Robust.Shared.ContentPack
/// <returns>Enumerable of all file paths in that directory and sub directories.</returns>
public static IEnumerable<string> GetFiles(string path)
{
var queue = new Queue<string>();
queue.Enqueue(path);
while (queue.Count > 0)
{
path = queue.Dequeue();
foreach (var subDir in Directory.GetDirectories(path))
{
queue.Enqueue(subDir);
}
foreach (var file in Directory.GetFiles(path))
{
yield return file;
}
}
return Directory.EnumerateFiles(path, "*", SearchOption.AllDirectories);
}
public static bool IsFileInUse(IOException exception)

View File

@@ -1,14 +1,13 @@
# This file controls all whitelists and other rules enforced by AssemblyTypeChecker.
# Yes, I typed most of this out by hand.
SystemAssemblyName: System.Runtime
# ILVerify errors that are allowed.
AllowedVerifierErrors:
# InitOnly happens a lot when calling e.g. ToString() on a readonly field.
# It's fine and doesn't break anything runtime related so...
- InitOnly
# ILVerify has problems with Default Interface Methods so...
- InterfaceMethodNotImplemented
# EVERYTHING in these namespaces is allowed.
WhitelistedNamespaces:

View File

@@ -1,8 +1,10 @@
using System;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
@@ -10,6 +12,7 @@ namespace Robust.Shared.GameObjects
{
/// <inheritdoc />
[Reflect(false)]
[ImplicitDataDefinitionForInheritorsAttribute]
public abstract class Component : IComponent
{
/// <inheritdoc />
@@ -24,6 +27,7 @@ namespace Robust.Shared.GameObjects
[ViewVariables]
public virtual bool NetworkSynchronizeExistence => false;
[DataField("netsync")]
private bool _netSyncEnabled = true;
/// <inheritdoc />
[ViewVariables]
@@ -159,12 +163,6 @@ namespace Robust.Shared.GameObjects
_running = false;
}
/// <inheritdoc />
public virtual void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _netSyncEnabled, "netsync", true);
}
/// <inheritdoc />
public void Dirty()
{

View File

@@ -3,6 +3,7 @@
namespace Robust.Shared.GameObjects
{
[AttributeUsage(AttributeTargets.Field)]
[MeansImplicitAssignment]
public class ComponentDependencyAttribute : Attribute
{
public readonly string? OnAddMethodName;

View File

@@ -4,6 +4,7 @@ using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using Robust.Shared.Exceptions;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
@@ -129,13 +130,6 @@ namespace Robust.Shared.GameObjects
ComponentAdded?.Invoke(this, new AddedComponentEventArgs(component));
}
if (entity.Initialized || entity.Initializing)
{
var defaultSerializer = DefaultValueSerializer.Reader();
defaultSerializer.CurrentType = component.GetType();
component.ExposeData(defaultSerializer);
}
_componentDependencyManager.OnComponentAdd(entity, component);
component.OnAdd();
@@ -193,7 +187,7 @@ namespace Robust.Shared.GameObjects
{
ITransformComponent _ => 0,
IMetaDataComponent _ => 1,
IPhysicsComponent _ => 2,
IPhysBody _ => 2,
_ => int.MaxValue
};
@@ -449,7 +443,7 @@ namespace Robust.Shared.GameObjects
var comps = _entCompIndex[uid];
foreach (var comp in comps)
{
if (comp.Deleted || !(comp is T tComp)) continue;
if (comp.Deleted || comp is not T tComp) continue;
yield return tComp;
}

View File

@@ -2,13 +2,16 @@ namespace Robust.Shared.GameObjects
{
public class CollisionChangeMessage : EntitySystemMessage
{
public PhysicsComponent Body { get; }
public EntityUid Owner { get; }
public bool CanCollide { get; }
public CollisionChangeMessage(EntityUid owner, bool canCollide)
public CollisionChangeMessage(PhysicsComponent body, EntityUid owner, bool canCollide)
{
Body = body;
Owner = owner;
CanCollide = canCollide;
}
}
}
}

View File

@@ -1,25 +1,53 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
public interface ICollideBehavior
/// <summary>
/// Called every tick for colliding bodies. Called once per pair.
/// </summary>
public sealed class CollisionMessage : EntitySystemMessage
{
void CollideWith(IEntity collidedWith);
public readonly IPhysBody BodyA;
public readonly IPhysBody BodyB;
public readonly float FrameTime;
public readonly Manifold Manifold;
public CollisionMessage(IPhysBody bodyA, IPhysBody bodyB, float frameTime, Manifold manifold)
{
BodyA = bodyA;
BodyB = bodyB;
FrameTime = frameTime;
Manifold = manifold;
}
}
/// <summary>
/// Called once when a collision starts
/// </summary>
public interface IStartCollide
{
/// <summary>
/// Called after all collisions have been processed, as well as how many collisions occured
/// We'll pass in both our body and the other body to save the behaviors having to get these components themselves.
/// </summary>
/// <param name="collisionCount"></param>
void PostCollide(int collisionCount) { }
void CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold);
}
/// <summary>
/// Called once when a collision ends.
/// </summary>
public interface IEndCollide
{
/// <summary>
/// Run behaviour after all other collision behaviors have run.
/// </summary>
/// <param name="ourBody"></param>
/// <param name="otherBody"></param>
/// <param name="manifold"></param>
void CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold);
}
public interface ICollideSpecial
@@ -27,483 +55,6 @@ namespace Robust.Shared.GameObjects
bool PreventCollide(IPhysBody collidedwith);
}
public partial interface IPhysicsComponent : IComponent, IPhysBody
{
public new bool Hard { get; set; }
bool IsColliding(Vector2 offset, bool approximate = true);
IEnumerable<IEntity> GetCollidingEntities(Vector2 offset, bool approximate = true);
bool UpdatePhysicsTree();
void RemovedFromPhysicsTree(MapId mapId);
void AddedToPhysicsTree(MapId mapId);
}
public partial class PhysicsComponent : Component, IPhysicsComponent
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
private bool _canCollide;
private bool _isHard;
private BodyStatus _status;
private BodyType _bodyType;
private List<IPhysShape> _physShapes = new();
/// <inheritdoc />
public override string Name => "Physics";
/// <inheritdoc />
public override uint? NetID => NetIDs.PHYSICS;
public IEntity Entity => Owner;
/// <inheritdoc />
public MapId MapID => Owner.Transform.MapID;
/// <inheritdoc />
public int ProxyId { get; set; }
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public BodyType BodyType { get; set; } = BodyType.Static;
/// <inheritdoc />
public int SleepAccumulator
{
get => _sleepAccumulator;
set
{
if (_sleepAccumulator == value)
return;
_sleepAccumulator = value;
Awake = _physicsManager.SleepTimeThreshold > SleepAccumulator;
}
}
private int _sleepAccumulator;
// TODO: When SleepTimeThreshold updates we need to update Awake
public int SleepThreshold
{
get => _physicsManager.SleepTimeThreshold;
set => _physicsManager.SleepTimeThreshold = value;
}
/// <inheritdoc />
[ViewVariables]
public bool Awake
{
get => _awake;
private set
{
if (_awake == value)
return;
_awake = value;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PhysicsUpdateMessage(this));
}
}
private bool _awake = true;
/// <inheritdoc />
public void WakeBody()
{
if (CanMove())
SleepAccumulator = 0;
}
public PhysicsComponent()
{
PhysicsShapes = new PhysShapeList(this);
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _canCollide, "on", true);
serializer.DataField(ref _isHard, "hard", true);
serializer.DataField(ref _status, "status", BodyStatus.OnGround);
serializer.DataField(ref _bodyType, "bodyType", BodyType.Static);
serializer.DataField(ref _physShapes, "shapes", new List<IPhysShape> {new PhysShapeAabb()});
serializer.DataField(ref _anchored, "anchored", true);
serializer.DataField(ref _mass, "mass", 1.0f);
}
/// <param name="player"></param>
/// <inheritdoc />
public override ComponentState GetComponentState(ICommonSession player)
{
return new PhysicsComponentState(_canCollide, _status, _physShapes, _isHard, _mass, LinearVelocity, AngularVelocity, Anchored);
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
return;
var newState = (PhysicsComponentState) curState;
_canCollide = newState.CanCollide;
_status = newState.Status;
_isHard = newState.Hard;
_physShapes = newState.PhysShapes;
foreach (var shape in _physShapes)
{
shape.ApplyState();
}
Dirty();
UpdateEntityTree();
Mass = newState.Mass / 1000f; // gram to kilogram
LinearVelocity = newState.LinearVelocity;
// Logger.Debug($"{IGameTiming.TickStampStatic}: [{Owner}] {LinearVelocity}");
AngularVelocity = newState.AngularVelocity;
Anchored = newState.Anchored;
// TODO: Does it make sense to reset controllers here?
// This caused space movement to break in content and I'm not 100% sure this is a good fix.
// Look man the CM test is in 5 hours cut me some slack.
//_controllers = null;
// Reset predict flag to false to avoid predicting stuff too long.
// Another possibly bad hack for content at the moment.
Predict = false;
}
/// <inheritdoc />
[ViewVariables]
Box2 IPhysBody.WorldAABB
{
get
{
var pos = Owner.Transform.WorldPosition;
return ((IPhysBody) this).AABB.Translated(pos);
}
}
/// <inheritdoc />
[ViewVariables]
Box2 IPhysBody.AABB
{
get
{
var angle = Owner.Transform.WorldRotation;
var bounds = new Box2();
foreach (var shape in _physShapes)
{
var shapeBounds = shape.CalculateLocalBounds(angle);
bounds = bounds.IsEmpty() ? shapeBounds : bounds.Union(shapeBounds);
}
return bounds;
}
}
/// <inheritdoc />
[ViewVariables]
public IList<IPhysShape> PhysicsShapes { get; }
/// <summary>
/// Enables or disabled collision processing of this component.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool CanCollide
{
get => _canCollide;
set
{
if (_canCollide == value)
return;
_canCollide = value;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new CollisionChangeMessage(Owner.Uid, _canCollide));
Dirty();
}
}
/// <summary>
/// Non-hard physics bodies will not cause action collision (e.g. blocking of movement)
/// while still raising collision events.
/// </summary>
/// <remarks>
/// This is useful for triggers or such to detect collision without actually causing a blockage.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
public bool Hard
{
get => _isHard;
set
{
if (_isHard == value)
return;
_isHard = value;
Dirty();
}
}
/// <summary>
/// Bitmask of the collision layers this component is a part of.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int CollisionLayer
{
get
{
var layers = 0x0;
foreach (var shape in _physShapes)
layers = layers | shape.CollisionLayer;
return layers;
}
}
/// <summary>
/// Bitmask of the layers this component collides with.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public int CollisionMask
{
get
{
var mask = 0x0;
foreach (var shape in _physShapes)
mask = mask | shape.CollisionMask;
return mask;
}
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// normally ExposeData would create this
if (_physShapes == null)
{
_physShapes = new List<IPhysShape> {new PhysShapeAabb()};
}
else
{
foreach (var shape in _physShapes)
{
ShapeAdded(shape);
}
}
foreach (var controller in _controllers.Values)
{
controller.ControlledComponent = this;
}
Dirty();
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new CollisionChangeMessage(Owner.Uid, _canCollide));
}
public override void OnAdd()
{
base.OnAdd();
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PhysicsUpdateMessage(this));
}
public override void OnRemove()
{
base.OnRemove();
// In case somebody starts sharing shapes across multiple components I guess?
foreach (var shape in _physShapes)
{
ShapeRemoved(shape);
}
// Should we not call this if !_canCollide? PathfindingSystem doesn't care at least.
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new CollisionChangeMessage(Owner.Uid, false));
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PhysicsUpdateMessage(this));
}
private void ShapeAdded(IPhysShape shape)
{
shape.OnDataChanged += ShapeDataChanged;
}
private void ShapeRemoved(IPhysShape item)
{
item.OnDataChanged -= ShapeDataChanged;
}
/// <inheritdoc />
protected override void Startup()
{
base.Startup();
_physicsManager.AddBody(this);
}
/// <inheritdoc />
protected override void Shutdown()
{
RemoveControllers();
_physicsManager.RemoveBody(this);
base.Shutdown();
}
public bool IsColliding(Vector2 offset, bool approx = true)
{
return _physicsManager.IsColliding(this, offset, approx);
}
public IEnumerable<IEntity> GetCollidingEntities(Vector2 offset, bool approx = true)
{
return _physicsManager.GetCollidingEntities(this, offset, approx);
}
public bool UpdatePhysicsTree()
=> _physicsManager.Update(this);
public void RemovedFromPhysicsTree(MapId mapId)
{
_physicsManager.RemovedFromMap(this, mapId);
}
public void AddedToPhysicsTree(MapId mapId)
{
_physicsManager.AddedToMap(this, mapId);
}
private bool UpdateEntityTree() => Owner.EntityManager.UpdateEntityTree(Owner);
public bool IsOnGround()
{
return Status == BodyStatus.OnGround;
}
public bool IsInAir()
{
return Status == BodyStatus.InAir;
}
private void ShapeDataChanged()
{
Dirty();
UpdatePhysicsTree();
}
// Custom IList<> implementation so that we can hook addition/removal of shapes.
// To hook into their OnDataChanged event correctly.
private sealed class PhysShapeList : IList<IPhysShape>
{
private readonly PhysicsComponent _owner;
public PhysShapeList(PhysicsComponent owner)
{
_owner = owner;
}
public IEnumerator<IPhysShape> GetEnumerator()
{
return _owner._physShapes.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
public void Add(IPhysShape item)
{
_owner._physShapes.Add(item);
ItemAdded(item);
}
public void Clear()
{
foreach (var item in _owner._physShapes)
{
ItemRemoved(item);
}
_owner._physShapes.Clear();
}
public bool Contains(IPhysShape item)
{
return _owner._physShapes.Contains(item);
}
public void CopyTo(IPhysShape[] array, int arrayIndex)
{
_owner._physShapes.CopyTo(array, arrayIndex);
}
public bool Remove(IPhysShape item)
{
var found = _owner._physShapes.Remove(item);
if (found)
{
ItemRemoved(item);
}
return found;
}
public int Count => _owner._physShapes.Count;
public bool IsReadOnly => false;
public int IndexOf(IPhysShape item)
{
return _owner._physShapes.IndexOf(item);
}
public void Insert(int index, IPhysShape item)
{
_owner._physShapes.Insert(index, item);
ItemAdded(item);
}
public void RemoveAt(int index)
{
var item = _owner._physShapes[index];
ItemRemoved(item);
_owner._physShapes.RemoveAt(index);
}
public IPhysShape this[int index]
{
get => _owner._physShapes[index];
set
{
var oldItem = _owner._physShapes[index];
ItemRemoved(oldItem);
_owner._physShapes[index] = value;
ItemAdded(value);
}
}
private void ItemAdded(IPhysShape item)
{
_owner.ShapeAdded(item);
}
public void ItemRemoved(IPhysShape item)
{
_owner.ShapeRemoved(item);
}
}
}
[Serializable, NetSerializable]
public enum BodyStatus: byte
{
@@ -512,15 +63,28 @@ namespace Robust.Shared.GameObjects
}
/// <summary>
/// Sent whenever a <see cref="IPhysicsComponent"/> is changed.
/// Sent whenever a <see cref="IPhysBody"/> is changed.
/// </summary>
public sealed class PhysicsUpdateMessage : EntitySystemMessage
{
public IPhysicsComponent Component { get; }
public PhysicsComponent Component { get; }
public PhysicsUpdateMessage(IPhysicsComponent component)
public PhysicsUpdateMessage(PhysicsComponent component)
{
Component = component;
}
}
public sealed class FixtureUpdateMessage : EntitySystemMessage
{
public PhysicsComponent Body { get; }
public Fixture Fixture { get; }
public FixtureUpdateMessage(PhysicsComponent body, Fixture fixture)
{
Body = body;
Fixture = fixture;
}
}
}

View File

@@ -2,6 +2,8 @@
using System.Collections.Generic;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Serialization;
namespace Robust.Shared.GameObjects
@@ -10,10 +12,11 @@ namespace Robust.Shared.GameObjects
public class PhysicsComponentState : ComponentState
{
public readonly bool CanCollide;
public readonly bool SleepingAllowed;
public readonly bool FixedRotation;
public readonly BodyStatus Status;
public readonly List<IPhysShape> PhysShapes;
public readonly bool Hard;
public readonly List<Fixture> Fixtures;
public readonly List<Joint> Joints;
/// <summary>
/// Current mass of the entity, stored in grams.
@@ -21,31 +24,45 @@ namespace Robust.Shared.GameObjects
public readonly int Mass;
public readonly Vector2 LinearVelocity;
public readonly float AngularVelocity;
public readonly bool Anchored;
public readonly BodyType BodyType;
/// <summary>
///
/// </summary>
/// <param name="canCollide"></param>
/// <param name="sleepingAllowed"></param>
/// <param name="fixedRotation"></param>
/// <param name="status"></param>
/// <param name="physShapes"></param>
/// <param name="hard"></param>
/// <param name="fixtures"></param>
/// <param name="joints"></param>
/// <param name="mass">Current Mass of the entity.</param>
/// <param name="linearVelocity">Current linear velocity of the entity in meters per second.</param>
/// <param name="angularVelocity">Current angular velocity of the entity in radians per sec.</param>
/// <param name="anchored">Whether or not the entity is anchored in place.</param>
public PhysicsComponentState(bool canCollide, BodyStatus status, List<IPhysShape> physShapes, bool hard, float mass, Vector2 linearVelocity, float angularVelocity, bool anchored)
/// <param name="bodyType"></param>
public PhysicsComponentState(
bool canCollide,
bool sleepingAllowed,
bool fixedRotation,
BodyStatus status,
List<Fixture> fixtures,
List<Joint> joints,
float mass,
Vector2 linearVelocity,
float angularVelocity,
BodyType bodyType)
: base(NetIDs.PHYSICS)
{
CanCollide = canCollide;
SleepingAllowed = sleepingAllowed;
FixedRotation = fixedRotation;
Status = status;
PhysShapes = physShapes;
Hard = hard;
Fixtures = fixtures;
Joints = joints;
LinearVelocity = linearVelocity;
AngularVelocity = angularVelocity;
Mass = (int)Math.Round(mass * 1000); // rounds kg to nearest gram
Anchored = anchored;
Mass = (int) Math.Round(mass * 1000); // rounds kg to nearest gram
BodyType = bodyType;
}
}
}

View File

@@ -0,0 +1,10 @@
namespace Robust.Shared.GameObjects
{
/// <summary>
/// An optimisation component for stuff that should be set as collidable when its awake and non-collidable when asleep.
/// </summary>
public sealed class CollisionWakeComponent : Component
{
public override string Name => "CollisionWake";
}
}

View File

@@ -20,16 +20,6 @@ namespace Robust.Shared.GameObjects
public override void OnAdd() => throw new NotSupportedException();
}
/// <summary>
/// Throws an exception in <see cref="ExposeData" />.
/// </summary>
public sealed class DebugExceptionExposeDataComponent : Component
{
public override string Name => "DebugExceptionExposeData";
public override void ExposeData(ObjectSerializer serializer) => throw new NotSupportedException();
}
/// <summary>
/// Throws an exception in <see cref="Initialize" />.
/// </summary>

View File

@@ -13,7 +13,22 @@ namespace Robust.Shared.GameObjects
public interface ITransformComponent : IComponent
{
/// <summary>
/// Disables or enables to ability to locally rotate the entity. When set it removes any local rotation.
/// Defer updates to the EntityTree and MoveEvent calls if toggled.
/// </summary>
bool DeferUpdates { get; set; }
/// <summary>
/// While updating did we actually defer anything?
/// </summary>
bool UpdatesDeferred { get; }
/// <summary>
/// Run MoveEvent, RotateEvent, and UpdateEntityTree updates.
/// </summary>
void RunDeferred(Box2 worldAABB);
/// <summary>
/// Disables or enables to ability to locally rotate the entity. When set it removes any local rotation.
/// </summary>
bool NoLocalRotation { get; set; }
@@ -103,25 +118,12 @@ namespace Robust.Shared.GameObjects
/// </summary>
GridId GridID { get; }
/// <summary>
/// Whether external system updates should run or not (e.g. EntityTree, Matrices, PhysicsTree).
/// These should be manually run later.
/// </summary>
bool DeferUpdates { get; set; }
bool UpdateEntityTree(Box2? worldAABB = null);
void AttachToGridOrMap();
void AttachParent(ITransformComponent parent);
void AttachParent(IEntity parent);
/// <summary>
/// Run the updates marked as deferred (UpdateEntityTree and movement events).
/// Don't call this unless you REALLY need to.
/// </summary>
/// <remarks>
/// Physics optimisation so these aren't spammed during physics updates.
/// </remarks>
void RunPhysicsDeferred();
IEnumerable<ITransformComponent> Children { get; }
int ChildCount { get; }
IEnumerable<EntityUid> ChildEntityUids { get; }

View File

@@ -1,8 +1,10 @@
using System;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
@@ -12,7 +14,9 @@ namespace Robust.Shared.GameObjects
public sealed override string Name => "Occluder";
public sealed override uint? NetID => NetIDs.OCCLUDER;
[DataField("enabled")]
private bool _enabled = true;
[DataField("boundingBox")]
private Box2 _boundingBox = new(-0.5f, -0.5f, 0.5f, 0.5f);
[ViewVariables(VVAccess.ReadWrite)]
@@ -53,14 +57,6 @@ namespace Robust.Shared.GameObjects
EntitySystem.Get<OccluderSystem>().AddOrUpdateEntity(Owner, Owner.Transform.Coordinates);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _enabled, "enabled", true);
serializer.DataField(ref _boundingBox, "boundingBox", new Box2(-0.5f, -0.5f, 0.5f, 0.5f));
}
public override void OnRemove()
{
base.OnRemove();

View File

@@ -1,8 +1,5 @@
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects.Components.Localization
@@ -14,27 +11,15 @@ namespace Robust.Shared.GameObjects.Components.Localization
public override uint? NetID => NetIDs.GRAMMAR;
[ViewVariables]
[DataField("localizationId")]
public string LocalizationId = "";
[ViewVariables]
[DataField("gender")]
public Gender? Gender = null;
[ViewVariables]
[DataField("proper")]
public bool? ProperNoun = null;
public override void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref LocalizationId, "localizationId", "");
if (serializer.TryReadDataFieldCached("gender", out string? gender0))
{
var refl = IoCManager.Resolve<IReflectionManager>();
if (refl.TryParseEnumReference(gender0!, out var gender))
{
Gender = (Gender)gender;
}
}
serializer.DataField(ref ProperNoun, "proper", null);
}
}
}

View File

@@ -1,7 +1,9 @@
using System;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
@@ -19,7 +21,8 @@ namespace Robust.Shared.GameObjects
public class MapComponent : Component, IMapComponent
{
[ViewVariables(VVAccess.ReadOnly)]
private MapId _mapIndex;
[DataField("index")]
private MapId _mapIndex = MapId.Nullspace;
/// <inheritdoc />
public override string Name => "Map";
@@ -59,14 +62,6 @@ namespace Robust.Shared.GameObjects
((TransformComponent) Owner.Transform).ChangeMapId(_mapIndex);
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _mapIndex, "index", MapId.Nullspace);
}
}
/// <summary>

View File

@@ -2,8 +2,10 @@
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
@@ -24,7 +26,8 @@ namespace Robust.Shared.GameObjects
[Dependency] private readonly IMapManager _mapManager = default!;
[ViewVariables(VVAccess.ReadOnly)]
private GridId _gridIndex;
[DataField("index")]
private GridId _gridIndex = GridId.Invalid;
/// <inheritdoc />
public override string Name => "MapGrid";
@@ -80,14 +83,6 @@ namespace Robust.Shared.GameObjects
_gridIndex = state.GridIndex;
Grid.HasGravity = state.HasGravity;
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _gridIndex, "index", GridId.Invalid);
}
}
/// <summary>

View File

@@ -3,6 +3,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
@@ -68,7 +69,9 @@ namespace Robust.Shared.GameObjects
{
[Dependency] private readonly IPrototypeManager _prototypes = default!;
[DataField("name")]
private string? _entityName;
[DataField("desc")]
private string? _entityDescription;
private EntityPrototype? _entityPrototype;
@@ -160,18 +163,6 @@ namespace Robust.Shared.GameObjects
_entityPrototype = _prototypes.Index<EntityPrototype>(state.PrototypeId);
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _entityName, "name", null);
serializer.DataField(ref _entityDescription, "desc", null);
//serializer.DataField(ref _entityPrototype, "proto", null,
// s => _prototypes.Index<EntityPrototype>(s),
// p => p.ID);
}
internal override void ClearTicks()
{
// Do not clear modified ticks.

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
namespace Robust.Shared.GameObjects
@@ -54,16 +55,26 @@ namespace Robust.Shared.GameObjects
}
[Serializable, NetSerializable]
protected struct PrototypeLayerData : IExposeData
[DataDefinition]
public class PrototypeLayerData
{
[DataField("shader")]
public string? Shader;
[DataField("texture")]
public string? TexturePath;
[DataField("sprite")]
public string? RsiPath;
[DataField("state")]
public string? State;
public Vector2 Scale;
public Angle Rotation;
public bool Visible;
public Color Color;
[DataField("scale")]
public Vector2 Scale = Vector2.One;
[DataField("rotation")]
public Angle Rotation = Angle.Zero;
[DataField("visible")]
public bool Visible = true;
[DataField("color")]
public Color Color = Color.White;
[DataField("map")]
public List<string>? MapKeys;
public static PrototypeLayerData New()
@@ -75,19 +86,6 @@ namespace Robust.Shared.GameObjects
Visible = true,
};
}
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref Shader, "shader", null);
serializer.DataField(ref TexturePath, "texture", null);
serializer.DataField(ref RsiPath, "sprite", null);
serializer.DataField(ref State, "state", null);
serializer.DataField(ref Scale, "scale", Vector2.One);
serializer.DataField(ref Rotation, "rotation", Angle.Zero);
serializer.DataField(ref Visible, "visible", true);
serializer.DataField(ref Color, "color", Color.White);
serializer.DataField(ref MapKeys, "map", null);
}
}
}
}

View File

@@ -6,7 +6,9 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.GameObjects
{
@@ -19,6 +21,7 @@ namespace Robust.Shared.GameObjects
public sealed override string Name => "SnapGrid";
private bool IsSet;
[DataField("offset")]
private SnapGridOffset _offset = SnapGridOffset.Center;
[Dependency] private readonly IMapManager _mapManager = default!;
@@ -53,13 +56,6 @@ namespace Robust.Shared.GameObjects
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataFieldCached(ref _offset, "offset", SnapGridOffset.Center);
}
/// <summary>
/// Returns an enumerable over all the entities which are one tile over in a certain direction.
/// </summary>

View File

@@ -1,13 +1,16 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using Robust.Shared.Animations;
using Robust.Shared.Containers;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
@@ -15,9 +18,13 @@ namespace Robust.Shared.GameObjects
{
internal class TransformComponent : Component, ITransformComponent, IComponentDebug
{
[DataField("parent")]
private EntityUid _parent;
private Vector2 _localPosition; // holds offset from grid, or offset from parent
[DataField("pos")]
private Vector2 _localPosition = Vector2.Zero; // holds offset from grid, or offset from parent
[DataField("rot")]
private Angle _localRotation; // local rotation
[DataField("noRot")]
private bool _noLocalRotation;
private Matrix3 _localMatrix = Matrix3.Identity;
@@ -29,13 +36,18 @@ namespace Robust.Shared.GameObjects
private Vector2 _prevPosition;
private Angle _prevRotation;
// Cache changes so we can distribute them after physics is done (better cache)
private EntityCoordinates? _oldCoords;
private Angle? _oldLocalRotation;
public bool UpdatesDeferred => _oldCoords != null || _oldLocalRotation != null;
[ViewVariables(VVAccess.ReadWrite)]
public bool ActivelyLerping { get; set; }
[ViewVariables] private readonly SortedSet<EntityUid> _children = new();
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
/// <inheritdoc />
public override string Name => "Transform";
@@ -49,6 +61,7 @@ namespace Robust.Shared.GameObjects
private bool _mapIdInitialized;
public bool DeferUpdates { get; set; }
/// <inheritdoc />
[ViewVariables]
@@ -73,13 +86,6 @@ namespace Robust.Shared.GameObjects
}
}
/// <inheritdoc />
public bool DeferUpdates { get; set; }
// Deferred fields
private Angle? _oldLocalRotation;
private EntityCoordinates? _oldCoords;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool NoLocalRotation
@@ -120,7 +126,6 @@ namespace Robust.Shared.GameObjects
{
RebuildMatrices();
UpdateEntityTree();
UpdatePhysicsTree();
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new RotateEvent(Owner, oldRotation, _localRotation));
}
@@ -176,7 +181,7 @@ namespace Robust.Shared.GameObjects
public EntityUid ParentUid
{
get => _parent;
set => Parent = _entityManager.GetEntity(value).Transform;
set => Parent = Owner.EntityManager.GetEntity(value).Transform;
}
/// <inheritdoc />
@@ -265,7 +270,7 @@ namespace Robust.Shared.GameObjects
if (value.EntityId != _parent)
{
var newEntity = _entityManager.GetEntity(value.EntityId);
var newEntity = Owner.EntityManager.GetEntity(value.EntityId);
AttachParent(newEntity);
}
@@ -283,7 +288,6 @@ namespace Robust.Shared.GameObjects
}
UpdateEntityTree();
UpdatePhysicsTree();
}
else
{
@@ -316,7 +320,6 @@ namespace Robust.Shared.GameObjects
{
RebuildMatrices();
UpdateEntityTree();
UpdatePhysicsTree();
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new MoveEvent(Owner, oldGridPos, Coordinates));
}
@@ -327,35 +330,6 @@ namespace Robust.Shared.GameObjects
}
}
/// <inheritdoc />
public void RunPhysicsDeferred()
{
// if we resolved to (close enough) to the OG position then no update.
if ((_oldCoords == null || _oldCoords.Equals(Coordinates)) &&
(_oldLocalRotation == null || _oldLocalRotation.Equals(_localRotation)))
{
return;
}
RebuildMatrices();
UpdateEntityTree();
UpdatePhysicsTree();
if (_oldCoords != null)
{
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new MoveEvent(Owner, _oldCoords.Value, Coordinates));
_oldCoords = null;
}
if (_oldLocalRotation != null)
{
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new RotateEvent(Owner, _oldLocalRotation.Value, _localRotation));
_oldLocalRotation = null;
}
}
[ViewVariables]
public IEnumerable<ITransformComponent> Children =>
_children.Select(u => Owner.EntityManager.GetEntity(u).Transform);
@@ -478,6 +452,33 @@ namespace Robust.Shared.GameObjects
base.OnRemove();
}
public void RunDeferred(Box2 worldAABB)
{
// if we resolved to (close enough) to the OG position then no update.
if ((_oldCoords == null || _oldCoords.Equals(Coordinates)) &&
(_oldLocalRotation == null || _oldLocalRotation.Equals(_localRotation)))
{
return;
}
RebuildMatrices();
UpdateEntityTree(worldAABB);
if (_oldCoords != null)
{
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new MoveEvent(Owner, _oldCoords.Value, Coordinates, worldAABB));
_oldCoords = null;
}
if (_oldLocalRotation != null)
{
Owner.EntityManager.EventBus.RaiseEvent(
EventSource.Local, new RotateEvent(Owner, _oldLocalRotation.Value, _localRotation, worldAABB));
_oldLocalRotation = null;
}
}
/// <summary>
/// Detaches this entity from its parent.
/// </summary>
@@ -495,7 +496,7 @@ namespace Robust.Shared.GameObjects
IEntity newMapEntity;
if (_mapManager.TryFindGridAt(mapPos, out var mapGrid))
{
newMapEntity = _entityManager.GetEntity(mapGrid.GridEntityId);
newMapEntity = Owner.EntityManager.GetEntity(mapGrid.GridEntityId);
}
else if (_mapManager.HasMapEntity(mapPos.MapId))
{
@@ -516,7 +517,10 @@ namespace Robust.Shared.GameObjects
AttachParent(newMapEntity);
// Technically we're not moving, just changing parent.
DeferUpdates = true;
WorldPosition = mapPos.Position;
DeferUpdates = false;
Dirty();
}
@@ -627,24 +631,12 @@ namespace Robust.Shared.GameObjects
private void MapIdChanged(MapId oldId)
{
IPhysicsComponent? collider;
if (oldId != MapId.Nullspace)
{
_entityManager.RemoveFromEntityTree(Owner, oldId);
if (Initialized && Owner.TryGetComponent(out collider))
{
collider.RemovedFromPhysicsTree(oldId);
}
Owner.EntityManager.RemoveFromEntityTree(Owner, oldId);
}
if (MapID != MapId.Nullspace && Initialized && Owner.TryGetComponent(out collider))
{
collider.AddedToPhysicsTree(MapID);
}
_entityManager.EventBus.RaiseEvent(EventSource.Local, new EntMapIdChangedMessage(Owner, oldId));
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new EntMapIdChangedMessage(Owner, oldId));
}
public void AttachParent(IEntity parent)
@@ -689,16 +681,6 @@ namespace Robust.Shared.GameObjects
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _parent, "parent", new EntityUid());
serializer.DataField(ref _localPosition, "pos", Vector2.Zero);
serializer.DataField(ref _localRotation, "rot", new Angle());
serializer.DataField(ref _noLocalRotation, "noRot", false);
}
/// <param name="player"></param>
/// <inheritdoc />
public override ComponentState GetComponentState(ICommonSession player)
@@ -760,7 +742,6 @@ namespace Robust.Shared.GameObjects
Dirty();
UpdateEntityTree();
TryUpdatePhysicsTree();
}
if (nextState is TransformComponentState nextTransform)
@@ -782,6 +763,7 @@ namespace Robust.Shared.GameObjects
// Hooks for GodotTransformComponent go here.
protected virtual void SetPosition(Vector2 position)
{
// DebugTools.Assert(!float.IsNaN(position.X) && !float.IsNaN(position.Y));
_localPosition = position;
}
@@ -824,12 +806,7 @@ namespace Robust.Shared.GameObjects
_invLocalMatrix = itransMat;
}
private bool TryUpdatePhysicsTree() => Initialized && UpdatePhysicsTree();
private bool UpdatePhysicsTree() =>
Owner.TryGetComponent(out IPhysicsComponent? collider) && collider.UpdatePhysicsTree();
private bool UpdateEntityTree() => _entityManager.UpdateEntityTree(Owner);
public bool UpdateEntityTree(Box2? worldAABB = null) => Owner.EntityManager.UpdateEntityTree(Owner, worldAABB);
public string GetDebugString()
{
@@ -879,6 +856,7 @@ namespace Robust.Shared.GameObjects
/// <param name="localPosition">Current position offset of this entity.</param>
/// <param name="rotation">Current direction offset of this entity.</param>
/// <param name="parentId">Current parent transform of this entity.</param>
/// <param name="noLocalRotation"></param>
public TransformComponentState(Vector2 localPosition, Angle rotation, EntityUid parentId, bool noLocalRotation)
: base(NetIDs.TRANSFORM)
{
@@ -890,32 +868,50 @@ namespace Robust.Shared.GameObjects
}
}
/// <summary>
/// Raised whenever an entity moves.
/// There is no guarantee it will be raised if they move in worldspace, only when moved relative to their parent.
/// </summary>
public class MoveEvent : EntitySystemMessage
{
public MoveEvent(IEntity sender, EntityCoordinates oldPos, EntityCoordinates newPos)
public MoveEvent(IEntity sender, EntityCoordinates oldPos, EntityCoordinates newPos, Box2? worldAABB = null)
{
Sender = sender;
OldPosition = oldPos;
NewPosition = newPos;
WorldAABB = worldAABB;
}
public IEntity Sender { get; }
public EntityCoordinates OldPosition { get; }
public EntityCoordinates NewPosition { get; }
public bool Handled { get; set; }
/// <summary>
/// New AABB of the entity.
/// </summary>
public Box2? WorldAABB { get; }
}
/// <summary>
/// Raised whenever this entity rotates in relation to their parent.
/// </summary>
public class RotateEvent : EntitySystemMessage
{
public RotateEvent(IEntity sender, Angle oldRotation, Angle newRotation)
public RotateEvent(IEntity sender, Angle oldRotation, Angle newRotation, Box2? worldAABB = null)
{
Sender = sender;
OldRotation = oldRotation;
NewRotation = newRotation;
WorldAABB = worldAABB;
}
public IEntity Sender { get; }
public Angle OldRotation { get; }
public Angle NewRotation { get; }
/// <summary>
/// New AABB of the entity.
/// </summary>
public Box2? WorldAABB { get; }
}
}

View File

@@ -1,5 +1,8 @@
using System;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.GameObjects
{
@@ -8,15 +11,28 @@ namespace Robust.Shared.GameObjects
public sealed override string Name => "UserInterface";
public sealed override uint? NetID => NetIDs.USERINTERFACE;
protected sealed class PrototypeData : IExposeData
[DataDefinition]
public sealed class PrototypeData : ISerializationHooks
{
public object UiKey { get; private set; } = default!;
public string ClientType { get; private set; } = default!;
public object UiKey { get; set; } = default!;
void IExposeData.ExposeData(ObjectSerializer serializer)
[DataField("key", readOnly: true, required: true)]
private string _uiKeyRaw = default!;
[DataField("type", readOnly: true, required: true)]
public string ClientType { get; set; } = default!;
void ISerializationHooks.AfterDeserialization()
{
UiKey = serializer.ReadStringEnumKey("key");
ClientType = serializer.ReadDataField<string>("type");
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
if (reflectionManager.TryParseEnumReference(_uiKeyRaw, out var @enum))
{
UiKey = @enum;
return;
}
UiKey = _uiKeyRaw;
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -129,7 +130,7 @@ namespace Robust.Shared.GameObjects
.OrderBy(x => x switch
{
ITransformComponent _ => 0,
IPhysicsComponent _ => 1,
IPhysBody _ => 1,
_ => int.MaxValue
});
@@ -168,7 +169,7 @@ namespace Robust.Shared.GameObjects
.OrderBy(x => x switch
{
ITransformComponent _ => 0,
IPhysicsComponent _ => 1,
IPhysBody _ => 1,
_ => int.MaxValue
});

View File

@@ -476,9 +476,9 @@ namespace Robust.Shared.GameObjects
/// <inheritdoc />
public IEnumerable<IEntity> GetEntitiesIntersecting(IEntity entity, bool approximate = false)
{
if (entity.TryGetComponent<IPhysicsComponent>(out var component))
if (entity.TryGetComponent<IPhysBody>(out var component))
{
return GetEntitiesIntersecting(entity.Transform.MapID, component.WorldAABB, approximate);
return GetEntitiesIntersecting(entity.Transform.MapID, component.GetWorldAABB(), approximate);
}
return GetEntitiesIntersecting(entity.Transform.Coordinates, approximate);
@@ -493,9 +493,9 @@ namespace Robust.Shared.GameObjects
private static bool Intersecting(IEntity entity, Vector2 mapPosition)
{
if (entity.TryGetComponent(out IPhysicsComponent? component))
if (entity.TryGetComponent(out IPhysBody? component))
{
if (component.WorldAABB.Contains(mapPosition))
if (component.GetWorldAABB().Contains(mapPosition))
return true;
}
else
@@ -539,9 +539,9 @@ namespace Robust.Shared.GameObjects
/// <inheritdoc />
public IEnumerable<IEntity> GetEntitiesInRange(IEntity entity, float range, bool approximate = false)
{
if (entity.TryGetComponent<IPhysicsComponent>(out var component))
if (entity.TryGetComponent<IPhysBody>(out var component))
{
return GetEntitiesInRange(entity.Transform.MapID, component.WorldAABB, range, approximate);
return GetEntitiesInRange(entity.Transform.MapID, component.GetWorldAABB(), range, approximate);
}
return GetEntitiesInRange(entity.Transform.Coordinates, range, approximate);
@@ -570,7 +570,7 @@ namespace Robust.Shared.GameObjects
private readonly Dictionary<MapId, DynamicTree<IEntity>> _entityTreesPerMap =
new();
public virtual bool UpdateEntityTree(IEntity entity)
public virtual bool UpdateEntityTree(IEntity entity, Box2? worldAABB = null)
{
if (entity.Deleted)
{
@@ -591,14 +591,18 @@ namespace Robust.Shared.GameObjects
if (!_entityTreesPerMap.TryGetValue(mapId, out var entTree))
{
entTree = EntityTreeFactory();
entTree = new DynamicTree<IEntity>(
GetWorldAabbFromEntity,
capacity: 16,
growthFunc: x => x == 16 ? 3840 : x + 256
);
_entityTreesPerMap.Add(mapId, entTree);
}
// for debugging
var necessary = 0;
if (entTree.AddOrUpdate(entity))
if (entTree.AddOrUpdate(entity, worldAABB))
{
++necessary;
}
@@ -635,20 +639,13 @@ namespace Robust.Shared.GameObjects
}
}
private static DynamicTree<IEntity> EntityTreeFactory() =>
new(
GetWorldAabbFromEntity,
capacity: 16,
growthFunc: x => x == 16 ? 3840 : x + 256
);
protected static Box2 GetWorldAabbFromEntity(in IEntity ent)
protected Box2 GetWorldAabbFromEntity(in IEntity ent)
{
if (ent.Deleted)
return new Box2(0, 0, 0, 0);
if (ent.TryGetComponent(out IPhysicsComponent? collider))
return collider.WorldAABB;
if (ent.TryGetComponent(out IPhysBody? collider))
return collider.GetWorldAABB(_mapManager);
var pos = ent.Transform.WorldPosition;
return new Box2(pos, pos);

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
namespace Robust.Shared.GameObjects
@@ -120,9 +121,9 @@ namespace Robust.Shared.GameObjects
/// <inheritdoc />
public bool Match(IEntity entity)
{
if(Entity.TryGetComponent<IPhysicsComponent>(out var physics))
if(Entity.TryGetComponent<IPhysBody>(out var physics))
{
return physics.MapID == entity.Transform.MapID && physics.WorldAABB.Contains(entity.Transform.WorldPosition);
return physics.MapID == entity.Transform.MapID && physics.GetWorldAABB().Contains(entity.Transform.WorldPosition);
}
return false;
}

View File

@@ -158,12 +158,12 @@ namespace Robust.Shared.GameObjects
private static (IEnumerable<IEntitySystem> frameUpd, IEnumerable<IEntitySystem> upd)
CalculateUpdateOrder(Dictionary<Type, IEntitySystem>.ValueCollection systems)
{
var allNodes = new List<GraphNode>();
var typeToNode = new Dictionary<Type, GraphNode>();
var allNodes = new List<GraphNode<IEntitySystem>>();
var typeToNode = new Dictionary<Type, GraphNode<IEntitySystem>>();
foreach (var system in systems)
{
var node = new GraphNode(system);
var node = new GraphNode<IEntitySystem>(system);
allNodes.Add(node);
typeToNode.Add(system.GetType(), node);
@@ -193,10 +193,10 @@ namespace Robust.Shared.GameObjects
return (frameUpdate, update);
}
private static IEnumerable<GraphNode> TopologicalSort(IEnumerable<GraphNode> nodes)
internal static IEnumerable<GraphNode<T>> TopologicalSort<T>(IEnumerable<GraphNode<T>> nodes)
{
var elems = nodes.ToDictionary(node => node,
node => new HashSet<GraphNode>(node.DependsOn));
node => new HashSet<GraphNode<T>>(node.DependsOn));
while (elems.Count > 0)
{
var elem =
@@ -331,12 +331,12 @@ namespace Robust.Shared.GameObjects
}
[DebuggerDisplay("GraphNode: {" + nameof(System) + "}")]
private sealed class GraphNode
internal sealed class GraphNode<T>
{
public readonly IEntitySystem System;
public readonly List<GraphNode> DependsOn = new();
public readonly T System;
public readonly List<GraphNode<T>> DependsOn = new();
public GraphNode(IEntitySystem system)
public GraphNode(T system)
{
System = system;
}

View File

@@ -100,13 +100,6 @@ namespace Robust.Shared.GameObjects
/// </summary>
void Initialize();
/// <summary>
/// This allows setting of the component's parameters from YAML once it is instantiated.
/// This should basically be overridden by every inheriting component, as parameters will be different
/// across the board.
/// </summary>
void ExposeData(ObjectSerializer serializer);
/// <summary>
/// Handles a local incoming component message.
/// </summary>

View File

@@ -3,10 +3,12 @@ using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
[CopyByRef]
public interface IEntity
{
GameTick LastModifiedTick { get; }
@@ -40,7 +42,7 @@ namespace Robust.Shared.GameObjects
/// True if the entity has been deleted.
/// </summary>
bool Deleted { get; }
bool Paused { get; set; }
/// <summary>

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager;
using YamlDotNet.RepresentationModel;
namespace Robust.Shared.GameObjects
@@ -12,11 +14,11 @@ namespace Robust.Shared.GameObjects
/// <summary>
/// Gets the serializer used to ExposeData a specific component.
/// </summary>
ObjectSerializer GetComponentSerializer(string componentName, YamlMappingNode? protoData);
IComponent GetComponentData(string componentName, IComponent? protoData);
/// <summary>
/// Gets extra component names that must also be instantiated on top of the ones defined in the prototype,
/// (and then deserialized with <see cref="GetComponentSerializer"/>)
/// (and then deserialized with <see cref="GetComponentData"/>)
/// </summary>
IEnumerable<string> GetExtraComponentTypes();
}

View File

@@ -177,7 +177,7 @@ namespace Robust.Shared.GameObjects
/// <param name="range"></param>
/// <param name="approximate">If true, will not recalculate precise entity AABBs, resulting in a perf increase. </param>
IEnumerable<IEntity> GetEntitiesInRange(EntityCoordinates position, float range, bool approximate = false);
/// <summary>
/// Gets entities within a certain *square* range of this entity
/// </summary>
@@ -218,7 +218,7 @@ namespace Robust.Shared.GameObjects
#region Spatial Updates
bool UpdateEntityTree(IEntity entity);
bool UpdateEntityTree(IEntity entity, Box2? worldAABB = null);
bool RemoveFromEntityTree(IEntity entity, MapId mapId);
#endregion

View File

@@ -0,0 +1,33 @@
using Robust.Shared.Physics;
namespace Robust.Shared.GameObjects
{
public class CollisionWakeSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PhysicsWakeMessage>(HandleWake);
SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleep);
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeLocalEvent<PhysicsWakeMessage>();
UnsubscribeLocalEvent<PhysicsSleepMessage>();
}
private void HandleWake(PhysicsWakeMessage message)
{
if (!message.Body.Owner.HasComponent<CollisionWakeComponent>()) return;
message.Body.CanCollide = true;
}
private void HandleSleep(PhysicsSleepMessage message)
{
if (!message.Body.Owner.HasComponent<CollisionWakeComponent>()) return;
message.Body.CanCollide = false;
}
}
}

View File

@@ -0,0 +1,14 @@
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics.Contacts;
namespace Robust.Shared.GameObjects
{
/// <summary>
/// Only reason this exists is so we can avoid the message allocation when not needed.
/// It's only useful for debugging and is kind of a perf sink.
/// </summary>
public class SharedDebugPhysicsSystem : EntitySystem
{
public virtual void HandlePreSolve(Contact contact, in Manifold oldManifold) {}
}
}

View File

@@ -0,0 +1,66 @@
using System.Collections.Generic;
using Robust.Shared.Containers;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Shared.GameObjects
{
/// <summary>
/// Handles moving entities between grids as they move around.
/// </summary>
internal sealed class SharedGridTraversalSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
private Queue<MoveEvent> _queuedMoveEvents = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MoveEvent>(QueueMoveEvent);
}
public override void Shutdown()
{
base.Shutdown();
UnsubscribeLocalEvent<MoveEvent>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
while (_queuedMoveEvents.Count > 0)
{
var moveEvent = _queuedMoveEvents.Dequeue();
var entity = moveEvent.Sender;
if (entity.Deleted || !entity.HasComponent<PhysicsComponent>() || entity.IsInContainer()) continue;
var transform = entity.Transform;
// Change parent if necessary
// Given islands will probably have a bunch of static bodies in them then we'll verify velocities first as it's way cheaper
// This shoouullddnnn'''tt de-parent anything in a container because none of that should have physics applied to it.
if (_mapManager.TryFindGridAt(transform.MapID, moveEvent.NewPosition.ToMapPos(EntityManager), out var grid) &&
grid.GridEntityId.IsValid() &&
grid.GridEntityId != entity.Uid)
{
// Also this may deparent if 2 entities are parented but not using containers so fix that
if (grid.GridEntityId != transform.ParentUid)
{
transform.AttachParent(EntityManager.GetEntity(grid.GridEntityId));
}
}
else
{
transform.AttachParent(_mapManager.GetMapEntity(transform.MapID));
}
}
}
private void QueueMoveEvent(MoveEvent moveEvent)
{
_queuedMoveEvents.Enqueue(moveEvent);
}
}
}

View File

@@ -2,105 +2,250 @@
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Containers;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Reflection;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
using Logger = Robust.Shared.Log.Logger;
namespace Robust.Shared.GameObjects
{
public abstract class SharedPhysicsSystem : EntitySystem
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
/*
* TODO:
* Port acruid's box solver in to reduce allocs for building manifolds (this one is important for perf to remove the disgusting ctors and casts)
* Raycasts for non-box shapes.
* SetTransformIgnoreContacts for teleports (and anything else left on the physics body in Farseer)
* Actual center of mass for shapes (currently just assumes center coordinate)
* Circle offsets to entity.
* TOI Solver (continuous collision detection)
* Poly cutting
* Chain shape
* (Content) grenade launcher grenades that explode after time rather than impact.
* pulling prediction
* PVS + Collide allocations / performance
* When someone yeets out of disposals need to have no collision on that object until they stop colliding
* A bunch of objects have collision on round start
* Need a way to specify conditional non-hard collisions (i.e. so items collide with players for IThrowCollide but can still be moved through freely but walls can't collide with them)
*/
/*
* Multi-threading notes:
* Sources:
* https://github.com/VelcroPhysics/VelcroPhysics/issues/29
* Aether2D
* Rapier
* https://www.slideshare.net/takahiroharada/solver-34909157
*
* SO essentially what we should look at doing from what I can discern:
* Build islands sequentially and then solve them all in parallel (as static bodies are the only thing shared
* it should be okay given they're never written to)
* After this, we can then look at doing narrowphase in parallel maybe (at least Aether2D does it) +
* position constraints in parallel + velocity constraints in parallel
*
* The main issue to tackle is graph colouring; Aether2D just seems to use locks for the parallel constraints solver
* though rapier has a graph colouring implementation (and because of this we should be able to avoid using locks) which we could try using.
*
* Given the kind of game SS14 is (our target game I guess) parallelising the islands will probably be the biggest benefit.
*/
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private const float Epsilon = 1.0e-6f;
public IReadOnlyDictionary<MapId, PhysicsMap> Maps => _maps;
private Dictionary<MapId, PhysicsMap> _maps = new();
private readonly List<Manifold> _collisionCache = new();
internal IReadOnlyList<VirtualController> Controllers => _controllers;
private List<VirtualController> _controllers = new();
/// <summary>
/// Physics objects that are awake and usable for world simulation.
/// </summary>
private readonly HashSet<IPhysicsComponent> _awakeBodies = new();
/// <summary>
/// Physics objects that are awake and predicted and usable for world simulation.
/// </summary>
private readonly HashSet<IPhysicsComponent> _predictedAwakeBodies = new();
/// <summary>
/// VirtualControllers on applicable <see cref="IPhysicsComponent"/>s
/// </summary>
private Dictionary<IPhysicsComponent, IEnumerable<VirtualController>> _controllers =
new();
// We'll defer changes to IPhysicsComponent until each step is done.
private readonly List<IPhysicsComponent> _queuedDeletions = new();
private readonly List<IPhysicsComponent> _queuedUpdates = new();
/// <summary>
/// Updates to EntityTree etc. that are deferred until the end of physics.
/// </summary>
private readonly HashSet<IPhysicsComponent> _deferredUpdates = new();
// CVars aren't replicated to client (yet) so not using a cvar server-side for this.
private float _speedLimit = 30.0f;
public Action<IPhysBody, IPhysBody, float, Manifold>? KinematicControllerCollision;
public override void Initialize()
{
base.Initialize();
// Having a nullspace map just makes a bunch of code easier, we just don't iterate on it.
var nullMap = new PhysicsMap(MapId.Nullspace);
_maps[MapId.Nullspace] = nullMap;
nullMap.Initialize();
_mapManager.MapCreated += HandleMapCreated;
_mapManager.MapDestroyed += HandleMapDestroyed;
SubscribeLocalEvent<PhysicsUpdateMessage>(HandlePhysicsUpdateMessage);
SubscribeLocalEvent<PhysicsWakeMessage>(HandleWakeMessage);
SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleepMessage);
SubscribeLocalEvent<EntMapIdChangedMessage>(HandleMapChange);
SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInserted);
SubscribeLocalEvent<EntRemovedFromContainerMessage>(HandleContainerRemoved);
BuildControllers();
Logger.DebugS("physics", $"Found {_controllers.Count} physics controllers.");
}
private void BuildControllers()
{
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var typeFactory = IoCManager.Resolve<IDynamicTypeFactory>();
var allControllerTypes = new List<Type>();
foreach (var type in reflectionManager.GetAllChildren(typeof(VirtualController)))
{
if (type.IsAbstract) continue;
allControllerTypes.Add(type);
}
var instantiated = new Dictionary<Type, VirtualController>();
foreach (var type in allControllerTypes)
{
instantiated.Add(type, (VirtualController) typeFactory.CreateInstance(type));
}
// Build dependency graph, copied from EntitySystemManager *COUGH
var nodes = new Dictionary<Type, EntitySystemManager.GraphNode<VirtualController>>();
foreach (var (_, controller) in instantiated)
{
var node = new EntitySystemManager.GraphNode<VirtualController>(controller);
nodes[controller.GetType()] = node;
}
foreach (var (type, node) in nodes)
{
foreach (var before in instantiated[type].UpdatesBefore)
{
nodes[before].DependsOn.Add(node);
}
foreach (var after in instantiated[type].UpdatesAfter)
{
node.DependsOn.Add(nodes[after]);
}
}
_controllers = GameObjects.EntitySystemManager.TopologicalSort(nodes.Values).Select(c => c.System).ToList();
foreach (var controller in _controllers)
{
controller.Initialize();
}
}
public override void Shutdown()
{
base.Shutdown();
_mapManager.MapCreated -= HandleMapCreated;
_mapManager.MapDestroyed -= HandleMapDestroyed;
UnsubscribeLocalEvent<PhysicsUpdateMessage>();
UnsubscribeLocalEvent<PhysicsWakeMessage>();
UnsubscribeLocalEvent<PhysicsSleepMessage>();
UnsubscribeLocalEvent<EntMapIdChangedMessage>();
UnsubscribeLocalEvent<EntInsertedIntoContainerMessage>();
UnsubscribeLocalEvent<EntRemovedFromContainerMessage>();
}
private void HandleMapCreated(object? sender, MapEventArgs eventArgs)
{
// Server just creates nullspace map on its own but sends it to client hence we will just ignore it.
if (_maps.ContainsKey(eventArgs.Map)) return;
var map = new PhysicsMap(eventArgs.Map);
_maps.Add(eventArgs.Map, map);
map.Initialize();
map.ContactManager.KinematicControllerCollision += KinematicControllerCollision;
Logger.DebugS("physics", $"Created physics map for {eventArgs.Map}");
}
private void HandleMapDestroyed(object? sender, MapEventArgs eventArgs)
{
var map = _maps[eventArgs.Map];
map.ContactManager.KinematicControllerCollision -= KinematicControllerCollision;
_maps.Remove(eventArgs.Map);
Logger.DebugS("physics", $"Destroyed physics map for {eventArgs.Map}");
}
private void HandleMapChange(EntMapIdChangedMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent))
return;
var oldMapId = message.OldMapId;
if (oldMapId != MapId.Nullspace)
{
_maps[oldMapId].RemoveBody(physicsComponent);
physicsComponent.ClearJoints();
}
var newMapId = message.Entity.Transform.MapID;
if (newMapId != MapId.Nullspace)
{
_maps[newMapId].AddBody(physicsComponent);
}
}
private void HandlePhysicsUpdateMessage(PhysicsUpdateMessage message)
{
if (message.Component.Deleted || !message.Component.Awake)
var mapId = message.Component.Owner.Transform.MapID;
if (mapId == MapId.Nullspace)
return;
if (message.Component.Deleted || !message.Component.CanCollide)
{
_queuedDeletions.Add(message.Component);
_maps[mapId].RemoveBody(message.Component);
}
else
{
_queuedUpdates.Add(message.Component);
_maps[mapId].AddBody(message.Component);
}
}
/// <summary>
/// Process the changes to cached <see cref="IPhysicsComponent"/>s
/// </summary>
private void ProcessQueue()
private void HandleWakeMessage(PhysicsWakeMessage message)
{
// At this stage only the dynamictree cares about asleep bodies
// Implicitly awake bodies so don't need to check .Awake again
// Controllers should wake their body up (inside)
foreach (var physics in _queuedUpdates)
{
if (physics.Predict)
_predictedAwakeBodies.Add(physics);
var mapId = message.Body.Owner.Transform.MapID;
_awakeBodies.Add(physics);
if (mapId == MapId.Nullspace)
return;
if (physics.Controllers.Count > 0 && !_controllers.ContainsKey(physics))
_controllers.Add(physics, physics.Controllers.Values);
_maps[mapId].AddAwakeBody(message.Body);
}
}
private void HandleSleepMessage(PhysicsSleepMessage message)
{
var mapId = message.Body.Owner.Transform.MapID;
_queuedUpdates.Clear();
if (mapId == MapId.Nullspace)
return;
foreach (var physics in _queuedDeletions)
{
// If an entity was swapped from awake -> sleep -> awake then it's still relevant.
if (!physics.Deleted && physics.Awake) continue;
_awakeBodies.Remove(physics);
_predictedAwakeBodies.Remove(physics);
_controllers.Remove(physics);
}
_maps[mapId].RemoveSleepBody(message.Body);
}
_queuedDeletions.Clear();
private void HandleContainerInserted(EntInsertedIntoContainerMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var mapId = message.Container.Owner.Transform.MapID;
_maps[mapId].RemoveBody(physicsComponent);
}
private void HandleContainerRemoved(EntRemovedFromContainerMessage message)
{
if (!message.Entity.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
var mapId = message.Container.Owner.Transform.MapID;
_maps[mapId].AddBody(physicsComponent);
}
/// <summary>
@@ -110,361 +255,28 @@ namespace Robust.Shared.GameObjects
/// <param name="prediction">Should only predicted entities be considered in this simulation step?</param>
protected void SimulateWorld(float deltaTime, bool prediction)
{
var simulatedBodies = prediction ? _predictedAwakeBodies : _awakeBodies;
ProcessQueue();
foreach (var body in simulatedBodies)
foreach (var controller in _controllers)
{
// running prediction updates will not cause a body to go to sleep.
if(!prediction)
body.SleepAccumulator++;
// if the body cannot move, nothing to do here
if(!body.CanMove())
continue;
var linearVelocity = Vector2.Zero;
foreach (var controller in body.Controllers.Values)
{
controller.UpdateBeforeProcessing();
linearVelocity += controller.LinearVelocity;
}
// i'm not sure if this is the proper way to solve this, but
// these are not kinematic bodies, so we need to preserve the previous
// velocity.
//if (body.LinearVelocity.LengthSquared < linearVelocity.LengthSquared)
body.LinearVelocity = linearVelocity;
// Integrate forces
body.LinearVelocity += body.Force * body.InvMass * deltaTime;
body.AngularVelocity += body.Torque * body.InvI * deltaTime;
// forces are instantaneous, so these properties are cleared
// once integrated. If you want to apply a continuous force,
// it has to be re-applied every tick.
body.Force = Vector2.Zero;
body.Torque = 0f;
controller.UpdateBeforeSolve(prediction, deltaTime);
}
// Calculate collisions and store them in the cache
ProcessCollisions(_awakeBodies);
// Remove all entities that were deleted during collision handling
ProcessQueue();
// Process frictional forces
foreach (var physics in _awakeBodies)
foreach (var (mapId, map) in _maps)
{
ProcessFriction(physics, deltaTime);
if (mapId == MapId.Nullspace) continue;
map.Step(deltaTime, prediction);
}
foreach (var (_, controllers) in _controllers)
foreach (var controller in _controllers)
{
foreach (var controller in controllers)
{
controller.UpdateAfterProcessing();
}
controller.UpdateAfterSolve(prediction, deltaTime);
}
// Remove all entities that were deleted due to the controller
ProcessQueue();
const int solveIterationsAt60 = 4;
var multiplier = deltaTime / (1f / 60);
var divisions = MathHelper.Clamp(
MathF.Round(solveIterationsAt60 * multiplier, MidpointRounding.AwayFromZero),
1,
20
);
if (_timing.InSimulation) divisions = 1;
for (var i = 0; i < divisions; i++)
// Go through and run all of the deferred events now
foreach (var (mapId, map) in _maps)
{
foreach (var physics in simulatedBodies)
{
if (physics.CanMove())
{
UpdatePosition(physics, deltaTime / divisions);
}
}
for (var j = 0; j < divisions; ++j)
{
if (FixClipping(_collisionCache, divisions))
{
break;
}
}
if (mapId == MapId.Nullspace) continue;
map.ProcessQueue();
}
// As we also defer the updates for the _collisionCache we need to update all entities
foreach (var physics in _deferredUpdates)
{
var transform = physics.Owner.Transform;
transform.DeferUpdates = false;
transform.RunPhysicsDeferred();
}
_deferredUpdates.Clear();
}
// Runs collision behavior and updates cache
private void ProcessCollisions(IEnumerable<IPhysicsComponent> awakeBodies)
{
_collisionCache.Clear();
var combinations = new HashSet<(EntityUid, EntityUid)>();
foreach (var aPhysics in awakeBodies)
{
foreach (var b in _physicsManager.GetCollidingEntities(aPhysics, Vector2.Zero, false))
{
var aUid = aPhysics.Entity.Uid;
var bUid = b.Uid;
if (bUid.CompareTo(aUid) > 0)
{
var tmpUid = bUid;
bUid = aUid;
aUid = tmpUid;
}
if (!combinations.Add((aUid, bUid)))
{
continue;
}
var bPhysics = b.GetComponent<IPhysicsComponent>();
_collisionCache.Add(new Manifold(aPhysics, bPhysics, aPhysics.Hard && bPhysics.Hard));
}
}
var counter = 0;
if (_collisionCache.Count > 0)
{
while(GetNextCollision(_collisionCache, counter, out var collision))
{
collision.A.WakeBody();
collision.B.WakeBody();
counter++;
var impulse = _physicsManager.SolveCollisionImpulse(collision);
if (collision.A.CanMove())
{
collision.A.ApplyImpulse(-impulse);
}
if (collision.B.CanMove())
{
collision.B.ApplyImpulse(impulse);
}
}
}
var collisionsWith = new Dictionary<ICollideBehavior, int>();
foreach (var collision in _collisionCache)
{
// Apply onCollide behavior
foreach (var behavior in collision.A.Entity.GetAllComponents<ICollideBehavior>().ToArray())
{
var entity = collision.B.Entity;
if (entity.Deleted) break;
behavior.CollideWith(entity);
if (collisionsWith.ContainsKey(behavior))
{
collisionsWith[behavior] += 1;
}
else
{
collisionsWith[behavior] = 1;
}
}
foreach (var behavior in collision.B.Entity.GetAllComponents<ICollideBehavior>().ToArray())
{
var entity = collision.A.Entity;
if (entity.Deleted) break;
behavior.CollideWith(entity);
if (collisionsWith.ContainsKey(behavior))
{
collisionsWith[behavior] += 1;
}
else
{
collisionsWith[behavior] = 1;
}
}
}
foreach (var behavior in collisionsWith.Keys)
{
behavior.PostCollide(collisionsWith[behavior]);
}
}
private bool GetNextCollision(IReadOnlyList<Manifold> collisions, int counter, out Manifold collision)
{
// The *4 is completely arbitrary
if (counter > collisions.Count * 4)
{
collision = default;
return false;
}
var offset = _random.Next(collisions.Count - 1);
for (var i = 0; i < collisions.Count; i++)
{
var index = (i + offset) % collisions.Count;
if (collisions[index].Unresolved)
{
collision = collisions[index];
return true;
}
}
collision = default;
return false;
}
private void ProcessFriction(IPhysicsComponent body, float deltaTime)
{
if (body.LinearVelocity == Vector2.Zero) return;
// sliding friction coefficient, and current gravity at current location
var (friction, gravity) = GetFriction(body);
// friction between the two objects
var effectiveFriction = friction * body.Friction;
// current acceleration due to friction
var fAcceleration = effectiveFriction * gravity;
// integrate acceleration
var fVelocity = fAcceleration * deltaTime;
// Clamp friction because friction can't make you accelerate backwards
friction = Math.Min(fVelocity, body.LinearVelocity.Length);
if (friction == 0.0f)
{
return;
}
// No multiplication/division by mass here since that would be redundant.
var frictionVelocityChange = body.LinearVelocity.Normalized * -friction;
body.LinearVelocity += frictionVelocityChange;
}
private void UpdatePosition(IPhysicsComponent physics, float frameTime)
{
var ent = physics.Entity;
if (!physics.CanMove() || (physics.LinearVelocity.LengthSquared < Epsilon && MathF.Abs(physics.AngularVelocity) < Epsilon))
return;
if (physics.LinearVelocity != Vector2.Zero)
{
if (ent.IsInContainer())
{
var relayEntityMoveMessage = new RelayMovementEntityMessage(ent);
ent.Transform.Parent!.Owner.SendMessage(ent.Transform, relayEntityMoveMessage);
// This prevents redundant messages from being sent if solveIterations > 1 and also simulates the entity "colliding" against the locker door when it opens.
physics.LinearVelocity = Vector2.Zero;
}
}
physics.Owner.Transform.DeferUpdates = true;
_deferredUpdates.Add(physics);
// Slow zone up in here
if (physics.LinearVelocity.Length > _speedLimit)
physics.LinearVelocity = physics.LinearVelocity.Normalized * _speedLimit;
var newPosition = physics.WorldPosition + physics.LinearVelocity * frameTime;
var owner = physics.Owner;
var transform = owner.Transform;
// Change parent if necessary
if (!owner.IsInContainer())
{
// This shoouullddnnn'''tt de-parent anything in a container because none of that should have physics applied to it.
if (_mapManager.TryFindGridAt(owner.Transform.MapID, newPosition, out var grid) &&
grid.GridEntityId.IsValid() &&
grid.GridEntityId != owner.Uid)
{
if (grid.GridEntityId != transform.ParentUid)
transform.AttachParent(owner.EntityManager.GetEntity(grid.GridEntityId));
}
else
{
transform.AttachParent(_mapManager.GetMapEntity(transform.MapID));
}
}
physics.WorldRotation += physics.AngularVelocity * frameTime;
physics.WorldPosition = newPosition;
}
// Based off of Randy Gaul's ImpulseEngine code
// https://github.com/RandyGaul/ImpulseEngine/blob/5181fee1648acc4a889b9beec8e13cbe7dac9288/Manifold.cpp#L123a
private bool FixClipping(List<Manifold> collisions, float divisions)
{
const float allowance = 1 / 128.0f;
var percent = MathHelper.Clamp(0.4f / divisions, 0.01f, 1f);
var done = true;
foreach (var collision in collisions)
{
if (!collision.Hard)
{
continue;
}
if (collision.A.Owner.Deleted || collision.B.Owner.Deleted)
continue;
var penetration = _physicsManager.CalculatePenetration(collision.A, collision.B);
if (penetration <= allowance)
continue;
done = false;
//var correction = collision.Normal * Math.Abs(penetration) * percent;
var correction = collision.Normal * Math.Max(penetration - allowance, 0.0f) / (collision.A.InvMass + collision.B.InvMass) * percent;
if (collision.A.CanMove())
{
collision.A.Owner.Transform.DeferUpdates = true;
_deferredUpdates.Add(collision.A);
collision.A.Owner.Transform.WorldPosition -= correction * collision.A.InvMass;
}
if (collision.B.CanMove())
{
collision.B.Owner.Transform.DeferUpdates = true;
_deferredUpdates.Add(collision.B);
collision.B.Owner.Transform.WorldPosition += correction * collision.B.InvMass;
}
}
return done;
}
private (float friction, float gravity) GetFriction(IPhysicsComponent body)
{
if (!body.OnGround)
return (0f, 0f);
var location = body.Owner.Transform;
var grid = _mapManager.GetGrid(location.Coordinates.GetGridId(EntityManager));
var tile = grid.GetTileRef(location.Coordinates);
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return (tileDef.Friction, grid.HasGravity ? 9.8f : 0f);
}
}
}

View File

@@ -427,7 +427,9 @@ namespace Robust.Shared.Localization
var root = new ResourcePath($"/Locale/{culture.Name}/");
var files = resourceManager.ContentFindFiles(root).ToArray();
var files = resourceManager.ContentFindFiles(root)
.Where(c => c.Filename.EndsWith(".ftl", StringComparison.InvariantCultureIgnoreCase))
.ToArray();
var resources = files.AsParallel().Select(path =>
{

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