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333 Commits

Author SHA1 Message Date
metalgearsloth
2353f0ed6f Debugdraw enhancements (#2080)
* Debugdraw enhancements

* Fix up the overlays

* Changes

* Box2D licence

* Update Robust.Client/Console/Commands/PhysicsOverlayCommands.cs

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Fix dependency

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
2021-10-03 17:58:08 +11:00
Vera Aguilera Puerto
8be4b39449 Adds utility "PrototypeFlags" collection. (#2074) 2021-10-02 12:14:24 +02:00
Vera Aguilera Puerto
e2c7d95519 Don't make SubscriptionsEnumerator nullable for no good reason. 2021-10-02 11:28:38 +02:00
Vera Aguilera Puerto
0e6c00573f EventTables' "TryGetSubscriptions" doesn't throw anymore when it can't find the uid on the event tables. 2021-10-02 11:26:38 +02:00
Vera Aguilera Puerto
fdcaa83b63 AudioSystem uses TryGet for ITransformComponent. 2021-10-01 12:48:24 +02:00
metalgearsloth
cb1b93e89c Revert this because it makes contacts look like shit 2021-09-30 22:49:37 +10:00
ike709
7d271a83b1 Updates cefglue (#2083)
Co-authored-by: ike709 <ike709@github.com>
2021-09-29 21:35:08 +02:00
metalgearsloth
ebaba35e8b Aggressively sleep physics bodies (#2078)
* Aggressively sleep physics bodies

* Fix tests

* Also buff angular damping
2021-09-29 20:06:56 +10:00
Vera Aguilera Puerto
35f4a4b011 Adds OwnerUid property to components. 2021-09-29 11:23:48 +02:00
metalgearsloth
0eebfe6931 Optimise anchored entity states for PVS (#2067) 2021-09-29 10:47:30 +02:00
metalgearsloth
9dafe46552 Don't generate physics contacts for non-predicted bodies (#2070)
These are all just handled on the server anyway so it's a significant waste of performance on the client for busy scenes.
2021-09-29 10:45:43 +02:00
metalgearsloth
b5d3772ef4 Fix items getting stuck awake 2021-09-29 13:59:12 +10:00
metalgearsloth
9baa2e6469 Slight grid fixtures optimisation (#2075) 2021-09-29 00:11:20 +10:00
Vera Aguilera Puerto
87f5c059c4 Remove IComponentManager entirely. 2021-09-28 13:40:48 +02:00
Vera Aguilera Puerto
fbcdd63988 Gets rid of most ComponentManager usages. (#2076)
- Obsoletes more `ComponentManager` fields/properties.
2021-09-28 13:36:18 +02:00
Vera Aguilera Puerto
07542ff6eb Further IComponentManager warning cleanup. 2021-09-28 12:56:12 +02:00
Vera Aguilera Puerto
56dd3ff03b Clean up BaseServer slightly.
- It doesn't CullRemovedComponents twice anymore.
- Remove IComponentManager from it.
2021-09-28 12:42:25 +02:00
Vera Aguilera Puerto
15778d3af4 Fix some warnings regarding IComponentManager. 2021-09-28 12:41:49 +02:00
Vera Aguilera Puerto
0fce2e438a Add EntityUid overloads for SoundSystem, AudioSystem. 2021-09-28 11:41:15 +02:00
Vera Aguilera Puerto
7d39e130f4 Fix bug involving the MapCoordinates SpawnEntity overload.
When you tried to spawn an anchored entity, it wouldn't spawn it in the position you specified, as the entity is anchored...
Now, we forcibly disable anchoring just for moving the entity, and restore the old anchor state when we're done.
Yes, this is a bad solution. No, I don't regret it: We need to get our shit together and have a way to forcibly teleport/move entities that are anchored for things like this.
2021-09-27 20:16:23 +02:00
Vera Aguilera Puerto
85249e7be7 Add Filter overloads for EntityUid. 2021-09-27 14:59:22 +02:00
metalgearsloth
e91ce4c5ad Fix animation crash 2021-09-27 15:29:43 +10:00
metalgearsloth
09fb921f38 Fix occluder edges for grid rotation (#2054) 2021-09-27 14:53:09 +10:00
metalgearsloth
1acad96eff Optimise animations a bit (#2006)
* Optimise animations

L'il bit of ECS at the time.

* Add pointlight event too

* System methods

* Bool flag

* Fix perf problem

* Use RQ
2021-09-27 14:51:10 +10:00
metalgearsloth
3dac144bef Remie is in engine now (#2066) 2021-09-27 14:38:41 +10:00
metalgearsloth
bccda8d87c Fix deleting grid crashing 2021-09-27 09:57:07 +10:00
metalgearsloth
5af8732054 Optimise ServerMapManager GetStateData
Free 4% performance on PVS
2021-09-26 17:10:48 +10:00
metalgearsloth
6f057e0c85 Set capacity for containermanager getcompstate 2021-09-26 16:52:02 +10:00
Paul
d18743a3cc improves vectorserializer copypasta 2021-09-26 02:13:40 +02:00
ike709
c785311a74 Adds support for "1x2" Vector2i serializing (#2065) 2021-09-26 02:04:47 +02:00
Vera Aguilera Puerto
949a584325 Fix missing using directive when EXCEPTION_TOLERANCE is enabled. 2021-09-25 18:31:18 +02:00
Vera Aguilera Puerto
c7461221b9 Merge ComponentManager into EntityManager. (#2064)
* Merge ComponentManager into EntityManager.

* Obsolete IComponentManager.
2021-09-25 18:23:11 +02:00
Pieter-Jan Briers
cd2942a0da Fix splitcontainer layout calculations. 2021-09-25 18:18:33 +02:00
Vera Aguilera Puerto
0b8cb5e3b6 Add proxy methods to SharedContainerSystem. (#2061) 2021-09-25 18:18:11 +02:00
metalgearsloth
aa3992255e Use approximate bounds for sprite rendering (#2052) 2021-09-23 23:53:37 +10:00
metalgearsloth
6d0cf375d0 Hotfix centroids
Not the permanent solution given it doesn't handle offset vertices but good enough for now.
2021-09-23 13:19:38 +10:00
Pieter-Jan Briers
52ad027854 Increase display.blur_light_factor to 0.001f 2021-09-21 08:09:02 +02:00
metalgearsloth
60ac47fad7 Fix rendertexture for rotated eyes (#2053) 2021-09-20 18:19:05 +02:00
metalgearsloth
8b462cc099 Remove 2 unused field dependencies 2021-09-21 00:18:33 +10:00
metalgearsloth
e918e40cd2 Fix ShapeTest warnings 2021-09-21 00:01:49 +10:00
metalgearsloth
39656f6810 Fix fixture mass setter crash 2021-09-20 22:30:31 +10:00
metalgearsloth
68576ace72 Accurate grid bounds (#2027)
* Fright night

* Shitty bounds working

* No more fixture leak

* Optimise TryFindGridAt

Should be O(1) now instead of the previous O(n) for number of fixtures

* ambush

* Merge stuffies

* Merge to master

* Fixes I guess

* Fix client sync

* Fix grid deserialization

* Jank test

* Fix deferral shitfuckery

* Optimise and remove

* Fixes

* Just werk dam u

* Optimisations

* Bunch of fixes

* FINALLY IT'S DONE

* Fixes

* Fix

* Comment
2021-09-20 21:07:31 +10:00
Vera Aguilera Puerto
ac21e24f33 Proper xmldocs for Resolves. 2021-09-20 11:06:42 +02:00
Vera Aguilera Puerto
843b8e69ef EntitySystem Resolve helper methods. (#2047)
* EntitySystem Resolve helper methods.

* Debug assert for component ownership

* Fix assert
2021-09-20 11:03:24 +02:00
metalgearsloth
a827bbec2b Add a debug system for showing anchored ents (#2030) 2021-09-20 11:00:30 +02:00
Visne
a5be8e723e Remove some unused obsolete stuff (#2049) 2021-09-20 10:59:50 +02:00
metalgearsloth
bac3ff969b Don't sleep items parented to map (#2031) 2021-09-20 10:58:44 +02:00
Javier Guardia Fernández
bfabc8e51a Fix deleting empty containers on the client deleting their previous contents (#2036) 2021-09-20 10:58:14 +02:00
Paul Ritter
c116cd6d8b new xaml error for invalid root node type (#2038)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-09-20 10:57:43 +02:00
Visne
30f39dfb66 Remove MarginContainer (#2050) 2021-09-20 10:43:12 +02:00
Pieter-Jan Briers
6b81c283f5 Light blur experiment. 2021-09-20 10:40:46 +02:00
Pieter-Jan Briers
c91170b50e Explicit GL debugger detection to fix ANGLE console spam. 2021-09-20 10:40:30 +02:00
Pieter-Jan Briers
831dd0e5bb Flush render queue after WorldSpaceBelowFOV()
Fixes FOV appearing below atmos in SS14.
2021-09-20 10:14:49 +02:00
Swept
028dea2819 Updates documentation link in comment 2021-09-20 01:25:57 +00:00
Pieter-Jan Briers
9117f8c776 These IRenderHandle APIs are going public, deal with it. 2021-09-19 23:37:47 +02:00
mirrorcult
a46c539462 Merge pull request #2048 from Visne/vbox-hbox-remove
Remove VBoxContainer/HBoxContainer completely
2021-09-19 13:03:17 -07:00
Visne
c9cbeadc9e Trigger tests 2021-09-19 21:37:42 +02:00
Visne
8f1386cb19 Remove VBoxContainer/HBoxContainer completely 2021-09-19 18:41:10 +02:00
Vera Aguilera Puerto
3b902e0557 IMetaDataComponent implements IComponent 2021-09-19 10:46:09 +02:00
ike709
3142dcbfda Adds some OpenDream things to the sandbox whitelist (#2042) 2021-09-18 22:40:22 +02:00
Vera Aguilera Puerto
29ffd07712 MapCoordinates Offset overload that takes two floats. 2021-09-18 13:01:30 +02:00
Vera Aguilera Puerto
afd687e392 Add Offset method to MapCoordinates. 2021-09-18 12:49:54 +02:00
Vera Aguilera Puerto
72341a25af VV attribute for ViewSubscriptions in PlayerSession. 2021-09-18 11:14:44 +02:00
Vera Aguilera Puerto
6d03840fbd Makes BoundUserInterfaces partially ECS. (#2033) 2021-09-18 10:41:06 +02:00
metalgearsloth
ea2d63b404 Add test for lookup anchoring (#2035)
* Add test for lookup anchoring

* Updates

* Fix test
2021-09-17 01:43:41 +10:00
metalgearsloth
42a137d106 Raise anchoring broadcasted 2021-09-17 00:06:02 +10:00
metalgearsloth
8f8c1eccc3 hotfix eyes 2021-09-16 17:42:30 +10:00
metalgearsloth
b91fa6ba75 Reduce position approx tolerance 2021-09-16 14:03:33 +10:00
metalgearsloth
e270f4f06c Reduce velocity approx tolerance 2021-09-16 13:57:18 +10:00
metalgearsloth
56b7957878 Receive testbed from content (#2034) 2021-09-16 13:02:43 +10:00
metalgearsloth
209eb5fea0 Fix 90% of grid rotation bugs (#2003)
* View box2rotated

* Changes

* Stash someday

* Sync

* Grid rotation in a commit

* SIMD comment

* Minor TryFindGridAt optimisation

* More fixes

* Optimise rays a tad

* Reduce code duplication

* Fix anchoring

* More fixes woopsie

* Eye matching parent

* Centre of mass stuffsies

* Remove TODO

* Add TODO

* Revert anchor crash

* Fix master merge-in whoopsie

* Fixes

* Woops

* Fixed viewport transform

* Re-fix rendering
2021-09-16 12:59:16 +10:00
Javier Guardia Fernández
417954e66c Simplify how some serialization expression trees return values (#2040) 2021-09-15 21:00:42 +02:00
Visne
e4fb860985 Fix licenses (#2041) 2021-09-16 00:18:51 +10:00
Pieter-Jan Briers
d70481aedd Update Linguini
This fixes several compiler warnings.
2021-09-15 16:17:52 +02:00
Pieter-Jan Briers
52eb581b56 Fix some compiler warnings. 2021-09-15 15:55:27 +02:00
Pieter-Jan Briers
918fa8e3b9 Fix handling of key names GLFW returns as null. 2021-09-15 13:37:24 +02:00
Visne
1c7f19bf67 Add OptionButton margin (#2020) 2021-09-15 01:49:49 +02:00
Javier Guardia Fernández
0cbff8dee1 Change serialization reading to only do type checks once per type (#2018)
* Change serialization reading to only do type checks once per type

* Optimize for sealed types in arrays

* Oops the context

* Fix ISelfSerialize node type and null values

* Add int read test

* Remove nullability from constructor and property of DeserializedValue

* Add clearing readers to serialization shutdown

* Fix struct populate default values
Remove some notnull constraints

* Replace robust gen with normal il generator
2021-09-13 18:14:52 +02:00
metalgearsloth
670ff54ef0 Fix SetAsBox 2021-09-13 19:46:31 +10:00
metalgearsloth
8f519c52b6 Fix multi-viewer PVS crash 2021-09-13 15:59:18 +10:00
Javier Guardia Fernández
fbd29afbd8 Fix data definitions sometimes not being found in tests (#2026) 2021-09-12 11:47:50 +02:00
Javier Guardia Fernández
2bbdb23716 Fix tests getting stuck until terminated (#2025) 2021-09-12 11:42:46 +02:00
Javier Guardia Fernández
e2dda67eef Add test for IPopulateDefaultValues (#2024) 2021-09-12 10:07:59 +02:00
metalgearsloth
699615df97 Remove Snapus Gridus (#2014) 2021-09-12 16:34:51 +10:00
Javier Guardia Fernández
e804994a5b Fix serialization manager shutdown (#2011) 2021-09-11 00:00:31 +02:00
metalgearsloth
24f7ecccc0 Remove AppearanceTestComponent (#2015) 2021-09-10 23:59:42 +02:00
Javier Guardia Fernández
21d43350f0 Add benchmark for serializing arrays of strings, ints and definitions (#2017)
* Add benchmark for serializing arrays of strings, ints and definitions

* Add sealed elements array benchmark
2021-09-10 17:57:16 +02:00
Javier Guardia Fernández
63eb7847a1 Add test for serializing nullable ints (#2016) 2021-09-10 17:50:02 +02:00
metalgearsloth
4a4f07a10c StopPlaying won't throw if already disposed (#2013) 2021-09-09 12:53:33 +02:00
Javier Guardia Fernández
1c816941ec Change serialization writing with serializers to use expression trees (#2010)
* Change serialization writing with serializers to use expression trees

* Add test
2021-09-08 13:05:34 +02:00
Javier Guardia Fernández
2143c9abc3 Change serialization reading with serializers to use expression trees (#2009)
* Change serialization reading with serializers to use expression trees

* Add test

* Eliminate lambda capture
2021-09-08 12:07:17 +02:00
Vera Aguilera Puerto
4b6ceed586 Adds FileNotFoundException to the sandbox whitelist. 2021-09-08 09:52:20 +02:00
metalgearsloth
49c6c0c9d8 Fix anchoring crashes 2021-09-08 10:55:44 +10:00
metalgearsloth
54f6143be3 Quick audio fix nothing to see here 2021-09-07 18:17:58 +10:00
metalgearsloth
b83e09c214 Add method to apply impulse from a point (#1992) 2021-09-07 08:25:28 +02:00
metalgearsloth
caa9b442d5 Use arrays for polygon vertices (#1958)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-09-07 08:24:58 +02:00
Javier Guardia Fernández
69921da034 Change serialization copying with serializers to use expression trees (#2008) 2021-09-07 08:09:26 +02:00
metalgearsloth
552893f1b7 Audio enhancements (#1997)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-09-07 08:08:49 +02:00
metalgearsloth
c5c10caaf1 Chunk streaming (#1985)
* The real lookup flags

* Don't get anchored entities for PVS query

* Finish that implementation

* Immediate anchoring changes

* Woops some anchoring slippy

* Fix stupidity

* More gradual

* Remove thread-unsafe stuff

In case anyone notices I'm stupid

* Some day I'll stash instead lol

* Fix thread issue

* Werk

* Cvar for range too

* Explanation

* More comments

* Fix merge
2021-09-07 07:59:22 +02:00
metalgearsloth
98de046977 Avoid unnecessary TransformComponent cast in PVS (#2007)
* Avoid unnecessary TransformComponent cast in PVS

Haven't profiled if it's faster but it supports EntityUid better so whenever we deprecate IEntity we would've had to do this anyway.

* Avoid unnecessary MapPosition call

LocalToChunkIndices already checks for this and saves the additional conversion from EC -> map -> EC again

* Doc fixes
2021-09-07 07:57:54 +02:00
Pieter-Jan Briers
6328bddb52 Fix GridContainer looking at Size in its ArrangeOverride()
This fixes tests.
2021-09-07 07:47:17 +02:00
Pieter-Jan Briers
003c910c66 Make some icky reflection APIs internal. 2021-09-07 07:43:24 +02:00
Pieter-Jan Briers
1d7f4b4501 Improve comments on BoxContainer a bit. 2021-09-07 02:27:56 +02:00
Pieter-Jan Briers
2f6fb22473 Remove obsolete layout APIs. 2021-09-07 01:38:13 +02:00
Pieter-Jan Briers
96d66c57c1 Comments for Control.Layout.cs. 2021-09-07 01:24:10 +02:00
metalgearsloth
35741524a3 Significantly reduce debug allocations (#2005)
* Significantly reduce debug allocations

I know it's debug but it's number 1 on entity spawning

* Nothing to see here
2021-09-06 13:32:09 +02:00
metalgearsloth
d5855fa805 Sync PointLight data between client and server. (#1995)
* Sync PointLight data

* ECS GetComponentState

* Nothing to see here
2021-09-06 17:31:06 +10:00
metalgearsloth
36a9d06381 Fix Robust tests (#2004)
Not the greatest of solutions but at least it's fixed for now.
2021-09-06 01:27:37 +10:00
Pieter-Jan Briers
3bfb3a5ef7 Fix GLES3 sRGB detection.
Forgot to set the variable, epic.
2021-09-04 21:07:20 +02:00
metalgearsloth
83b031cab4 Optimise GetTileRef (#1998)
* Optimise GetTileRef

Used in movement code a lot to check weightless and most of the time they're parented to the grid.

* More optimisations
2021-09-04 12:09:04 +02:00
Pieter-Jan Briers
6197352fca Try GLES3 anyways on compat mode. 2021-09-01 18:29:58 +02:00
Pieter-Jan Briers
0fd210481a Multithread SerializationManager initialize. 2021-09-01 13:38:34 +02:00
Pieter-Jan Briers
74eea847e2 Compact LOH on initial startup GC.
LOH gets fragmented heavily, currently, so this helps.
2021-09-01 01:29:20 +02:00
Pieter-Jan Briers
6938787863 Fix compat mode, fullscreen, more work on ANGLE swap chain. 2021-09-01 01:13:32 +02:00
Pieter-Jan Briers
4ba5654253 Allow modifying selection/cursor colors on LineEdit 2021-08-30 23:34:28 +02:00
Pieter-Jan Briers
15ff120b97 Add Control.StylePropertyDefault() helper method. 2021-08-30 23:34:14 +02:00
Pieter-Jan Briers
942a550687 Fix clearColor not being passed through by RenderInRenderTarget.
This fixes background colors for non-main WindowRoots
2021-08-30 23:24:21 +02:00
Pieter-Jan Briers
acff35f4bf Fix multi-window rendering deadlock. 2021-08-30 23:07:26 +02:00
Pieter-Jan Briers
4e7039e09b StyleBoxFlat can now draw simple rectangular borders 2021-08-30 23:01:51 +02:00
Pieter-Jan Briers
4a0b3793e4 Add IUserInterfaceManager.GetWindowRoot 2021-08-30 23:01:38 +02:00
Pieter-Jan Briers
928ae19249 Fix styling not applying to root controls. 2021-08-30 15:17:43 +02:00
Pieter-Jan Briers
a7f85b53f8 Background color for UIRoot. 2021-08-30 02:14:22 +02:00
Pieter-Jan Briers
5fac83c697 Fix GLFW_SCALE_TO_MONITOR not being specified for self-managed context windows. 2021-08-30 01:45:56 +02:00
Pieter-Jan Briers
577b2b0f62 Remove OutputPath overrides for shared.
Pretty sure this will reduce recompilation when switching between debug and release in rider, so sounds like a good idea to me.
2021-08-30 01:38:28 +02:00
Pieter-Jan Briers
cd3a7ef91e ANGLE+DXGI experiment, window/GL init rewrite (#1982) 2021-08-30 01:35:07 +02:00
Vera Aguilera Puerto
051d47f4ff Adds ComponentGetState ECS event (#1988) 2021-08-29 17:23:40 +02:00
metalgearsloth
b982b94c83 Port TestPoint from Box2D (#1991)
Rather than having the methods on the shapes themselves (whenever we eventually get them as structs) I just put them on a shapemanager instead as it seemed cleaner?
2021-08-29 17:10:46 +02:00
Vera Aguilera Puerto
84b7742656 Adds by-ref and struct event support to ComponentEvents (#1987) 2021-08-29 16:52:38 +02:00
metalgearsloth
1585cd111f Don't dirty appearance if state is identical (#1990)
Avoids unnecessary visualizer calls and bugs from duplicate animations or the likes.
2021-08-29 16:00:06 +02:00
metalgearsloth
766f6dc93d EntityLookup flags for PVS optimisations (#1983)
* The real lookup flags

* Don't get anchored entities for PVS query

* Finish that implementation

* Immediate anchoring changes

* Woops some anchoring slippy

* Address review
2021-08-29 14:03:45 +10:00
Vera Aguilera Puerto
59af9451be Various improvements to midi
- MidiEvent control is now an int
- Instead of hardcoding the channel count, we check the count on the synth itself.
- Do nothing for event 0x51
2021-08-26 15:01:34 +02:00
metalgearsloth
80e4f69f29 PVS Anchoring take 2 (#1959)
* PVS is now aware of entity anchoring.
Misc PVS perf improvements.

* Fix master merge

* Optimise chunks intersecting

* Ensure anchored entity chunks are always sent

* Remove silly pool by me

* Hotfixes?

* Chunk sending

* Optimise assert

* Assert updates

* Remove AME debug

* Fixes

* Add back in including map eye

* Update Robust.Server/GameStates/EntityViewCulling.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

* Update Robust.Shared/Map/MapChunk.cs

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: Acruid <shatter66@gmail.com>
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-08-26 12:48:44 +10:00
Pieter-Jan Briers
98060f2056 Fix closing child window minimizing parent on windows. 2021-08-26 00:30:56 +02:00
Vera Aguilera Puerto
f0bfb6a69a Adds deflate compression to MsgState. (#1981) 2021-08-25 23:54:15 +02:00
Pieter-Jan Briers
ac38748280 Fix GridContraction_Test doing bad entity access and causing test failure. 2021-08-25 23:30:38 +02:00
Pieter-Jan Briers
18fe34c041 Do not send all entities on fromTick = 0.
This doesn't seem to be necessary anymore and it massively improves load performance.
2021-08-25 23:19:34 +02:00
Pieter-Jan Briers
6a0cb6a5af Rework entity storage to remove CullDeletedEntities.
Now we only use the dictionary for storing entities, similar to components.

This means creating/deleting entities while enumerating them will throw, but that's probably fine since GetEntities() is barely used nowadays, and we have QueueDelete().
2021-08-25 22:47:33 +02:00
Pieter-Jan Briers
310aebaee2 Make prediction CVars NOT ARCHIVE.
I want to disable them in OpenDream and this would make that impossible.
2021-08-25 22:47:32 +02:00
Paul Ritter
f25d67da55 dynamically adjusts divisions in worlddrawhandles drawcircle (#1980)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-25 22:23:59 +02:00
metalgearsloth
eac36e917f Fix showrays (#1979) 2021-08-26 00:12:56 +10:00
ShadowCommander
c64fa8f2cc Fix Box2Serializer and tests 2021-08-24 22:58:43 -07:00
Vera Aguilera Puerto
63c1707581 Adds new helpful filter methods. (#1962)
- AddWhereAttachedEntity and RemoveWhereAttachedEntity methods
- AddInGrid and AddInMap methods
- BroadcastGrid and BroadcastMap static methods
2021-08-24 16:11:38 +02:00
metalgearsloth
914a7fb130 Fix box2 serializer (#1966)
There's some existing content with invalid bounds so this is going to be fun.
2021-08-24 18:30:42 +10:00
Pieter-Jan Briers
41d3495e29 Some stubs for JS execution queuing.
Definitely gonna be necessary but eeeeeeh feeling lazy.
2021-08-24 10:05:35 +02:00
Pieter-Jan Briers
2ae426b8e5 Allow file filters in save file dialogs. 2021-08-24 09:24:49 +02:00
Pieter-Jan Briers
eb45e16739 BrowserControl now allows hooking the BeforeBrowse API.
This is necessary to be able to cancel navigation (OpenDream Topic()).
2021-08-24 08:32:44 +02:00
Pieter-Jan Briers
79c952a871 Make MouseFilterMode.Stop default for BrowserControl 2021-08-24 08:01:22 +02:00
Pieter-Jan Briers
827c4b32fd Double check that CefManager is initialized in BrowserControl.
Otherwise it would throw with a nullref somewhere in CefGlue.
2021-08-24 07:35:28 +02:00
Pieter-Jan Briers
033e20cbf1 Add Closed (past tense) event to OSWindow.
Change a bunch of window event stuff up.
2021-08-24 04:49:04 +02:00
Pieter-Jan Briers
3ff46d40fa UsedImplicitly for IConsoleCommand 2021-08-24 04:42:09 +02:00
Pieter-Jan Briers
5ab6aba20b More implicit use attributes.
This means that entity systems and IoC managers should no longer need [UsedImplicitly] to suppress "object never instantiated" warnings.
2021-08-24 03:13:23 +02:00
Pieter-Jan Briers
e6be04cb83 OSWindow control to make OS windows much easier. 2021-08-24 02:05:25 +02:00
Pieter-Jan Briers
627b2f4d0d Change WindowCreateParameters.HideCloseButton to a more general purpose Styles system. 2021-08-24 02:05:25 +02:00
Pieter-Jan Briers
ffff42cc95 Add owner window parameter to window creation.
And also CenterOwner placement rule.

Currently owner windows are only implemented on Win32. Linux and macOS will need implementing still.
2021-08-24 02:05:25 +02:00
Pieter-Jan Briers
ce420ac8ab Set GLFW_SCALE_TO_MONITOR true on window creation. 2021-08-24 02:05:25 +02:00
Paul Ritter
d3cdfbe3cb ratio's rects (#1970)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-23 20:33:38 +02:00
Paul Ritter
726bfd58f6 adds some helpers to robustrandom (#1969)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-23 20:32:51 +02:00
Paul Ritter
05827d01d0 Datafield now implies readonly VVAccess (#1968)
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
2021-08-23 20:32:25 +02:00
metalgearsloth
6cb7641c07 Fix GetEntitiesInRange
A lot of lookup needs cleaning up but this is technically brokeded.
2021-08-23 22:40:47 +10:00
metalgearsloth
d72185933a Add support for grid chunk removals (#1941)
* Add support for grid chunk removals

Also allows grids to be removed when they have no more chunks remaining.

* No more crashing pog

* Slightly better

* Minor optimisations and fix bounds

* Avoid creating new chunks for anchoring

* chucky

* comment

* Tests

* Remove some logs

* Remove another log

* Review
2021-08-23 16:00:07 +10:00
metalgearsloth
80a9a82278 Fix client-side physics bodies getting stuck awake (#1946)
* Fix client-side physics bodies getting stuck awake

Wasn't a huge perf hit but it could leak a bit. Also there's a bunch of E/C stuff in here and I'll deal with it later.

* Fix broadphase leak

* Fix robust server sim
2021-08-23 15:01:08 +10:00
metalgearsloth
99c8ce2cc8 Attach to parent before inserting into container (#1965)
tl;dr is that throwing on content needs to be able to have IsInContainer return the correct result when checking for it in EntInsertedIntoContainer
2021-08-22 21:46:20 -07:00
Pieter-Jan Briers
f137a6e3a5 Add InheritChildMeasure bool to LayoutContainer 2021-08-22 11:32:15 +02:00
Pieter-Jan Briers
73e62414a7 Update Lidgren and NetSerializer submodules 2021-08-22 11:08:43 +02:00
Pieter-Jan Briers
ef7ef3ca9f Replace usages of NET5_0 preprocessor with NET5_0_OR_GREATER 2021-08-22 11:08:05 +02:00
Pieter-Jan Briers
da26e86f5e Merge branch 'robust-client-CEF' 2021-08-22 10:51:44 +02:00
Pieter-Jan Briers
d2a1815d7b Allow GameControllerOptions to change the startup branding. 2021-08-22 10:43:41 +02:00
Pieter-Jan Briers
4894888339 Dev window has UI tab now with UI tree. 2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
3fd55733bb Add child added/removed/moved events to Control.
Intended for UI dev window
2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
bebd638412 Make SplitContainer properties VV. 2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
328b3cc715 Add IUserInterfaceManager.OnPostDrawUIRoot.
Intended for UI dev window highlighting.
2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
b523cfddb7 Fix some layout calculation bugs.
1. Fix a copy paste typo in ApplySizeConstraints().
2. Fix negative sizes passed to MeasureCore() causing exceptions.
2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
4fea277541 Make some SplitContainer stuff [ViewVariables] 2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
3417f00650 Give main window UI root a good name 2021-08-22 02:07:42 +02:00
Pieter-Jan Briers
db4b190498 guidump command now shows all UI roots. 2021-08-22 02:07:38 +02:00
Pieter-Jan Briers
7d2bbc2ca7 Add an OnResized event to controls 2021-08-22 01:29:24 +02:00
Pieter-Jan Briers
553278fdb3 Fix x:Class directives in XamlUI. 2021-08-22 01:29:10 +02:00
Vera Aguilera Puerto
e5013d9e3f Add support for struct directed events, add by-ref directed/broadcast events. (#1931)
* Add support for struct directed events.
- Turn transform events into readonly structs

* TransformComponent events have readonly fields.

* Reduce boxing allocations, add DirectedRegistration readonly struct.

* Use typeof in a few places instead of GetType

* Add overloads to allow passing directed events by ref.

* Raise transform events by ref.

* Fix occluder AnchorStateChangedEvent subscription

* Fix broadphase subscriptions

* Fix bug oops

* Fix transform system raising moveevents by value

* Don't reflect the test entity systems.

* Directed EventBus uses ref everywhere, internally
Deduplicates a bunch of code. Whoo!

* Add broadcast by-ref events

* Fix by-ref events bug using Unsafe, add new tests for sorted by-ref events.

* Port broadcast events to by-ref.

* Speed, more correctness, reduce generics bloat.

* Clean up subscription code some.

* Remove bad test.

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-08-21 11:37:02 +02:00
Vera Aguilera Puerto
679f8f24c9 Cleans up EntityCoordinates, split coordinates into their own files. (#1956) 2021-08-20 15:48:43 +02:00
metalgearsloth
1a547b946c Fix anchoring parent changes
Problem was coordinates were updated first and then it was clearing the snapgrid cell.
2021-08-20 14:14:17 +10:00
metalgearsloth
5594bd7203 Revert "PVS is now aware of entity anchoring. (#1845)"
This reverts commit 820d988e0a.

# Conflicts:
#	Robust.Server/GameStates/EntityViewCulling.cs
2021-08-19 22:34:06 +10:00
metalgearsloth
8cbe48c94f Use all chunks for PVS culling
Temporary attempt at fixing the server issue with PVS.
2021-08-19 22:30:05 +10:00
metalgearsloth
b04b9fc9cd Fix timer crash 2021-08-19 22:18:31 +10:00
Acruid
820d988e0a PVS is now aware of entity anchoring. (#1845)
* PVS is now aware of entity anchoring.
Misc PVS perf improvements.

* Fix master merge

* Optimise chunks intersecting

* Ensure anchored entity chunks are always sent

* Remove silly pool by me

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-08-19 21:48:44 +10:00
metalgearsloth
1ad5122b5d Fix y-sorting (#1952) 2021-08-18 17:49:54 +02:00
metalgearsloth
456ac03870 Add RevoluteJoint (#1953) 2021-08-18 17:48:52 +02:00
metalgearsloth
f647d00dc4 Add short-circuit for TryDistance (#1951)
* Add short-circuit for TryDistance

90% of the uses probably have the same parent hence we can avoid the more expensive ToMap calls for these.

* InRange too
2021-08-17 08:56:16 +02:00
metalgearsloth
2fd3bbf58b Optimise TryFindGridAt (#1945) 2021-08-16 21:06:31 +02:00
metalgearsloth
5ed49d51d3 Add vertices simplifier (#1935) 2021-08-15 19:15:23 +02:00
metalgearsloth
758d5eedef Add WorldPoint to StartCollideEvent (#1943)
Some stuff may want the actual collision point.
2021-08-15 16:45:42 +02:00
metalgearsloth
96d15929e6 Optimise GetMapChunks (#1948)
Don't need to check every chunk's bounds when you can just do dictionary lookups. Should be an okay bonus for PVS and grid rendering on larger grids. Didn't make tests yet because all of the existing ones are mocked and painful to change.
2021-08-15 16:45:30 +02:00
metalgearsloth
2a062dbf53 Cleanup TimerComponent when none are running (#1949)
The ToList was showing up on a profiler.
2021-08-15 16:45:00 +02:00
metalgearsloth
6d66bc66e4 Minor grid traversal optimisation (#1950)
Avoids running duplicate events, mainly for client, but also avoids the additional GetEntity call as well.
2021-08-15 16:29:14 +02:00
Pieter-Jan Briers
5cc056100b Remove unused MsgEntity parameter packing helpers.
These were originally for when messages were passed around as an object[] args list, I believe. This isn't used so this code should just go honestly.
2021-08-12 14:35:56 +02:00
Visne
5eee22b034 Make no rotation work when eye is rotated (#1927) 2021-08-12 13:12:02 +02:00
DrSmugleaf
7f5beab259 Add the component type to the unknown component linter error message 2021-08-12 12:21:52 +02:00
metalgearsloth
46aead639b Allow VirtualControllers to be retrieved by content (#1937)
Useful in SS14 for MoverController to cache some work that SharedTileFrictionController can re-use.
2021-08-12 17:55:34 +10:00
Visne
488d060595 Fix map deletion not working because of deleted entity referencing map (#1933)
* Fix map deletion not working because of deleted entity referencing map

* Change fix

* Update Robust.Shared/GameObjects/Components/CollisionWakeComponent.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-08-12 14:00:12 +10:00
metalgearsloth
b1bab1f38e Significantly reduce default volume range
Now it's actually unified instead of being 25 sometimes and 62.5 (the godot default) at other times.
2021-08-11 19:53:15 +10:00
metalgearsloth
feba2a23ad Fix grid collisions (#1934)
* Fix grid collisions

* Fix this silliness

* Add test for grid collisions

* Fix FlagSerializer not working with 1 << 31

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-08-10 00:04:19 +10:00
Javier Guardia Fernández
e1ff29744e Fix FlagSerializer not working with 1 << 31 (#1940) 2021-08-09 23:56:43 +10:00
Javier Guardia Fernández
f6216e63b0 Add tests for serializing flags (#1939) 2021-08-09 13:07:42 +02:00
Javier Guardia Fernández
0b3ecf2168 Add benchmarks for serializing flags (#1938)
* Add benchmarks for serializing flags

* Add type definitions
2021-08-09 13:03:24 +02:00
Vera Aguilera Puerto
9f29bf6349 Merge branch 'master' into robust-client-CEF 2021-08-09 12:02:15 +02:00
metalgearsloth
d12a238ecc Fix tests
Woops
2021-08-09 19:42:34 +10:00
Vera Aguilera Puerto
d62a64029d Merge branch 'master' into robust-client-CEF 2021-08-09 11:13:56 +02:00
metalgearsloth
ac46a7845d Fix container bounds 2021-08-09 18:46:51 +10:00
Vera Aguilera Puerto
17662aaad9 Merge branch 'master' into robust-client-CEF 2021-08-09 08:08:29 +02:00
metalgearsloth
60b526f653 Dirty physics bodies on new fixtures 2021-08-08 15:59:59 +10:00
metalgearsloth
d58e380dd9 MapManager now uses accurate bounds for grids (#1918)
* MapManager now uses accurate bounds for grids

Instead of using the old WorldBounds (which was dirty for multiple reasons) it goes through physics instead using the actual fixtures attached to the grid.

* Fix nuke

* Test time

* AABB tests

* feex

* how is this failing aaa

* feex tests

* slightly better

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2021-08-06 22:25:14 +10:00
Visne
96a098a0c2 Fix outline when eye is rotated (#1929) 2021-08-06 09:53:14 +02:00
Vera Aguilera Puerto
c0d4e34089 Add Friend classes to C# with the help of Analyzers and Attributes. (#1928)
* Add Friend classes to C# with the help of Analyzers and Attributes.

* Revert to netstandard2.0

* Use LINQ instead of ^1 for array

* Address review.
Oops, forgot to push.
2021-08-06 09:50:22 +02:00
ShadowCommander
e16e0f4bd0 Fix containers with entities that do not exist yet (#1892)
* Fix containers that hold entities not on client

* Delete from ExpectedEntities when entity removed

* Fix ContainerSystem not registering on the server

* Move container state to entity system
Move client code to client

* Fix removal and clean up code

* Add test

* Add more checks to test

* Remove unneeded deletion event handler

When the child is deleted, if the entity does not exist on the client,
then HandleComponentState runs. If the entity does exist, then
HandleEntityInitialized would have run. Either way HandleEntityDeleted
is not needed.

* Renamed unexpected to removedExpected
2021-08-04 19:00:14 -07:00
metalgearsloth
d31ffd2794 Update broadphase every frame on client (#1925)
There was a reason I didn't do this prior to refactor but that reason is no longer relevant soooooo
2021-08-04 00:43:32 +10:00
metalgearsloth
04d94f87fc Fix movement lerping (#1924) 2021-08-04 00:11:04 +10:00
metalgearsloth
f809375389 Cache broadphase on PhysicsMap (#1923) 2021-08-03 22:24:01 +10:00
metalgearsloth
530ea5f4e6 Remove BroadphaseMapid from physicscomp
Was made redundant in the broadphase refactor
2021-08-03 19:08:45 +10:00
Visne
590a23d540 Make it possible to set lighting per map (#1921) 2021-08-03 09:55:54 +02:00
Vera Aguilera Puerto
52351e8b11 Clyde can now render multiple viewports with different maps. (#1917)
* Clyde can now render multiple viewports with different maps.

* remove todo comment
https://tenor.com/view/emoji-disintergrating-meme-emoji-disintegrating-meme-gif-21239978

* Fix tests
2021-08-03 13:24:11 +10:00
metalgearsloth
f75a764ff3 Multi-thread physics solver (#1905) 2021-08-02 13:50:26 +02:00
metalgearsloth
d14f4f0ce3 Use structs for position constraints (#1919)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2021-08-02 21:47:57 +10:00
Vera Aguilera Puerto
5367570c7f Log simple human-readable error message when PVS mail generation throws an exception. 2021-08-02 12:29:37 +02:00
Vera Aguilera Puerto
e523a733c8 TestLogHandler logs exception, too. 2021-08-02 12:29:37 +02:00
metalgearsloth
06af61106c Fix grid rendering for rotation (#1881)
* Fix grid rendering

* Actually feex

* spellcheck

* Add a test for chunk bounds

* Revert that
2021-08-02 16:41:24 +10:00
metalgearsloth
2239c30924 Fix potential contact crash 2021-08-02 16:19:40 +10:00
Vera Aguilera Puerto
f9f55b6862 Transform sets GridId before raising EntParentChangedMessage event. 2021-08-01 13:35:58 +02:00
Vera Aguilera Puerto
83a5560850 Transform EntMapIdChangedMessage is raised directed. 2021-08-01 12:20:45 +02:00
Visne
9a8f139fb9 Make ScreenToMap not default to main viewport (#1916) 2021-07-31 23:45:08 +02:00
Pieter-Jan Briers
20dae60fd4 Add NumericsHelpers add method. 2021-07-31 16:52:24 +02:00
Pieter-Jan Briers
b4098668bb Use ring buffer for IGameTiming._realFrameTimes.
List.RemoveAt(0) is inefficient.
2021-07-31 16:06:08 +02:00
mirrorcult
9397cc4a6b Fix serv warnings (#1915) 2021-07-31 15:01:18 +10:00
Pieter-Jan Briers
1601e75879 Forgot the debug code oops. 2021-07-31 04:21:37 +02:00
Pieter-Jan Briers
a7b9c87926 Save 0.4% Windows server CPU. 2021-07-31 04:20:50 +02:00
metalgearsloth
8fea42ff9a Fix GetTilesIntersecting for circles (#1912) 2021-07-30 10:01:14 +02:00
metalgearsloth
86d20a0ef1 Bump up light radius
The ones around the singularity are 32 radius for whatever reason
2021-07-30 17:22:23 +10:00
metalgearsloth
09012ea4ff Change velocity constraints to structs (#1906) 2021-07-29 22:14:01 +02:00
metalgearsloth
e68297eb93 Multi-thread physics contacts (#1897) 2021-07-29 22:13:42 +02:00
Pieter-Jan Briers
47af668cda Fix overriding unregistered-but-known config vars.
The default value would be set to 0 as a placeholder from when the config var is first tracked as unregistered, which means that when we try to override it tries to parse it as an int always.
2021-07-29 20:29:08 +02:00
metalgearsloth
c1a2e23ce2 Fix mission-critical typo 2021-07-30 00:08:17 +10:00
metalgearsloth
f208f6bfa9 Use ref var for manifold points (#1911) 2021-07-29 15:38:12 +02:00
Pieter-Jan Briers
ae526e2e10 FixedArray helpers.
May your stack allocations be fast and your GCs infrequent.
2021-07-29 15:37:43 +02:00
metalgearsloth
25549869b1 Use more values by reference in Collision (#1910)
Also a sneaky Span<ClipVertex> I forgot
2021-07-29 14:49:50 +02:00
metalgearsloth
f71e81d204 Use circle.Position for collisions. (#1909) 2021-07-29 14:49:18 +02:00
Vera Aguilera Puerto
757143be84 Merge branch 'master' into robust-client-CEF 2021-07-29 13:36:16 +02:00
metalgearsloth
e67812fdb4 Add shutdowns to VirtualControllers (#1887) 2021-07-29 13:31:34 +02:00
Vera Aguilera Puerto
aa44b1cb8a RaiseLocalEvent non-generic overload that checks for GetType() (#1907)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2021-07-29 13:30:29 +02:00
Vera Aguilera Puerto
8ec75be244 Minor ViewSubscriber cleanup, remove all mentions of PVS eye 2021-07-29 13:29:54 +02:00
Vera Aguilera Puerto
48746b7bd3 Adds ViewSubscriberComponent and ViewSubscriberSystem (#1900) 2021-07-29 13:16:25 +02:00
metalgearsloth
a9791d2033 Fix potential SetTile crash when it unanchors entities (#1903) 2021-07-29 13:15:50 +02:00
Vera Aguilera Puerto
709f1f4284 EntityLookup now uses ILookupWorldBox2Component for getting entities' world AABB. 2021-07-29 13:01:24 +02:00
metalgearsloth
907094a5c8 Minor solver optimisation for invmass 2021-07-29 18:57:35 +10:00
Pieter-Jan Briers
a35a5e1645 Add EntitySystem.Subs property to aid helper methods. 2021-07-29 01:51:51 +02:00
Pieter-Jan Briers
ad8a59a72f Revert "Adds SetButtonDisabledRecursive() method to Control" (#1902)
This reverts commit e93c0f76a9.
2021-07-27 21:44:31 +02:00
Visne
e93c0f76a9 Adds SetButtonDisabledRecursive() method to Control (#1901) 2021-07-27 20:08:24 +02:00
metalgearsloth
7bac32d18e Don't use DeferMoveEvent if the position is NaN (#1896)
The issue is that currently moving around means any non-anchored entities have their positions updated to / from NaN. As you can imagine this is a performance nightmare for anything subscribing to it, especially considering it leads to the broadphase getting desynced for physics.

Realistically we need one of the alternatives Acruid has laid out because flooding the eventbus with NaNs will kill performance.
2021-07-28 00:28:07 +10:00
Pieter-Jan Briers
b6b1d46892 Ignore "CON" in DebugConsoleLogHandler. 2021-07-27 09:38:08 +02:00
Vera Aguilera Puerto
30fcc6b729 Merge branch 'master' into robust-client-CEF 2021-07-27 09:02:29 +02:00
Vera Aguilera Puerto
6f0bc3822e InputComponent is now public. 2021-07-27 08:51:02 +02:00
Vera Aguilera Puerto
b7c8452285 Use EntitySystem dependencies in a few places that cached systems before. 2021-07-26 12:57:39 +02:00
Vera Aguilera Puerto
49e2d567cd Merge branch 'master' into robust-client-CEF 2021-07-26 12:14:11 +02:00
Paul Ritter
8c1e075c91 EntitySystem DependencyCollection & EntitySystem dependencies (#1890)
* started work

* tests

* namespace

* working

* thonk

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
2021-07-26 12:10:03 +02:00
metalgearsloth
b340e40c99 Cache physics transforms internally (#1873)
* Cache physics transforms internally

3 main points to cache them for:
1. Contact updates
2. Physics Islands solving
3. GetWorldManifold (though this is primarily for ss14).

Whenever multi-threading is done it will need adjustments to make sure no race conditions on accessing the transforms dictionary

* Also cache position and angle for GetWorldAABB

* Fix boogs

* woops
2021-07-26 18:23:10 +10:00
metalgearsloth
c4b124f48d Cleanup physics contacts a bit (#1895)
Removed a lot of the listener comments as we use the eventbus instead in this house.
2021-07-25 23:40:45 +10:00
metalgearsloth
7efae8fbc1 Remove IStartCollide (#1875)
* Remove IStartCollide

Needs several content PRs to be merged as well.

* Feex
2021-07-25 23:06:34 +10:00
Pieter-Jan Briers
7feeeb2f6f OOps 2021-07-25 14:50:14 +02:00
mirrorcult
f90462cf82 Improve RSI error messages (#1894) 2021-07-25 12:06:36 +02:00
metalgearsloth
b19ae9e69e Add AABB VVs for debugging 2021-07-25 19:04:25 +10:00
Vera Aguilera Puerto
9bf69db0ef Merge branch 'master' into robust-client-CEF 2021-07-24 10:06:54 +02:00
metalgearsloth
2132d6cbae Comment out the contactmanager crash safeguard for now 2021-07-24 13:50:27 +10:00
Ygg01
d2d6f9d08e Update Linguini to latest to fix escaping text literals (#1880) 2021-07-23 17:43:14 +02:00
metalgearsloth
4b58fcbff2 Fix anchoring on moved grid (#1885) 2021-07-23 10:16:19 +02:00
metalgearsloth
f83f6a8cd6 Remove manifolds from collision events
Nothing uses em anymore.
2021-07-23 13:06:24 +10:00
metalgearsloth
dfd7711506 Stop EndCollision from throwing exceptions
Won't fix the underlying problem but will log it and handle it more gracefully at least until I can reproduce it.
2021-07-23 13:03:54 +10:00
Pieter-Jan Briers
78f9d92c07 Add exception tolerance to DispatchEntityNetworkMessage. 2021-07-22 23:27:39 +02:00
Paul
3a86c827ea made xamlil errors show up in msbuild 2021-07-22 20:01:15 +02:00
metalgearsloth
325f25c547 Fix occluders for moved grid (#1878)
* Refactor occluders

* Copy pasting

* Reduce bounds

* Clear system updates on shutdown
2021-07-22 13:07:45 +10:00
Pieter-Jan Briers
be57b5d20b Add AnyCommandExecuted callback to IConsoleHost.
Intended use case here is for content to listen to ConCmds for AFK detection.
2021-07-21 21:32:32 +02:00
Pieter-Jan Briers
7124d86f94 Allow localization to pass through TimeSpan values. 2021-07-21 18:58:43 +02:00
Pieter-Jan Briers
229380a71d Add TimeSpan read/write helpers to NetMessageExt 2021-07-21 16:25:15 +02:00
metalgearsloth
e9eb536df5 Don't get fixture pairs if they're deleted 2021-07-21 23:08:10 +10:00
metalgearsloth
22297ef6d8 Out of the way System.Numerics 2021-07-21 21:14:41 +10:00
metalgearsloth
7f2e433087 Broadphase refactor (#1848)
* Broadphase refactor

* Stuff

* Working

* TODO

* Changes

* Which fucking madman came up with this shit

* Known gud state

* Kinda shitcodey but it works so fuck it doin it live

* Shuttle jankiness

* Refactor entitylookups to be 30% more based

* Refactor gucci

* Done?

* Fix most tests

* nothing suss

* Vera single-handedly saving shuttles

* fex

* Fix renderingtreecomp for relativity

* Fix IEntityLookup

* Fixes

* Testing jank please revert some of it before merging

* Fix the remaining bugs

* Fix crash

* Fix grid physics initialization

* Shuttle collisions working

* Fixes

* Fixes

* Velocity on transfers

* Velocity on parent change

* Fixes

* world angular velocity too

* Slightly faster map velocities

* showbb revert

* Sketch grids kinda workin

* Fix PVS contact crash

* Cleanup gridfixture updates 0.1%

* Grid fixtures

* AAAAAAAAAAAAAAA

* a

* termp

* Fixes

* Test reversion reversion?

* Tests

* Fix Equals

* Slight box2i cleanup

* Better initializer

* Fix merge issues

* Shuttles go BRRT

* Remove MoveProxy from DynamicTreeBroadphase

* Optimise a shit tonne

* Approx

* fix showbb

* clean

* Slightly more optimised

* My almonds are activating

* Contact transform caching

* Avoid duplicates

* Typo

* Logger

* Jitter 1% better

* Okay shit maybe that's not it.

* Contact fixes

* Move check thingy up front

* Revert some jank caching

* Contact filtering

* Fix master merge

* Test fixes

* Re-fix MapLoaderTest

* Use proxies instead

* uhh wtf?

* Woops

* Fix collisions

* Fix grid fixture generation

* Fix deserializing

* Tile window fix

* Cleanup broadphase

* Bit more cleanup

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2021-07-21 21:12:58 +10:00
Pieter-Jan Briers
18c32a0258 Don't ServerSendToAll to channels without completed handshake. 2021-07-21 03:06:32 +02:00
Pieter-Jan Briers
72314a102d EventBus improvements
Can do ordered session event subscription.

Can subscribe to "All" in one call, to reduce shared boilerplate.
2021-07-21 00:56:42 +02:00
Pieter-Jan Briers
719ea26a31 IConfigurationManager.UnsubValueChanged. 2021-07-20 17:26:52 +02:00
metalgearsloth
5cb8fe1897 End IEndCollide (#1874) 2021-07-20 17:01:30 +02:00
metalgearsloth
f35a52fc24 Change KinematicControllerCollision to use WorldNormal instead (#1872)
Content cares about the WorldNormal and not the LocalNormal so this fixes pushing bugs.
2021-07-19 10:17:39 +02:00
metalgearsloth
6bdb0cef47 Fix IMapGrid WorldToLocal + LocalToWorld (#1871) 2021-07-19 10:17:15 +02:00
Pieter-Jan Briers
fe3c9fe28f Fix late nwVar warning on connect. 2021-07-19 10:16:24 +02:00
Pieter-Jan Briers
6085671f22 Fix memory leak with physics islands and contact solvers.
They were doing config OnValueChanged for every instance and, as such, never getting released.
2021-07-19 10:06:20 +02:00
Visne
a2398da324 Replace most VBox/HBoxContainers with BoxContainers (#1867) 2021-07-18 18:42:08 +02:00
Pieter-Jan Briers
b27304cc58 Add System.Index and System.Range to sandbox whitelist. 2021-07-17 23:51:57 +02:00
Swept
3bf851a6cf FPS Counter no longer shows a decimal 2021-07-17 16:46:09 +00:00
Pieter-Jan Briers
cef92efd0f NetManager now enforces that only specific messages can be sent before serializer handshake completes. 2021-07-17 14:37:40 +02:00
Pieter-Jan Briers
c5961a5ab1 Fix possible race condition in net var handling and improve logging. 2021-07-17 14:37:35 +02:00
Pieter-Jan Briers
8ddd92993d Don't do initial net var stuff on server. 2021-07-17 02:03:37 +02:00
Pieter-Jan Briers
da253a5f34 Log user ID correctly on connection approval 2021-07-17 02:02:59 +02:00
Pieter-Jan Briers
ca9400a1ff Don't log encryption secrets on auth handshake. 2021-07-17 01:24:39 +02:00
Pieter-Jan Briers
f232195ceb Fix audio log warning not using interpolated string correctly. 2021-07-17 01:17:23 +02:00
Pieter-Jan Briers
b54a803519 Add ToString to NetChannel.
Some things already try to log like this so let's just go with it.
2021-07-17 01:16:47 +02:00
Vera Aguilera Puerto
a0d3d2108f Use ResourcePath instead of Path.Join 2021-07-16 21:48:19 +02:00
Vera Aguilera Puerto
977e4a017b Fixes tile window hardcoding tile sprites. 2021-07-16 08:21:58 +02:00
Swept
2d8b159016 Updates the dumb shit stupid path for tile window 2021-07-16 05:38:19 +00:00
Visne
9caa0dde4b Remove unused IEntityManager parameter from EntityCoordinates.FromMap() (#1866) 2021-07-15 18:51:11 +02:00
Pieter-Jan Briers
7a5a8c5eb1 Remove unused Process.WaitForExitAsync helper.
.NET 5 has its own implementation so we use that now.
2021-07-15 10:07:52 +02:00
Pieter-Jan Briers
695b4ce8f2 Merge branch 'master' into robust-client-CEF 2021-07-13 17:22:20 +02:00
Vera Aguilera Puerto
d7ecc0883f Merge branch 'master' into robust-client-CEF 2021-07-08 10:00:46 +02:00
Vera Aguilera Puerto
44b17edff6 Fix failing unit test. 2021-07-06 10:38:48 +02:00
Pieter-Jan Briers
6366c2383a Request handling API. 2021-07-06 02:07:17 +02:00
Pieter-Jan Briers
ddbbe22bda Make RobustCefApp internal. 2021-07-05 23:41:01 +02:00
Pieter-Jan Briers
6880af0d8b Lifetime management for BrowserControl
Correctly shuts down all resources when removed fromt ree.
2021-07-05 23:35:16 +02:00
Vera Aguilera Puerto
6f258b1822 Fix multi process mode on Linux. 2021-07-05 23:10:19 +02:00
Pieter-Jan Briers
2cf3ed8a70 External window lifetime management. 2021-07-05 21:58:43 +02:00
Pieter-Jan Briers
c6f10a1321 Don't make a RobustCefApp in CEF sub processes. 2021-07-05 20:26:16 +02:00
Vera Aguilera Puerto
41ab9b106f Add RobustCefApp, CefManager no longer inherits CefApp. 2021-07-05 20:22:00 +02:00
Pieter-Jan Briers
0d97569576 Implement mouse modifiers. 2021-07-05 20:18:54 +02:00
Pieter-Jan Briers
0a21d402b2 Apparently I didn't disable disable GPU properly. 2021-07-05 20:16:50 +02:00
Pieter-Jan Briers
c6827fe8ae Merge remote-tracking branch 'origin/robust-client-CEF' into robust-client-CEF 2021-07-05 18:23:05 +02:00
Pieter-Jan Briers
0c94956be1 Various degrees of work on input stuff. 2021-07-05 18:21:47 +02:00
Pieter-Jan Briers
1e7a193d5e Raise scroll speed 2021-07-05 11:44:42 +02:00
Vera Aguilera Puerto
eb4ea8aa63 Adds a few APIs to IBrowserControl and implements them where needed 2021-07-05 11:23:44 +02:00
Pieter-Jan Briers
af1a3d965d Actually shut down loaded modules on client 2021-07-05 10:27:21 +02:00
Pieter-Jan Briers
26fed40ad4 Remove fixed TODO comment 2021-07-05 10:24:10 +02:00
Pieter-Jan Briers
c6c6309eff Disable disable GPU 2021-07-05 10:05:10 +02:00
Pieter-Jan Briers
7188eeb0c8 Add external window creation API 2021-07-05 09:37:04 +02:00
Pieter-Jan Briers
d74b22a4e8 Engine API for fetching win32 HWND. 2021-07-05 09:05:59 +02:00
Pieter-Jan Briers
75de717b4e Enable CEF multi-process mode. 2021-07-05 08:00:16 +02:00
Pieter-Jan Briers
a00fc75b61 BrowserControl less inefficient rendering 2021-07-05 07:59:56 +02:00
Pieter-Jan Briers
dcbb6608df Improve clyde SetSubImage.
1. better perf.
2. code cleaned up
3. span-based API.
2021-07-05 07:55:52 +02:00
Pieter-Jan Briers
e4d0e50000 Add Robust.Client.CEF to InternalsVisibleTo 2021-07-05 07:46:59 +02:00
Pieter-Jan Briers
e5a2ab284b Merge branch 'master' into robust-client-CEF 2021-07-04 19:56:41 +02:00
Vera Aguilera Puerto
3ac1506f17 Add correct license header to BitmapBuffer 2021-07-04 18:22:04 +02:00
Vera Aguilera Puerto
c85bb81606 Add initial CEF integration to engine. 2021-07-02 23:31:37 +02:00
545 changed files with 20381 additions and 8111 deletions

3
.gitmodules vendored
View File

@@ -16,3 +16,6 @@
[submodule "Linguini"]
path = Linguini
url = https://github.com/space-wizards/Linguini
[submodule "cefglue"]
path = cefglue
url = https://gitlab.com/xiliumhq/chromiumembedded/cefglue/

View File

@@ -129,5 +129,7 @@ namespace OpenToolkit.GraphicsLibraryFramework
/// for controlling sRGB rendering and a created OpenGL ES context will always have sRGB rendering enabled.
/// </summary>
SrgbCapable = 0x0002100E,
ScaleToMonitor = 0x0002200C,
}
}

View File

@@ -5551,5 +5551,15 @@ namespace OpenToolkit.GraphicsLibraryFramework
{
return glfwGetX11Window(window);
}
public static unsafe IntPtr GetX11Display(Window* window)
{
return glfwGetX11Display(window);
}
public static unsafe IntPtr GetWin32Window(Window* window)
{
return glfwGetWin32Window(window);
}
}
}

View File

@@ -406,5 +406,11 @@ namespace OpenToolkit.GraphicsLibraryFramework
[DllImport(LibraryName)]
public static extern uint glfwGetX11Window(Window* window);
[DllImport(LibraryName)]
public static extern IntPtr glfwGetX11Display(Window* window);
[DllImport(LibraryName)]
public static extern IntPtr glfwGetWin32Window(Window* window);
}
}

View File

@@ -24,7 +24,7 @@
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- name: Box2D
license:
license: |
MIT License
Copyright (c) 2019 Erin Catto
@@ -33,7 +33,7 @@
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
@@ -48,7 +48,7 @@
SOFTWARE.
- name: Bullet Physics SDK
license:
license: |
The files in this repository are licensed under the zlib license, except for the files under 'Extras' and examples/ThirdPartyLibs.
Bullet Continuous Collision Detection and Physics Library
@@ -60,10 +60,10 @@
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.
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.
3. This notice may not be removed or altered from any source distribution.
- name: Castle Core
license: |
@@ -360,7 +360,7 @@
limitations under the License.
- name: Farseer Physics Engine
license:
license: |
Microsoft Permissive License (Ms-PL)
This license governs use of the accompanying software.
@@ -374,26 +374,26 @@
"Licensed patents" are a contributor's patent claims that read directly on its contribution.
2. Grant of Rights
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution,
(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution,
prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to
make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or
(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3,
each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to
make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or
derivative works of the contribution in the software.
3. Conditions and Limitations
(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software,
your patent license from such contributor to the software ends automatically.
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark,
(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark,
and attribution notices that are present in the software.
(D) If you distribute any portion of the software in source code form, you may do so only under this license by
including a complete copy of this license with your distribution. If you distribute any portion of the software in
(D) If you distribute any portion of the software in source code form, you may do so only under this license by
including a complete copy of this license with your distribution. If you distribute any portion of the software in
compiled or object code form, you may only do so under a license that complies with this license.
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties,
guarantees or conditions. You may have additional consumer rights under your local laws which this license cannot change.
To the extent permitted under your local laws, the contributors exclude the implied warranties of
(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties,
guarantees or conditions. You may have additional consumer rights under your local laws which this license cannot change.
To the extent permitted under your local laws, the contributors exclude the implied warranties of
merchantability, fitness for a particular purpose and non-infringement.
- name: Mono.Cecil

View File

@@ -0,0 +1,41 @@
preset raw;
uniform highp vec2 direction;
uniform highp vec2 size;
uniform highp float radius;
varying highp vec2 pos;
varying highp vec4 blurPos1;
varying highp vec4 blurPos2;
void vertex()
{
highp float aspect = size.y / size.x;
highp float horRadius = aspect * radius;
highp vec2 offset = vec2(horRadius, radius) * direction;
VERTEX = apply_mvp(VERTEX);
pos = (VERTEX + vec2(1.0)) / 2.0;
blurPos1.xy = pos + offset;
blurPos1.zw = pos - offset;
blurPos2.xy = pos + offset * 2.0;
blurPos2.zw = pos - offset * 2.0;
}
void fragment()
{
// Very simple gaussian blur.
highp vec4 sum = zTexture(pos) * 0.375;
sum += zTexture(blurPos1.xy) * 0.25;
sum += zTexture(blurPos1.zw) * 0.25;
sum += zTexture(blurPos2.xy) * 0.0625;
sum += zTexture(blurPos2.zw) * 0.0625;
COLOR = sum;
}

View File

@@ -0,0 +1,107 @@
using System.Collections.Immutable;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Diagnostics;
namespace Robust.Analyzers
{
[DiagnosticAnalyzer(LanguageNames.CSharp)]
public class FriendAnalyzer : DiagnosticAnalyzer
{
const string FriendAttribute = "Robust.Shared.Analyzers.FriendAttribute";
public const string DiagnosticId = "RA0002";
private const string Title = "Tried to access friend-only member";
private const string MessageFormat = "Tried to access member \"{0}\" in class \"{1}\" which can only be accessed by friend classes";
private const string Description = "Make sure to specify the accessing class in the friends attribute.";
private const string Category = "Usage";
[SuppressMessage("ReSharper", "RS2008")]
private static readonly DiagnosticDescriptor Rule = new (DiagnosticId, Title, MessageFormat, Category, DiagnosticSeverity.Error, true, Description);
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics => ImmutableArray.Create(Rule);
public override void Initialize(AnalysisContext context)
{
context.ConfigureGeneratedCodeAnalysis(GeneratedCodeAnalysisFlags.Analyze | GeneratedCodeAnalysisFlags.ReportDiagnostics);
context.EnableConcurrentExecution();
context.RegisterSyntaxNodeAction(CheckFriendship, SyntaxKind.SimpleMemberAccessExpression);
}
private void CheckFriendship(SyntaxNodeAnalysisContext context)
{
if (context.Node is not MemberAccessExpressionSyntax memberAccess)
return;
// We only do something if our parent is one of a few types.
switch (context.Node.Parent)
{
// If we're being assigned...
case AssignmentExpressionSyntax assignParent:
{
if (assignParent.Left != memberAccess)
return;
break;
}
// If we're being invoked...
case InvocationExpressionSyntax:
break;
// Otherwise, do nothing.
default:
return;
}
// Get the friend attribute
var friendAttr = context.Compilation.GetTypeByMetadataName(FriendAttribute);
// Get the type that is containing this expression, or, the class where this is happening.
if (context.ContainingSymbol?.ContainingType is not { } containingType)
return;
// We check all of our children and get only the identifiers.
foreach (var identifier in memberAccess.ChildNodes().Select(node => node as IdentifierNameSyntax))
{
if (identifier == null) continue;
// Get the type info of the identifier, so we can check the attributes...
if (context.SemanticModel.GetTypeInfo(identifier).ConvertedType is not { } type)
continue;
// Same-type access is always fine.
if (SymbolEqualityComparer.Default.Equals(type, containingType))
continue;
// Finally, get all attributes of the type, to check if we have any friend classes.
foreach (var attribute in type.GetAttributes())
{
// If the attribute isn't the friend attribute, continue.
if (!SymbolEqualityComparer.Default.Equals(attribute.AttributeClass, friendAttr))
continue;
// Check all types allowed in the friend attribute. (We assume there's only one constructor arg.)
foreach (var constant in attribute.ConstructorArguments[0].Values)
{
// Check if the value is a type...
if (constant.Value is not INamedTypeSymbol t)
continue;
// If we find that the containing class is specified in the attribute, return! All is good.
if (SymbolEqualityComparer.Default.Equals(containingType, t))
return;
}
// Not in a friend class! Report an error.
context.ReportDiagnostic(
Diagnostic.Create(Rule, context.Node.GetLocation(),
$"{context.Node.ToString().Split('.').LastOrDefault()}", $"{type.Name}"));
}
}
}
}
}

View File

@@ -2,6 +2,7 @@
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<LangVersion>9</LangVersion>
</PropertyGroup>
<ItemGroup>

View File

@@ -0,0 +1,28 @@
using BenchmarkDotNet.Attributes;
namespace Robust.Benchmarks.NumericsHelpers
{
public class AddBenchmark
{
[Params(32, 128)]
public int N { get; set; }
private float[] _inputA = default!;
private float[] _inputB = default!;
private float[] _output = default!;
[GlobalSetup]
public void Setup()
{
_inputA = new float[N];
_inputB = new float[N];
_output = new float[N];
}
[Benchmark]
public void Bench()
{
Shared.Maths.NumericsHelpers.Add(_inputA, _inputB, _output);
}
}
}

View File

@@ -4,9 +4,11 @@ namespace Robust.Benchmarks
{
internal class Program
{
// --allCategories=ctg1,ctg2
// --anyCategories=ctg1,ctg2
public static void Main(string[] args)
{
BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run();
BenchmarkSwitcher.FromAssembly(typeof(Program).Assembly).Run(args);
}
}
}

View File

@@ -0,0 +1,40 @@
using System.Globalization;
using Robust.Shared.IoC;
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.Markdown.Value;
using Robust.Shared.Serialization.TypeSerializers.Interfaces;
namespace Robust.Benchmarks.Serialization
{
public class BenchmarkIntSerializer : ITypeSerializer<int, ValueDataNode>
{
public ValidationNode Validate(ISerializationManager serializationManager, ValueDataNode node,
IDependencyCollection dependencies, ISerializationContext? context = null)
{
return int.TryParse(node.Value, out _)
? new ValidatedValueNode(node)
: new ErrorNode(node, $"Failed parsing int value: {node.Value}");
}
public DeserializationResult Read(ISerializationManager serializationManager, ValueDataNode node,
IDependencyCollection dependencies, bool skipHook, ISerializationContext? context = null)
{
return new DeserializedValue<int>(int.Parse(node.Value, CultureInfo.InvariantCulture));
}
public DataNode Write(ISerializationManager serializationManager, int value, bool alwaysWrite = false,
ISerializationContext? context = null)
{
return new ValueDataNode(value.ToString(CultureInfo.InvariantCulture));
}
public int Copy(ISerializationManager serializationManager, int source, int target, bool skipHook,
ISerializationContext? context = null)
{
return source;
}
}
}

View File

@@ -6,11 +6,13 @@ using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Copy
{
[MemoryDiagnoser]
public class SerializationCopyBenchmark : SerializationBenchmark
{
public SerializationCopyBenchmark()
@@ -35,6 +37,10 @@ namespace Robust.Benchmarks.Serialization.Copy
private SeedDataDefinition Seed { get; }
private BenchmarkFlagsEnum FlagZero = BenchmarkFlagsEnum.Zero;
private BenchmarkFlagsEnum FlagThirtyOne = BenchmarkFlagsEnum.ThirtyOne;
[Benchmark]
public string? CreateCopyString()
{
@@ -111,5 +117,35 @@ namespace Robust.Benchmarks.Serialization.Copy
return copy;
}
[Benchmark]
[BenchmarkCategory("flag")]
public object? CopyFlagZero()
{
return SerializationManager.CopyWithTypeSerializer(
typeof(FlagSerializer<BenchmarkFlags>),
(int) FlagZero,
(int) FlagZero);
}
[Benchmark]
[BenchmarkCategory("flag")]
public object? CopyFlagThirtyOne()
{
return SerializationManager.CopyWithTypeSerializer(
typeof(FlagSerializer<BenchmarkFlags>),
(int) FlagThirtyOne,
(int) FlagThirtyOne);
}
[Benchmark]
[BenchmarkCategory("customTypeSerializer")]
public object? CopyIntegerCustomSerializer()
{
return SerializationManager.CopyWithTypeSerializer(
typeof(BenchmarkIntSerializer),
Integer,
Integer);
}
}
}

View File

@@ -0,0 +1,19 @@
using System;
using Robust.Shared.Serialization;
namespace Robust.Benchmarks.Serialization.Definitions
{
public class BenchmarkFlags
{
public const int Zero = 1 << 0;
public const int ThirtyOne = 1 << 31;
}
[Flags]
[FlagsFor(typeof(BenchmarkFlags))]
public enum BenchmarkFlagsEnum
{
Zero = BenchmarkFlags.Zero,
ThirtyOne = BenchmarkFlags.ThirtyOne
}
}

View File

@@ -5,7 +5,7 @@ namespace Robust.Benchmarks.Serialization.Definitions
[DataDefinition]
public class DataDefinitionWithString
{
[field: DataField("string")]
[DataField("string")]
public string StringField { get; init; } = default!;
}
}

View File

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

View File

@@ -3,6 +3,7 @@ using Robust.Shared.Serialization.Manager;
namespace Robust.Benchmarks.Serialization.Initialize
{
[MemoryDiagnoser]
public class SerializationInitializeBenchmark : SerializationBenchmark
{
[IterationCleanup]

View File

@@ -1,14 +1,17 @@
using System.IO;
using BenchmarkDotNet.Attributes;
using Robust.Benchmarks.Serialization.Definitions;
using Robust.Shared.Serialization.Manager.Result;
using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.Markdown.Value;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Read
{
[MemoryDiagnoser]
public class SerializationReadBenchmark : SerializationBenchmark
{
public SerializationReadBenchmark()
@@ -32,6 +35,10 @@ namespace Robust.Benchmarks.Serialization.Read
private MappingDataNode SeedNode { get; }
private ValueDataNode FlagZero { get; } = new("Zero");
private ValueDataNode FlagThirtyOne { get; } = new("ThirtyOne");
[Benchmark]
public string? ReadString()
{
@@ -55,5 +62,35 @@ namespace Robust.Benchmarks.Serialization.Read
{
return SerializationManager.ReadValue<SeedDataDefinition>(SeedNode);
}
[Benchmark]
[BenchmarkCategory("flag")]
public DeserializationResult ReadFlagZero()
{
return SerializationManager.ReadWithTypeSerializer(
typeof(int),
typeof(FlagSerializer<BenchmarkFlags>),
FlagZero);
}
[Benchmark]
[BenchmarkCategory("flag")]
public DeserializationResult ReadThirtyOne()
{
return SerializationManager.ReadWithTypeSerializer(
typeof(int),
typeof(FlagSerializer<BenchmarkFlags>),
FlagThirtyOne);
}
[Benchmark]
[BenchmarkCategory("customTypeSerializer")]
public DeserializationResult ReadIntegerCustomSerializer()
{
return SerializationManager.ReadWithTypeSerializer(
typeof(int),
typeof(BenchmarkIntSerializer),
IntNode);
}
}
}

View File

@@ -0,0 +1,127 @@
using BenchmarkDotNet.Attributes;
using Robust.Benchmarks.Serialization.Definitions;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.Markdown.Value;
namespace Robust.Benchmarks.Serialization
{
[MemoryDiagnoser]
public class SerializationArrayBenchmark : SerializationBenchmark
{
public SerializationArrayBenchmark()
{
InitializeSerialization();
OneStringDefNode = new SequenceDataNode();
OneStringDefNode.Add(new MappingDataNode
{
["string"] = new ValueDataNode("ABC")
});
TenStringDefsNode = new SequenceDataNode();
for (var i = 0; i < 10; i++)
{
TenStringDefsNode.Add(new MappingDataNode
{
["string"] = new ValueDataNode("ABC")
});
}
}
private SequenceDataNode EmptyNode { get; } = new();
private SequenceDataNode OneIntNode { get; } = new("1");
private SequenceDataNode TenIntsNode { get; } = new("1", "2", "3", "4", "5", "6", "7", "8", "9", "10");
private SequenceDataNode OneStringDefNode { get; }
private SequenceDataNode TenStringDefsNode { get; }
[Benchmark]
[BenchmarkCategory("read")]
public string[]? ReadEmptyString()
{
return SerializationManager.ReadValue<string[]>(EmptyNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public string[]? ReadOneString()
{
return SerializationManager.ReadValue<string[]>(OneIntNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public string[]? ReadTenStrings()
{
return SerializationManager.ReadValue<string[]>(TenIntsNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public int[]? ReadEmptyInt()
{
return SerializationManager.ReadValue<int[]>(EmptyNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public int[]? ReadOneInt()
{
return SerializationManager.ReadValue<int[]>(OneIntNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public int[]? ReadTenInts()
{
return SerializationManager.ReadValue<int[]>(TenIntsNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public DataDefinitionWithString[]? ReadEmptyStringDataDef()
{
return SerializationManager.ReadValue<DataDefinitionWithString[]>(EmptyNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public DataDefinitionWithString[]? ReadOneStringDataDef()
{
return SerializationManager.ReadValue<DataDefinitionWithString[]>(OneStringDefNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public DataDefinitionWithString[]? ReadTenStringDataDefs()
{
return SerializationManager.ReadValue<DataDefinitionWithString[]>(TenStringDefsNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public SealedDataDefinitionWithString[]? ReadEmptySealedStringDataDef()
{
return SerializationManager.ReadValue<SealedDataDefinitionWithString[]>(EmptyNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public SealedDataDefinitionWithString[]? ReadOneSealedStringDataDef()
{
return SerializationManager.ReadValue<SealedDataDefinitionWithString[]>(OneStringDefNode);
}
[Benchmark]
[BenchmarkCategory("read")]
public SealedDataDefinitionWithString[]? ReadTenSealedStringDataDefs()
{
return SerializationManager.ReadValue<SealedDataDefinitionWithString[]>(TenStringDefsNode);
}
}
}

View File

@@ -7,10 +7,12 @@ using Robust.Shared.Serialization.Markdown;
using Robust.Shared.Serialization.Markdown.Mapping;
using Robust.Shared.Serialization.Markdown.Sequence;
using Robust.Shared.Serialization.Markdown.Value;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using YamlDotNet.RepresentationModel;
namespace Robust.Benchmarks.Serialization.Write
{
[MemoryDiagnoser]
public class SerializationWriteBenchmark : SerializationBenchmark
{
public SerializationWriteBenchmark()
@@ -35,6 +37,10 @@ namespace Robust.Benchmarks.Serialization.Write
private SeedDataDefinition Seed { get; }
private BenchmarkFlagsEnum FlagZero = BenchmarkFlagsEnum.Zero;
private BenchmarkFlagsEnum FlagThirtyOne = BenchmarkFlagsEnum.ThirtyOne;
[Benchmark]
public DataNode WriteString()
{
@@ -94,5 +100,35 @@ namespace Robust.Benchmarks.Serialization.Write
return mapping;
}
[Benchmark]
[BenchmarkCategory("flag")]
public DataNode WriteFlagZero()
{
return SerializationManager.WriteWithTypeSerializer(
typeof(int),
typeof(FlagSerializer<BenchmarkFlags>),
FlagZero);
}
[Benchmark]
[BenchmarkCategory("flag")]
public DataNode WriteThirtyOne()
{
return SerializationManager.WriteWithTypeSerializer(
typeof(int),
typeof(FlagSerializer<BenchmarkFlags>),
FlagThirtyOne);
}
[Benchmark]
[BenchmarkCategory("customTypeSerializer")]
public DataNode WriteIntegerCustomSerializer()
{
return SerializationManager.WriteWithTypeSerializer(
typeof(int),
typeof(BenchmarkIntSerializer),
Integer);
}
}
}

View File

@@ -0,0 +1,32 @@
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
public sealed class BeforeBrowseContext
{
internal readonly CefRequest CefRequest;
public string Url => CefRequest.Url;
public string Method => CefRequest.Method;
public bool IsRedirect { get; }
public bool UserGesture { get; }
public bool IsCancelled { get; private set; }
internal BeforeBrowseContext(
bool isRedirect,
bool userGesture,
CefRequest cefRequest)
{
CefRequest = cefRequest;
IsRedirect = isRedirect;
UserGesture = userGesture;
}
public void DoCancel()
{
IsCancelled = true;
}
}
}

View File

@@ -0,0 +1,593 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using SixLabors.ImageSharp.PixelFormats;
using Xilium.CefGlue;
using static Robust.Client.CEF.CefKeyCodes;
using static Robust.Client.CEF.CefKeyCodes.ChromiumKeyboardCode;
using static Robust.Client.Input.Keyboard;
namespace Robust.Client.CEF
{
// Funny browser control to integrate in UI.
public class BrowserControl : Control, IBrowserControl, IRawInputControl
{
private const int ScrollSpeed = 50;
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IInputManager _inputMgr = default!;
[Dependency] private readonly CefManager _cef = default!;
private RobustRequestHandler _requestHandler = new RobustRequestHandler(Logger.GetSawmill("root"));
private LiveData? _data;
private string _startUrl = "about:blank";
[ViewVariables(VVAccess.ReadWrite)]
public string Url
{
get => _data == null ? _startUrl : _data.Browser.GetMainFrame().Url;
set
{
if (_data == null)
_startUrl = value;
else
_data.Browser.GetMainFrame().LoadUrl(value);
}
}
[ViewVariables] public bool IsLoading => _data?.Browser.IsLoading ?? false;
private readonly Dictionary<Key, ChromiumKeyboardCode> _keyMap = new()
{
[Key.A] = VKEY_A,
[Key.B] = VKEY_B,
[Key.C] = VKEY_C,
[Key.D] = VKEY_D,
[Key.E] = VKEY_E,
[Key.F] = VKEY_F,
[Key.G] = VKEY_G,
[Key.H] = VKEY_H,
[Key.I] = VKEY_I,
[Key.J] = VKEY_J,
[Key.K] = VKEY_K,
[Key.L] = VKEY_L,
[Key.M] = VKEY_M,
[Key.N] = VKEY_N,
[Key.O] = VKEY_O,
[Key.P] = VKEY_P,
[Key.Q] = VKEY_Q,
[Key.R] = VKEY_R,
[Key.S] = VKEY_S,
[Key.T] = VKEY_T,
[Key.U] = VKEY_U,
[Key.V] = VKEY_V,
[Key.W] = VKEY_W,
[Key.X] = VKEY_X,
[Key.Y] = VKEY_Y,
[Key.Z] = VKEY_Z,
[Key.Num0] = VKEY_0,
[Key.Num1] = VKEY_1,
[Key.Num2] = VKEY_2,
[Key.Num3] = VKEY_3,
[Key.Num4] = VKEY_4,
[Key.Num5] = VKEY_5,
[Key.Num6] = VKEY_6,
[Key.Num7] = VKEY_7,
[Key.Num8] = VKEY_8,
[Key.Num9] = VKEY_9,
[Key.NumpadNum0] = VKEY_NUMPAD0,
[Key.NumpadNum1] = VKEY_NUMPAD1,
[Key.NumpadNum2] = VKEY_NUMPAD2,
[Key.NumpadNum3] = VKEY_NUMPAD3,
[Key.NumpadNum4] = VKEY_NUMPAD4,
[Key.NumpadNum5] = VKEY_NUMPAD5,
[Key.NumpadNum6] = VKEY_NUMPAD6,
[Key.NumpadNum7] = VKEY_NUMPAD7,
[Key.NumpadNum8] = VKEY_NUMPAD8,
[Key.NumpadNum9] = VKEY_NUMPAD9,
[Key.Escape] = VKEY_ESCAPE,
[Key.Control] = VKEY_CONTROL,
[Key.Shift] = VKEY_SHIFT,
[Key.Alt] = VKEY_MENU,
[Key.LSystem] = VKEY_LWIN,
[Key.RSystem] = VKEY_RWIN,
[Key.LBracket] = VKEY_OEM_4,
[Key.RBracket] = VKEY_OEM_6,
[Key.SemiColon] = VKEY_OEM_1,
[Key.Comma] = VKEY_OEM_COMMA,
[Key.Period] = VKEY_OEM_PERIOD,
[Key.Apostrophe] = VKEY_OEM_7,
[Key.Slash] = VKEY_OEM_2,
[Key.BackSlash] = VKEY_OEM_5,
[Key.Tilde] = VKEY_OEM_3,
[Key.Equal] = VKEY_OEM_PLUS,
[Key.Space] = VKEY_SPACE,
[Key.Return] = VKEY_RETURN,
[Key.BackSpace] = VKEY_BACK,
[Key.Tab] = VKEY_TAB,
[Key.PageUp] = VKEY_PRIOR,
[Key.PageDown] = VKEY_NEXT,
[Key.End] = VKEY_END,
[Key.Home] = VKEY_HOME,
[Key.Insert] = VKEY_INSERT,
[Key.Delete] = VKEY_DELETE,
[Key.Minus] = VKEY_OEM_MINUS,
[Key.NumpadAdd] = VKEY_ADD,
[Key.NumpadSubtract] = VKEY_SUBTRACT,
[Key.NumpadDivide] = VKEY_DIVIDE,
[Key.NumpadMultiply] = VKEY_MULTIPLY,
[Key.NumpadDecimal] = VKEY_DECIMAL,
[Key.Left] = VKEY_LEFT,
[Key.Right] = VKEY_RIGHT,
[Key.Up] = VKEY_UP,
[Key.Down] = VKEY_DOWN,
[Key.F1] = VKEY_F1,
[Key.F2] = VKEY_F2,
[Key.F3] = VKEY_F3,
[Key.F4] = VKEY_F4,
[Key.F5] = VKEY_F5,
[Key.F6] = VKEY_F6,
[Key.F7] = VKEY_F7,
[Key.F8] = VKEY_F8,
[Key.F9] = VKEY_F9,
[Key.F10] = VKEY_F10,
[Key.F11] = VKEY_F11,
[Key.F12] = VKEY_F12,
[Key.F13] = VKEY_F13,
[Key.F14] = VKEY_F14,
[Key.F15] = VKEY_F15,
[Key.Pause] = VKEY_PAUSE,
};
public BrowserControl()
{
CanKeyboardFocus = true;
KeyboardFocusOnClick = true;
MouseFilter = MouseFilterMode.Stop;
IoCManager.InjectDependencies(this);
}
protected override void EnteredTree()
{
base.EnteredTree();
_cef.CheckInitialized();
DebugTools.AssertNull(_data);
// A funny render handler that will allow us to render to the control.
var renderer = new ControlRenderHandler(this);
// A funny web cef client. This can actually be shared by multiple browsers, but I'm not sure how the
// rendering would work in that case? TODO CEF: Investigate a way to share the web client?
var client = new RobustCefClient(renderer, _requestHandler, new RobustLoadHandler());
var info = CefWindowInfo.Create();
// FUNFACT: If you DO NOT set these below and set info.Width/info.Height instead, you get an external window
// Good to know, huh? Setup is the same, except you can pass a dummy render handler to the CEF client.
info.SetAsWindowless(IntPtr.Zero, false); // TODO CEF: Pass parent handle?
info.WindowlessRenderingEnabled = true;
var settings = new CefBrowserSettings()
{
WindowlessFrameRate = 60
};
// Create the web browser! And by default, we go to about:blank.
var browser = CefBrowserHost.CreateBrowserSync(info, client, settings, _startUrl);
var texture = _clyde.CreateBlankTexture<Bgra32>(Vector2i.One);
_data = new LiveData(texture, client, browser, renderer);
}
protected override void ExitedTree()
{
base.ExitedTree();
DebugTools.AssertNotNull(_data);
_data!.Texture.Dispose();
_data.Browser.GetHost().CloseBrowser(true);
_data = null;
}
protected internal override void MouseMove(GUIMouseMoveEventArgs args)
{
base.MouseMove(args);
if (_data == null)
return;
// Logger.Debug();
var modifiers = CalcMouseModifiers();
var mouseEvent = new CefMouseEvent(
(int) args.RelativePosition.X, (int) args.RelativePosition.Y,
modifiers);
_data.Browser.GetHost().SendMouseMoveEvent(mouseEvent, false);
}
protected internal override void MouseExited()
{
base.MouseExited();
if (_data == null)
return;
var modifiers = CalcMouseModifiers();
_data.Browser.GetHost().SendMouseMoveEvent(new CefMouseEvent(0, 0, modifiers), true);
}
protected internal override void MouseWheel(GUIMouseWheelEventArgs args)
{
base.MouseWheel(args);
if (_data == null)
return;
var modifiers = CalcMouseModifiers();
var mouseEvent = new CefMouseEvent(
(int) args.RelativePosition.X, (int) args.RelativePosition.Y,
modifiers);
_data.Browser.GetHost().SendMouseWheelEvent(
mouseEvent,
(int) args.Delta.X * ScrollSpeed,
(int) args.Delta.Y * ScrollSpeed);
}
bool IRawInputControl.RawKeyEvent(in GuiRawKeyEvent guiRawEvent)
{
if (_data == null)
return false;
var host = _data.Browser.GetHost();
if (guiRawEvent.Key is Key.MouseLeft or Key.MouseMiddle or Key.MouseRight)
{
var key = guiRawEvent.Key switch
{
Key.MouseLeft => CefMouseButtonType.Left,
Key.MouseMiddle => CefMouseButtonType.Middle,
Key.MouseRight => CefMouseButtonType.Right,
_ => default // not possible
};
var mouseEvent = new CefMouseEvent(
guiRawEvent.MouseRelative.X, guiRawEvent.MouseRelative.Y,
CefEventFlags.None);
// Logger.Debug($"MOUSE: {guiRawEvent.Action} {guiRawEvent.Key} {guiRawEvent.ScanCode} {key}");
// TODO: double click support?
host.SendMouseClickEvent(mouseEvent, key, guiRawEvent.Action == RawKeyAction.Up, 1);
}
else
{
// TODO: Handle left/right modifier keys??
if (!_keyMap.TryGetValue(guiRawEvent.Key, out var vkKey))
vkKey = default;
// Logger.Debug($"{guiRawEvent.Action} {guiRawEvent.Key} {guiRawEvent.ScanCode} {vkKey}");
var lParam = 0;
lParam |= (guiRawEvent.ScanCode & 0xFF) << 16;
if (guiRawEvent.Action != RawKeyAction.Down)
lParam |= 1 << 30;
if (guiRawEvent.Action == RawKeyAction.Up)
lParam |= 1 << 31;
var modifiers = CalcModifiers(guiRawEvent.Key);
host.SendKeyEvent(new CefKeyEvent
{
// Repeats are sent as key downs, I guess?
EventType = guiRawEvent.Action == RawKeyAction.Up
? CefKeyEventType.KeyUp
: CefKeyEventType.RawKeyDown,
NativeKeyCode = lParam,
// NativeKeyCode = guiRawEvent.ScanCode,
WindowsKeyCode = (int) vkKey,
IsSystemKey = false, // TODO
Modifiers = modifiers
});
if (guiRawEvent.Action != RawKeyAction.Up && guiRawEvent.Key == Key.Return)
{
host.SendKeyEvent(new CefKeyEvent
{
EventType = CefKeyEventType.Char,
WindowsKeyCode = '\r',
NativeKeyCode = lParam,
Modifiers = modifiers
});
}
}
return true;
}
private CefEventFlags CalcModifiers(Key key)
{
CefEventFlags modifiers = default;
if (_inputMgr.IsKeyDown(Key.Control))
modifiers |= CefEventFlags.ControlDown;
if (_inputMgr.IsKeyDown(Key.Alt))
modifiers |= CefEventFlags.AltDown;
if (_inputMgr.IsKeyDown(Key.Shift))
modifiers |= CefEventFlags.ShiftDown;
if (_inputMgr.IsKeyDown(Key.Shift))
modifiers |= CefEventFlags.ShiftDown;
return modifiers;
}
private CefEventFlags CalcMouseModifiers()
{
CefEventFlags modifiers = default;
if (_inputMgr.IsKeyDown(Key.Control))
modifiers |= CefEventFlags.ControlDown;
if (_inputMgr.IsKeyDown(Key.Alt))
modifiers |= CefEventFlags.AltDown;
if (_inputMgr.IsKeyDown(Key.Shift))
modifiers |= CefEventFlags.ShiftDown;
if (_inputMgr.IsKeyDown(Key.Shift))
modifiers |= CefEventFlags.ShiftDown;
if (_inputMgr.IsKeyDown(Key.MouseLeft))
modifiers |= CefEventFlags.LeftMouseButton;
if (_inputMgr.IsKeyDown(Key.MouseMiddle))
modifiers |= CefEventFlags.MiddleMouseButton;
if (_inputMgr.IsKeyDown(Key.MouseRight))
modifiers |= CefEventFlags.RightMouseButton;
return modifiers;
}
protected internal override void TextEntered(GUITextEventArgs args)
{
base.TextEntered(args);
if (_data == null)
return;
var host = _data.Browser.GetHost();
Span<char> buf = stackalloc char[2];
var written = args.AsRune.EncodeToUtf16(buf);
for (var i = 0; i < written; i++)
{
host.SendKeyEvent(new CefKeyEvent
{
EventType = CefKeyEventType.Char,
WindowsKeyCode = buf[i],
Character = buf[i],
UnmodifiedCharacter = buf[i]
});
}
}
protected override void Resized()
{
base.Resized();
if (_data == null)
return;
_data.Browser.GetHost().NotifyMoveOrResizeStarted();
_data.Browser.GetHost().WasResized();
_data.Texture.Dispose();
_data.Texture = _clyde.CreateBlankTexture<Bgra32>((PixelWidth, PixelHeight));
}
protected internal override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
if (_data == null)
return;
var bufImg = _data.Renderer.Buffer.Buffer;
_data.Texture.SetSubImage(
Vector2i.Zero,
bufImg,
new UIBox2i(
0, 0,
Math.Min(PixelWidth, bufImg.Width),
Math.Min(PixelHeight, bufImg.Height)));
handle.DrawTexture(_data.Texture, Vector2.Zero);
}
public void StopLoad()
{
if (_data == null)
throw new InvalidOperationException();
_data.Browser.StopLoad();
}
public void Reload()
{
if (_data == null)
throw new InvalidOperationException();
_data.Browser.Reload();
}
public bool GoBack()
{
if (_data == null)
throw new InvalidOperationException();
if (!_data.Browser.CanGoBack)
return false;
_data.Browser.GoBack();
return true;
}
public bool GoForward()
{
if (_data == null)
throw new InvalidOperationException();
if (!_data.Browser.CanGoForward)
return false;
_data.Browser.GoForward();
return true;
}
public void ExecuteJavaScript(string code)
{
if (_data == null)
throw new InvalidOperationException();
// TODO: this should not run until the browser is done loading seriously does this even work?
_data.Browser.GetMainFrame().ExecuteJavaScript(code, string.Empty, 1);
}
public void AddResourceRequestHandler(Action<RequestHandlerContext> handler)
{
_requestHandler.AddResourceRequestHandler(handler);
}
public void RemoveResourceRequestHandler(Action<RequestHandlerContext> handler)
{
_requestHandler.RemoveResourceRequestHandler(handler);
}
public void AddBeforeBrowseHandler(Action<BeforeBrowseContext> handler)
{
_requestHandler.AddBeforeBrowseHandler(handler);
}
public void RemoveBeforeBrowseHandler(Action<BeforeBrowseContext> handler)
{
_requestHandler.RemoveBeforeBrowseHandler(handler);
}
private sealed class LiveData
{
public OwnedTexture Texture;
public readonly RobustCefClient Client;
public readonly CefBrowser Browser;
public readonly ControlRenderHandler Renderer;
public LiveData(
OwnedTexture texture,
RobustCefClient client,
CefBrowser browser,
ControlRenderHandler renderer)
{
Texture = texture;
Client = client;
Browser = browser;
Renderer = renderer;
}
}
}
internal class ControlRenderHandler : CefRenderHandler
{
public ImageBuffer Buffer { get; }
private Control _control;
internal ControlRenderHandler(Control control)
{
Buffer = new ImageBuffer(control);
_control = control;
}
protected override CefAccessibilityHandler? GetAccessibilityHandler() => null;
protected override void GetViewRect(CefBrowser browser, out CefRectangle rect)
{
if (_control.Disposed)
{
rect = new CefRectangle();
return;
}
// TODO CEF: Do we need to pass real screen coords? Cause what we do already works...
//var screenCoords = _control.ScreenCoordinates;
//rect = new CefRectangle((int) screenCoords.X, (int) screenCoords.Y, (int)Math.Max(_control.Size.X, 1), (int)Math.Max(_control.Size.Y, 1));
// We do the max between size and 1 because it will LITERALLY CRASH WITHOUT AN ERROR otherwise.
rect = new CefRectangle(0, 0, (int) Math.Max(_control.Size.X, 1), (int) Math.Max(_control.Size.Y, 1));
}
protected override bool GetScreenInfo(CefBrowser browser, CefScreenInfo screenInfo)
{
if (_control.Disposed)
return false;
// TODO CEF: Get actual scale factor?
screenInfo.DeviceScaleFactor = 1.0f;
return true;
}
protected override void OnPopupSize(CefBrowser browser, CefRectangle rect)
{
if (_control.Disposed)
return;
}
protected override void OnPaint(CefBrowser browser, CefPaintElementType type, CefRectangle[] dirtyRects,
IntPtr buffer, int width, int height)
{
if (_control.Disposed)
return;
foreach (var dirtyRect in dirtyRects)
{
Buffer.UpdateBuffer(width, height, buffer, dirtyRect);
}
}
protected override void OnAcceleratedPaint(CefBrowser browser, CefPaintElementType type,
CefRectangle[] dirtyRects, IntPtr sharedHandle)
{
// Unused, but we're forced to implement it so.. NOOP.
}
protected override void OnScrollOffsetChanged(CefBrowser browser, double x, double y)
{
if (_control.Disposed)
return;
}
protected override void OnImeCompositionRangeChanged(CefBrowser browser, CefRange selectedRange,
CefRectangle[] characterBounds)
{
if (_control.Disposed)
return;
}
}
}

View File

@@ -0,0 +1,16 @@
namespace Robust.Client.CEF
{
public sealed class BrowserWindowCreateParameters
{
public int Width { get; set; }
public int Height { get; set; }
public string Url { get; set; } = "about:blank";
public BrowserWindowCreateParameters(int width, int height)
{
Width = width;
Height = height;
}
}
}

View File

@@ -0,0 +1,225 @@
using System.Diagnostics.CodeAnalysis;
namespace Robust.Client.CEF
{
[SuppressMessage("ReSharper", "InconsistentNaming")]
[SuppressMessage("ReSharper", "UnusedMember.Global")]
[SuppressMessage("ReSharper", "IdentifierTypo")]
[SuppressMessage("ReSharper", "CA1069")]
[SuppressMessage("ReSharper", "CommentTypo")]
internal static class CefKeyCodes
{
// Taken from https://chromium.googlesource.com/chromium/src/+/refs/heads/main/ui/events/keycodes/keyboard_codes_posix.h
// See also https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
public enum ChromiumKeyboardCode
{
VKEY_CANCEL = 0x03,
VKEY_BACK = 0x08,
VKEY_TAB = 0x09,
VKEY_BACKTAB = 0x0A,
VKEY_CLEAR = 0x0C,
VKEY_RETURN = 0x0D,
VKEY_SHIFT = 0x10,
VKEY_CONTROL = 0x11,
VKEY_MENU = 0x12,
VKEY_PAUSE = 0x13,
VKEY_CAPITAL = 0x14,
VKEY_KANA = 0x15,
VKEY_HANGUL = 0x15,
VKEY_PASTE = 0x16,
VKEY_JUNJA = 0x17,
VKEY_FINAL = 0x18,
VKEY_HANJA = 0x19,
VKEY_KANJI = 0x19,
VKEY_ESCAPE = 0x1B,
VKEY_CONVERT = 0x1C,
VKEY_NONCONVERT = 0x1D,
VKEY_ACCEPT = 0x1E,
VKEY_MODECHANGE = 0x1F,
VKEY_SPACE = 0x20,
VKEY_PRIOR = 0x21,
VKEY_NEXT = 0x22,
VKEY_END = 0x23,
VKEY_HOME = 0x24,
VKEY_LEFT = 0x25,
VKEY_UP = 0x26,
VKEY_RIGHT = 0x27,
VKEY_DOWN = 0x28,
VKEY_SELECT = 0x29,
VKEY_PRINT = 0x2A,
VKEY_EXECUTE = 0x2B,
VKEY_SNAPSHOT = 0x2C, // Print Screen / SysRq
VKEY_INSERT = 0x2D,
VKEY_DELETE = 0x2E,
VKEY_HELP = 0x2F,
VKEY_0 = 0x30,
VKEY_1 = 0x31,
VKEY_2 = 0x32,
VKEY_3 = 0x33,
VKEY_4 = 0x34,
VKEY_5 = 0x35,
VKEY_6 = 0x36,
VKEY_7 = 0x37,
VKEY_8 = 0x38,
VKEY_9 = 0x39,
VKEY_A = 0x41,
VKEY_B = 0x42,
VKEY_C = 0x43,
VKEY_D = 0x44,
VKEY_E = 0x45,
VKEY_F = 0x46,
VKEY_G = 0x47,
VKEY_H = 0x48,
VKEY_I = 0x49,
VKEY_J = 0x4A,
VKEY_K = 0x4B,
VKEY_L = 0x4C,
VKEY_M = 0x4D,
VKEY_N = 0x4E,
VKEY_O = 0x4F,
VKEY_P = 0x50,
VKEY_Q = 0x51,
VKEY_R = 0x52,
VKEY_S = 0x53,
VKEY_T = 0x54,
VKEY_U = 0x55,
VKEY_V = 0x56,
VKEY_W = 0x57,
VKEY_X = 0x58,
VKEY_Y = 0x59,
VKEY_Z = 0x5A,
VKEY_LWIN = 0x5B,
VKEY_COMMAND = VKEY_LWIN, // Provide the Mac name for convenience.
VKEY_RWIN = 0x5C,
VKEY_APPS = 0x5D,
VKEY_SLEEP = 0x5F,
VKEY_NUMPAD0 = 0x60,
VKEY_NUMPAD1 = 0x61,
VKEY_NUMPAD2 = 0x62,
VKEY_NUMPAD3 = 0x63,
VKEY_NUMPAD4 = 0x64,
VKEY_NUMPAD5 = 0x65,
VKEY_NUMPAD6 = 0x66,
VKEY_NUMPAD7 = 0x67,
VKEY_NUMPAD8 = 0x68,
VKEY_NUMPAD9 = 0x69,
VKEY_MULTIPLY = 0x6A,
VKEY_ADD = 0x6B,
VKEY_SEPARATOR = 0x6C,
VKEY_SUBTRACT = 0x6D,
VKEY_DECIMAL = 0x6E,
VKEY_DIVIDE = 0x6F,
VKEY_F1 = 0x70,
VKEY_F2 = 0x71,
VKEY_F3 = 0x72,
VKEY_F4 = 0x73,
VKEY_F5 = 0x74,
VKEY_F6 = 0x75,
VKEY_F7 = 0x76,
VKEY_F8 = 0x77,
VKEY_F9 = 0x78,
VKEY_F10 = 0x79,
VKEY_F11 = 0x7A,
VKEY_F12 = 0x7B,
VKEY_F13 = 0x7C,
VKEY_F14 = 0x7D,
VKEY_F15 = 0x7E,
VKEY_F16 = 0x7F,
VKEY_F17 = 0x80,
VKEY_F18 = 0x81,
VKEY_F19 = 0x82,
VKEY_F20 = 0x83,
VKEY_F21 = 0x84,
VKEY_F22 = 0x85,
VKEY_F23 = 0x86,
VKEY_F24 = 0x87,
VKEY_NUMLOCK = 0x90,
VKEY_SCROLL = 0x91,
VKEY_LSHIFT = 0xA0,
VKEY_RSHIFT = 0xA1,
VKEY_LCONTROL = 0xA2,
VKEY_RCONTROL = 0xA3,
VKEY_LMENU = 0xA4,
VKEY_RMENU = 0xA5,
VKEY_BROWSER_BACK = 0xA6,
VKEY_BROWSER_FORWARD = 0xA7,
VKEY_BROWSER_REFRESH = 0xA8,
VKEY_BROWSER_STOP = 0xA9,
VKEY_BROWSER_SEARCH = 0xAA,
VKEY_BROWSER_FAVORITES = 0xAB,
VKEY_BROWSER_HOME = 0xAC,
VKEY_VOLUME_MUTE = 0xAD,
VKEY_VOLUME_DOWN = 0xAE,
VKEY_VOLUME_UP = 0xAF,
VKEY_MEDIA_NEXT_TRACK = 0xB0,
VKEY_MEDIA_PREV_TRACK = 0xB1,
VKEY_MEDIA_STOP = 0xB2,
VKEY_MEDIA_PLAY_PAUSE = 0xB3,
VKEY_MEDIA_LAUNCH_MAIL = 0xB4,
VKEY_MEDIA_LAUNCH_MEDIA_SELECT = 0xB5,
VKEY_MEDIA_LAUNCH_APP1 = 0xB6,
VKEY_MEDIA_LAUNCH_APP2 = 0xB7,
VKEY_OEM_1 = 0xBA,
VKEY_OEM_PLUS = 0xBB,
VKEY_OEM_COMMA = 0xBC,
VKEY_OEM_MINUS = 0xBD,
VKEY_OEM_PERIOD = 0xBE,
VKEY_OEM_2 = 0xBF,
VKEY_OEM_3 = 0xC0,
VKEY_OEM_4 = 0xDB,
VKEY_OEM_5 = 0xDC,
VKEY_OEM_6 = 0xDD,
VKEY_OEM_7 = 0xDE,
VKEY_OEM_8 = 0xDF,
VKEY_OEM_102 = 0xE2,
VKEY_OEM_103 = 0xE3, // GTV KEYCODE_MEDIA_REWIND
VKEY_OEM_104 = 0xE4, // GTV KEYCODE_MEDIA_FAST_FORWARD
VKEY_PROCESSKEY = 0xE5,
VKEY_PACKET = 0xE7,
VKEY_OEM_ATTN = 0xF0, // JIS DomKey::ALPHANUMERIC
VKEY_OEM_FINISH = 0xF1, // JIS DomKey::KATAKANA
VKEY_OEM_COPY = 0xF2, // JIS DomKey::HIRAGANA
VKEY_DBE_SBCSCHAR = 0xF3, // JIS DomKey::HANKAKU
VKEY_DBE_DBCSCHAR = 0xF4, // JIS DomKey::ZENKAKU
VKEY_OEM_BACKTAB = 0xF5, // JIS DomKey::ROMAJI
VKEY_ATTN = 0xF6, // DomKey::ATTN or JIS DomKey::KANA_MODE
VKEY_CRSEL = 0xF7,
VKEY_EXSEL = 0xF8,
VKEY_EREOF = 0xF9,
VKEY_PLAY = 0xFA,
VKEY_ZOOM = 0xFB,
VKEY_NONAME = 0xFC,
VKEY_PA1 = 0xFD,
VKEY_OEM_CLEAR = 0xFE,
VKEY_UNKNOWN = 0,
// POSIX specific VKEYs. Note that as of Windows SDK 7.1, 0x97-9F, 0xD8-DA,
// and 0xE8 are unassigned.
VKEY_WLAN = 0x97,
VKEY_POWER = 0x98,
VKEY_ASSISTANT = 0x99,
VKEY_SETTINGS = 0x9A,
VKEY_PRIVACY_SCREEN_TOGGLE = 0x9B,
VKEY_BRIGHTNESS_DOWN = 0xD8,
VKEY_BRIGHTNESS_UP = 0xD9,
VKEY_KBD_BRIGHTNESS_DOWN = 0xDA,
VKEY_KBD_BRIGHTNESS_UP = 0xE8,
// Windows does not have a specific key code for AltGr. We use the unused 0xE1
// (VK_OEM_AX) code to represent AltGr, matching the behaviour of Firefox on
// Linux.
VKEY_ALTGR = 0xE1,
// Windows does not have a specific key code for Compose. We use the unused
// 0xE6 (VK_ICO_CLEAR) code to represent Compose.
VKEY_COMPOSE = 0xE6,
// Windows does not have specific key codes for Media Play and Media Pause. We
// use the unused 0xE9 (VK_OEM_RESET) and 0xEA (VK_OEM_JUMP) codes to
// represent them.
VKEY_MEDIA_PLAY = 0xE9,
VKEY_MEDIA_PAUSE = 0xEA,
};
}
}

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@@ -0,0 +1,186 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
public partial class CefManager
{
[Dependency] private readonly IClydeInternal _clyde = default!;
private readonly List<BrowserWindowImpl> _browserWindows = new();
public IEnumerable<IBrowserWindow> AllBrowserWindows => _browserWindows;
public IBrowserWindow CreateBrowserWindow(BrowserWindowCreateParameters createParams)
{
var mainHWnd = (_clyde.MainWindow as IClydeWindowInternal)?.WindowsHWnd ?? 0;
var info = CefWindowInfo.Create();
info.Width = createParams.Width;
info.Height = createParams.Height;
info.SetAsPopup(mainHWnd, "ss14cef");
var impl = new BrowserWindowImpl(this);
var lifeSpanHandler = new WindowLifeSpanHandler(impl);
var reqHandler = new RobustRequestHandler(Logger.GetSawmill("root"));
var client = new WindowCefClient(lifeSpanHandler, reqHandler);
var settings = new CefBrowserSettings();
impl.Browser = CefBrowserHost.CreateBrowserSync(info, client, settings, createParams.Url);
impl.RequestHandler = reqHandler;
_browserWindows.Add(impl);
return impl;
}
private sealed class BrowserWindowImpl : IBrowserWindow
{
private readonly CefManager _manager;
internal CefBrowser Browser = default!;
internal RobustRequestHandler RequestHandler = default!;
public Action<RequestHandlerContext>? OnResourceRequest { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public string Url
{
get
{
CheckClosed();
return Browser.GetMainFrame().Url;
}
set
{
CheckClosed();
Browser.GetMainFrame().LoadUrl(value);
}
}
[ViewVariables]
public bool IsLoading
{
get
{
CheckClosed();
return Browser.IsLoading;
}
}
public BrowserWindowImpl(CefManager manager)
{
_manager = manager;
}
public void StopLoad()
{
CheckClosed();
Browser.StopLoad();
}
public void Reload()
{
CheckClosed();
Browser.Reload();
}
public bool GoBack()
{
CheckClosed();
if (!Browser.CanGoBack)
return false;
Browser.GoBack();
return true;
}
public bool GoForward()
{
CheckClosed();
if (!Browser.CanGoForward)
return false;
Browser.GoForward();
return true;
}
public void ExecuteJavaScript(string code)
{
CheckClosed();
Browser.GetMainFrame().ExecuteJavaScript(code, string.Empty, 1);
}
public void AddResourceRequestHandler(Action<RequestHandlerContext> handler)
{
RequestHandler.AddResourceRequestHandler(handler);
}
public void RemoveResourceRequestHandler(Action<RequestHandlerContext> handler)
{
RequestHandler.RemoveResourceRequestHandler(handler);
}
public void Dispose()
{
if (Closed)
return;
Browser.GetHost().CloseBrowser(true);
Closed = true;
}
public bool Closed { get; private set; }
public void OnClose()
{
Closed = true;
_manager._browserWindows.Remove(this);
Logger.Debug("Removing window");
}
private void CheckClosed()
{
if (Closed)
throw new ObjectDisposedException("BrowserWindow");
}
}
private sealed class WindowCefClient : CefClient
{
private readonly CefLifeSpanHandler _lifeSpanHandler;
private readonly CefRequestHandler _requestHandler;
public WindowCefClient(CefLifeSpanHandler lifeSpanHandler, CefRequestHandler requestHandler)
{
_lifeSpanHandler = lifeSpanHandler;
_requestHandler = requestHandler;
}
protected override CefLifeSpanHandler GetLifeSpanHandler() => _lifeSpanHandler;
protected override CefRequestHandler GetRequestHandler() => _requestHandler;
}
private sealed class WindowLifeSpanHandler : CefLifeSpanHandler
{
private readonly BrowserWindowImpl _windowImpl;
public WindowLifeSpanHandler(BrowserWindowImpl windowImpl)
{
_windowImpl = windowImpl;
}
protected override void OnBeforeClose(CefBrowser browser)
{
base.OnBeforeClose(browser);
_windowImpl.OnClose();
}
}
}
}

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using System;
using System.IO;
using JetBrains.Annotations;
using Robust.Shared.ContentPack;
using Robust.Shared.Log;
using Robust.Shared.Utility;
// The library we're using right now. TODO CEF: Do we want to use something else? We will need to ship it ourselves if so.
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
// Register this with IoC.
// TODO CEF: think if making this inherit CefApp is a good idea...
// TODO CEF: A way to handle external window browsers...
[UsedImplicitly]
public partial class CefManager
{
private CefApp _app = default!;
private bool _initialized = false;
/// <summary>
/// Call this to initialize CEF.
/// </summary>
public void Initialize()
{
DebugTools.Assert(!_initialized);
string subProcessName;
if (OperatingSystem.IsWindows())
subProcessName = "Robust.Client.CEF.exe";
else if (OperatingSystem.IsLinux())
subProcessName = "Robust.Client.CEF";
else
throw new NotSupportedException("Unsupported platform for CEF!");
var subProcessPath = PathHelpers.ExecutableRelativeFile(subProcessName);
var settings = new CefSettings()
{
WindowlessRenderingEnabled = true, // So we can render to our UI controls.
ExternalMessagePump = false, // Unsure, honestly. TODO CEF: Research this?
NoSandbox = true, // Not disabling the sandbox crashes CEF.
BrowserSubprocessPath = subProcessPath,
LocalesDirPath = Path.Combine(PathHelpers.GetExecutableDirectory(), "locales"),
ResourcesDirPath = PathHelpers.GetExecutableDirectory(),
RemoteDebuggingPort = 9222
};
Logger.Info($"CEF Version: {CefRuntime.ChromeVersion}");
// --------------------------- README --------------------------------------------------
// By the way! You're gonna need the CEF binaries in your client's bin folder.
// More specifically, version cef_binary_91.1.21+g9dd45fe+chromium-91.0.4472.114
// https://cef-builds.spotifycdn.com/cef_binary_91.1.21%2Bg9dd45fe%2Bchromium-91.0.4472.114_windows64_minimal.tar.bz2
// https://cef-builds.spotifycdn.com/cef_binary_91.1.21%2Bg9dd45fe%2Bchromium-91.0.4472.114_linux64_minimal.tar.bz2
// Here's how to get it to work:
// 1. Copy all the contents of "Release" to the bin folder.
// 2. Copy all the contents of "Resources" to the bin folder.
// Supposedly, you should just need libcef.so in Release and icudtl.dat in Resources...
// The rest might be optional.
// Maybe. Good luck! If you get odd crashes with no info and a weird exit code, use GDB!
// -------------------------------------------------------------------------------------
_app = new RobustCefApp();
// We pass no main arguments...
CefRuntime.Initialize(new CefMainArgs(null), settings, _app, IntPtr.Zero);
// TODO CEF: After this point, debugging breaks. No, literally. My client crashes but ONLY with the debugger.
// I have tried using the DEBUG and RELEASE versions of libcef.so, stripped or non-stripped...
// And nothing seemed to work. Odd.
_initialized = true;
}
public void CheckInitialized()
{
if (!_initialized)
throw new InvalidOperationException("CefManager has not been initialized!");
}
/// <summary>
/// Needs to be called regularly for CEF to keep working.
/// </summary>
public void Update()
{
DebugTools.Assert(_initialized);
// Calling this makes CEF do its work, without using its own update loop.
CefRuntime.DoMessageLoopWork();
}
/// <summary>
/// Call before program shutdown.
/// </summary>
public void Shutdown()
{
DebugTools.Assert(_initialized);
CefRuntime.Shutdown();
}
}
}

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@@ -0,0 +1,48 @@
using System;
namespace Robust.Client.CEF
{
public interface IBrowserControl
{
/// <summary>
/// Current URL of the browser. Set to load a new page.
/// </summary>
string Url { get; set; }
/// <summary>
/// Whether the browser is currently loading a page.
/// </summary>
bool IsLoading { get; }
/// <summary>
/// Stops loading the current page.
/// </summary>
void StopLoad();
/// <summary>
/// Reload the current page.
/// </summary>
void Reload();
/// <summary>
/// Navigate back.
/// </summary>
/// <returns>Whether the browser could navigate back.</returns>
bool GoBack();
/// <summary>
/// Navigate forward.
/// </summary>
/// <returns>Whether the browser could navigate forward.</returns>
bool GoForward();
/// <summary>
/// Execute arbitrary JavaScript on the current page.
/// </summary>
/// <param name="code">JavaScript code.</param>
void ExecuteJavaScript(string code);
void AddResourceRequestHandler(Action<RequestHandlerContext> handler);
void RemoveResourceRequestHandler(Action<RequestHandlerContext> handler);
}
}

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@@ -0,0 +1,9 @@
using System;
namespace Robust.Client.CEF
{
public interface IBrowserWindow : IBrowserControl, IDisposable
{
bool Closed { get; }
}
}

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@@ -0,0 +1,42 @@
using System;
using Robust.Client.UserInterface;
using Robust.Client.Utility;
using Robust.Shared.Maths;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
internal sealed class ImageBuffer
{
private readonly Control _control;
public ImageBuffer(Control control)
{
_control = control;
}
public Image<Bgra32> Buffer { get; private set; } = new(1, 1);
public unsafe void UpdateBuffer(int width, int height, IntPtr buffer, CefRectangle dirtyRect)
{
if (width != Buffer.Width || height != Buffer.Height)
UpdateSize(width, height);
var span = new ReadOnlySpan<Bgra32>((void*) buffer, width * height);
ImageSharpExt.Blit(
span,
width,
UIBox2i.FromDimensions(dirtyRect.X, dirtyRect.Y, dirtyRect.Width, dirtyRect.Height),
Buffer,
(dirtyRect.X, dirtyRect.Y));
}
private void UpdateSize(int width, int height)
{
Buffer = new Image<Bgra32>(width, height);
}
}
}

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using System;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
public static class Program
{
// This was supposed to be the main entry for the subprocess program... It doesn't work.
public static int Main(string[] args)
{
// This is a workaround for this to work on UNIX.
var argv = args;
if (CefRuntime.Platform != CefRuntimePlatform.Windows)
{
argv = new string[args.Length + 1];
Array.Copy(args, 0, argv, 1, args.Length);
argv[0] = "-";
}
var mainArgs = new CefMainArgs(argv);
// This will block executing until the subprocess is shut down.
var code = CefRuntime.ExecuteProcess(mainArgs, null, IntPtr.Zero);
if (code != 0)
{
System.Console.WriteLine($"CEF Subprocess exited unsuccessfully with exit code {code}! Arguments: {string.Join(' ', argv)}");
}
return code;
}
}
}

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@@ -0,0 +1,56 @@
using System;
using System.IO;
using System.Net;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
public sealed class RequestHandlerContext
{
internal readonly CefRequest CefRequest;
public bool IsNavigation { get; }
public bool IsDownload { get; }
public string RequestInitiator { get; }
public string Url => CefRequest.Url;
public string Method => CefRequest.Method;
public bool IsHandled { get; private set; }
public bool IsCancelled { get; private set; }
internal IRequestResult? Result { get; private set; }
internal RequestHandlerContext(
bool isNavigation,
bool isDownload,
string requestInitiator,
CefRequest cefRequest)
{
CefRequest = cefRequest;
IsNavigation = isNavigation;
IsDownload = isDownload;
RequestInitiator = requestInitiator;
}
public void DoCancel()
{
CheckNotHandled();
IsHandled = true;
IsCancelled = true;
}
public void DoRespondStream(Stream stream, string contentType, HttpStatusCode code = HttpStatusCode.OK)
{
Result = new RequestResultStream(stream, contentType, code);
}
private void CheckNotHandled()
{
if (IsHandled)
throw new InvalidOperationException("Request has already been handled");
}
}
}

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@@ -0,0 +1,93 @@
using System;
using System.IO;
using System.Net;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
internal interface IRequestResult
{
CefResourceHandler MakeHandler();
}
internal sealed class RequestResultStream : IRequestResult
{
private readonly Stream _stream;
private readonly HttpStatusCode _code;
private readonly string _contentType;
public RequestResultStream(Stream stream, string contentType, HttpStatusCode code)
{
_stream = stream;
_code = code;
_contentType = contentType;
}
public CefResourceHandler MakeHandler()
{
return new Handler(_stream, _contentType, _code);
}
private sealed class Handler : CefResourceHandler
{
// TODO: async
// TODO: exception handling
private readonly Stream _stream;
private readonly HttpStatusCode _code;
private readonly string _contentType;
public Handler(Stream stream, string contentType, HttpStatusCode code)
{
_stream = stream;
_code = code;
_contentType = contentType;
}
protected override bool Open(CefRequest request, out bool handleRequest, CefCallback callback)
{
handleRequest = true;
return true;
}
protected override void GetResponseHeaders(CefResponse response, out long responseLength, out string? redirectUrl)
{
response.Status = (int) _code;
response.StatusText = _code.ToString();
response.MimeType = _contentType;
if (_stream.CanSeek)
responseLength = _stream.Length;
else
responseLength = -1;
redirectUrl = default;
}
protected override bool Skip(long bytesToSkip, out long bytesSkipped, CefResourceSkipCallback callback)
{
if (!_stream.CanSeek)
{
bytesSkipped = -2;
return false;
}
bytesSkipped = _stream.Seek(bytesToSkip, SeekOrigin.Begin);
return true;
}
protected override unsafe bool Read(IntPtr dataOut, int bytesToRead, out int bytesRead, CefResourceReadCallback callback)
{
var byteSpan = new Span<byte>((void*) dataOut, bytesToRead);
bytesRead = _stream.Read(byteSpan);
return bytesRead != 0;
}
protected override void Cancel()
{
}
}
}
}

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@@ -0,0 +1,25 @@
<Project Sdk="Microsoft.NET.Sdk">
<Import Project="..\MSBuild\Robust.Properties.targets" />
<Import Project="..\MSBuild\Robust.Engine.props" />
<PropertyGroup>
<TargetFramework>net5.0</TargetFramework>
<PlatformTarget>x64</PlatformTarget>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<OutputType>WinExe</OutputType>
</PropertyGroup>
<Import Project="..\MSBuild\Robust.DefineConstants.targets" />
<Target Name="RobustAfterBuild" AfterTargets="Build" />
<Import Project="..\MSBuild\Robust.Engine.targets" />
<ItemGroup>
<PackageReference Include="JetBrains.Annotations" Version="2020.3.0" />
<PackageReference Include="System.Drawing.Common" Version="5.0.2" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\cefglue\CefGlue\CefGlue.csproj" />
<ProjectReference Include="..\Robust.Client\Robust.Client.csproj" />
</ItemGroup>
</Project>

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@@ -0,0 +1,48 @@
using System;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
internal class RobustCefApp : CefApp
{
private readonly BrowserProcessHandler _browserProcessHandler = new();
private readonly RenderProcessHandler _renderProcessHandler = new();
protected override CefBrowserProcessHandler GetBrowserProcessHandler()
{
return _browserProcessHandler;
}
protected override CefRenderProcessHandler GetRenderProcessHandler()
{
return _renderProcessHandler;
}
protected override void OnBeforeCommandLineProcessing(string processType, CefCommandLine commandLine)
{
// Disable zygote on Linux.
commandLine.AppendSwitch("--no-zygote");
//commandLine.AppendSwitch("--disable-gpu");
//commandLine.AppendSwitch("--disable-gpu-compositing");
//commandLine.AppendSwitch("--in-process-gpu");
commandLine.AppendSwitch("disable-threaded-scrolling", "1");
commandLine.AppendSwitch("disable-features", "TouchpadAndWheelScrollLatching,AsyncWheelEvents");
if(IoCManager.Instance != null)
Logger.Debug($"{commandLine}");
}
private class BrowserProcessHandler : CefBrowserProcessHandler
{
}
// TODO CEF: Research - Is this even needed?
private class RenderProcessHandler : CefRenderProcessHandler
{
}
}
}

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@@ -0,0 +1,23 @@
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
// Simple CEF client.
internal class RobustCefClient : CefClient
{
private readonly CefRenderHandler _renderHandler;
private readonly CefRequestHandler _requestHandler;
private readonly CefLoadHandler _loadHandler;
internal RobustCefClient(CefRenderHandler handler, CefRequestHandler requestHandler, CefLoadHandler loadHandler)
{
_renderHandler = handler;
_requestHandler = requestHandler;
_loadHandler = loadHandler;
}
protected override CefRenderHandler GetRenderHandler() => _renderHandler;
protected override CefRequestHandler GetRequestHandler() => _requestHandler;
protected override CefLoadHandler GetLoadHandler() => _loadHandler;
}
}

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@@ -0,0 +1,17 @@
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
public sealed class RobustLoadHandler : CefLoadHandler
{
protected override void OnLoadStart(CefBrowser browser, CefFrame frame, CefTransitionType transitionType)
{
base.OnLoadStart(browser, frame, transitionType);
}
protected override void OnLoadEnd(CefBrowser browser, CefFrame frame, int httpStatusCode)
{
base.OnLoadEnd(browser, frame, httpStatusCode);
}
}
}

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@@ -0,0 +1,128 @@
using System;
using System.Collections.Generic;
using Robust.Shared.Log;
using Xilium.CefGlue;
namespace Robust.Client.CEF
{
internal sealed class RobustRequestHandler : CefRequestHandler
{
private readonly ISawmill _sawmill;
private readonly List<Action<RequestHandlerContext>> _resourceRequestHandlers = new();
private readonly List<Action<BeforeBrowseContext>> _beforeBrowseHandlers = new();
public RobustRequestHandler(ISawmill sawmill)
{
_sawmill = sawmill;
}
public void AddResourceRequestHandler(Action<RequestHandlerContext> handler)
{
lock (_resourceRequestHandlers)
{
_resourceRequestHandlers.Add(handler);
}
}
public void RemoveResourceRequestHandler(Action<RequestHandlerContext> handler)
{
lock (_resourceRequestHandlers)
{
_resourceRequestHandlers.Remove(handler);
}
}
public void AddBeforeBrowseHandler(Action<BeforeBrowseContext> handler)
{
lock (_beforeBrowseHandlers)
{
_beforeBrowseHandlers.Add(handler);
}
}
public void RemoveBeforeBrowseHandler(Action<BeforeBrowseContext> handler)
{
lock (_beforeBrowseHandlers)
{
_beforeBrowseHandlers.Remove(handler);
}
}
protected override CefResourceRequestHandler? GetResourceRequestHandler(
CefBrowser browser,
CefFrame frame,
CefRequest request,
bool isNavigation,
bool isDownload,
string requestInitiator,
ref bool disableDefaultHandling)
{
lock (_resourceRequestHandlers)
{
_sawmill.Debug($"HANDLING REQUEST: {request.Url}");
var context = new RequestHandlerContext(isNavigation, isDownload, requestInitiator, request);
foreach (var handler in _resourceRequestHandlers)
{
handler(context);
if (context.IsHandled)
disableDefaultHandling = true;
if (context.IsCancelled)
return null;
if (context.Result != null)
return new WrapReaderResourceHandler(context.Result.MakeHandler());
}
}
return null;
}
protected override bool OnBeforeBrowse(CefBrowser browser, CefFrame frame, CefRequest request, bool userGesture, bool isRedirect)
{
lock (_beforeBrowseHandlers)
{
var context = new BeforeBrowseContext(isRedirect, userGesture, request);
foreach (var handler in _beforeBrowseHandlers)
{
handler(context);
if (context.IsCancelled)
return true;
}
}
return false;
}
private sealed class WrapReaderResourceHandler : CefResourceRequestHandler
{
private readonly CefResourceHandler _handler;
public WrapReaderResourceHandler(CefResourceHandler handler)
{
_handler = handler;
}
protected override CefCookieAccessFilter? GetCookieAccessFilter(
CefBrowser browser,
CefFrame frame,
CefRequest request)
{
return null;
}
protected override CefResourceHandler GetResourceHandler(
CefBrowser browser,
CefFrame frame,
CefRequest request)
{
return _handler;
}
}
}
}

View File

@@ -29,26 +29,27 @@ namespace Robust.Build.Tasks
}
}
//formatted according to https://github.com/dotnet/msbuild/blob/main/src/Shared/CanonicalError.cs#L57
class ConsoleBuildEngine : IBuildEngine
{
public void LogErrorEvent(BuildErrorEventArgs e)
{
Console.WriteLine($"ERROR: {e.Code} {e.Message} in {e.File} {e.LineNumber}:{e.ColumnNumber}-{e.EndLineNumber}:{e.EndColumnNumber}");
Console.WriteLine($"{e.File} ({e.LineNumber},{e.ColumnNumber},{e.EndLineNumber},{e.EndColumnNumber}): XAMLIL ERROR {e.Code}: {e.Message}");
}
public void LogWarningEvent(BuildWarningEventArgs e)
{
Console.WriteLine($"WARNING: {e.Code} {e.Message} in {e.File} {e.LineNumber}:{e.ColumnNumber}-{e.EndLineNumber}:{e.EndColumnNumber}");
Console.WriteLine($"{e.File} ({e.LineNumber},{e.ColumnNumber},{e.EndLineNumber},{e.EndColumnNumber}): XAMLIL WARNING {e.Code}: {e.Message}");
}
public void LogMessageEvent(BuildMessageEventArgs e)
{
Console.WriteLine($"MESSAGE: {e.Code} {e.Message} in {e.File} {e.LineNumber}:{e.ColumnNumber}-{e.EndLineNumber}:{e.EndColumnNumber}");
Console.WriteLine($"{e.File} ({e.LineNumber},{e.ColumnNumber},{e.EndLineNumber},{e.EndColumnNumber}): XAMLIL MESSAGE {e.Code}: {e.Message}");
}
public void LogCustomEvent(CustomBuildEventArgs e)
{
Console.WriteLine($"CUSTOM: {e.Message}");
Console.WriteLine(e.Message);
}
public bool BuildProjectFile(string projectFileName, string[] targetNames, IDictionary globalProperties,

View File

@@ -1,4 +1,6 @@
using System.Linq;
using System.Diagnostics;
using System.Linq;
using XamlX;
using XamlX.Ast;
using XamlX.Emit;
using XamlX.IL;
@@ -11,11 +13,14 @@ namespace Robust.Build.Tasks
/// Emitters & Transformers based on:
/// - https://github.com/AvaloniaUI/Avalonia/blob/c85fa2b9977d251a31886c2534613b4730fbaeaf/src/Markup/Avalonia.Markup.Xaml.Loader/CompilerExtensions/Transformers/AvaloniaXamlIlRootObjectScopeTransformer.cs
/// - https://github.com/AvaloniaUI/Avalonia/blob/c85fa2b9977d251a31886c2534613b4730fbaeaf/src/Markup/Avalonia.Markup.Xaml.Loader/CompilerExtensions/Transformers/AddNameScopeRegistration.cs
/// - https://github.com/AvaloniaUI/Avalonia/blob/afb8ae6f3c517dae912729511483995b16cb31af/src/Markup/Avalonia.Markup.Xaml.Loader/CompilerExtensions/Transformers/IgnoredDirectivesTransformer.cs
/// </summary>
public class RobustXamlILCompiler : XamlILCompiler
{
public RobustXamlILCompiler(TransformerConfiguration configuration, XamlLanguageEmitMappings<IXamlILEmitter, XamlILNodeEmitResult> emitMappings, bool fillWithDefaults) : base(configuration, emitMappings, fillWithDefaults)
{
Transformers.Insert(0, new IgnoredDirectivesTransformer());
Transformers.Add(new AddNameScopeRegistration());
Transformers.Add(new RobustMarkRootObjectScopeNode());
@@ -197,5 +202,24 @@ namespace Robust.Build.Tasks
}
}
}
class IgnoredDirectivesTransformer : IXamlAstTransformer
{
public IXamlAstNode Transform(AstTransformationContext context, IXamlAstNode node)
{
if (node is XamlAstObjectNode astNode)
{
astNode.Children.RemoveAll(n =>
n is XamlAstXmlDirective dir &&
dir.Namespace == XamlNamespaces.Xaml2006 &&
(dir.Name == "Class" ||
dir.Name == "Precompile" ||
dir.Name == "FieldModifier" ||
dir.Name == "ClassModifier"));
}
return node;
}
}
}
}

View File

@@ -280,8 +280,8 @@ namespace Robust.Build.Tasks
}
catch (Exception e)
{
engine.LogWarningEvent(new BuildWarningEventArgs("XAMLIL", "", res.Uri, 0, 0, 0, 0,
e.ToString(), "", "CompileRobustXaml"));
engine.LogErrorEvent(new BuildErrorEventArgs("XAMLIL", "", res.FilePath, 0, 0, 0, 0,
$"{res.FilePath}: {e.Message}", "", "CompileRobustXaml"));
}
}
return true;

View File

@@ -0,0 +1,19 @@
using System;
using Microsoft.CodeAnalysis;
namespace Robust.Client.NameGenerator
{
public class InvalidXamlRootTypeException : Exception
{
public readonly INamedTypeSymbol ExpectedType;
public readonly INamedTypeSymbol ExpectedBaseType;
public readonly INamedTypeSymbol Actual;
public InvalidXamlRootTypeException(INamedTypeSymbol actual, INamedTypeSymbol expectedType, INamedTypeSymbol expectedBaseType)
{
Actual = actual;
ExpectedType = expectedType;
ExpectedBaseType = expectedBaseType;
}
}
}

View File

@@ -112,6 +112,12 @@ namespace Robust.Client.AutoGenerated
compiler.Transform(parsed);
var initialRoot = (XamlAstObjectNode) parsed.Root;
var names = NameVisitor.GetNames(initialRoot);
var rootType = (INamedTypeSymbol)initialRoot.Type.GetClrType().Id;
var rootTypeString = rootType.ToString();
if (classSymbol.ToString() != rootTypeString && classSymbol.BaseType?.ToString() != rootTypeString)
throw new InvalidXamlRootTypeException(rootType, classSymbol, classSymbol.BaseType);
var fieldAccess = classSymbol.IsSealed ? "private" : "protected";
//var names = NameVisitor.GetNames((XamlAstObjectNode)XDocumentXamlParser.Parse(xamlFile).Root);
var namedControls = names.Select(info => " " +
@@ -204,6 +210,21 @@ namespace {nameSpace}
var sourceCode = GenerateSourceCode(typeSymbol, txt, comp);
context.AddSource($"{typeSymbol.Name}.g.cs", SourceText.From(sourceCode, Encoding.UTF8));
}
catch (InvalidXamlRootTypeException invRootType)
{
context.ReportDiagnostic(
Diagnostic.Create(
new DiagnosticDescriptor(
"RXN0005",
$"XAML-File {xamlFileName} has the wrong root type!",
$"{xamlFileName}: Expected root type '{invRootType.ExpectedType}' or '{invRootType.ExpectedBaseType}', but got '{invRootType.Actual}'.",
"Usage",
DiagnosticSeverity.Error,
true),
Location.Create(xamlFileName, new TextSpan(0, 0),
new LinePositionSpan(new LinePosition(0, 0), new LinePosition(0, 0)))));
continue;
}
catch (Exception e)
{
context.ReportDiagnostic(
@@ -257,7 +278,7 @@ namespace {nameSpace}
context.ReportDiagnostic(
Diagnostic.Create(
new DiagnosticDescriptor(
"RXN0004",
"RXN0006",
missingPartialKeywordMessage,
missingPartialKeywordMessage,
"Usage",

View File

@@ -65,7 +65,7 @@ namespace Robust.Client.Audio.Midi
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IConfigurationManager _cfgMan = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
private SharedBroadphaseSystem _broadPhaseSystem = default!;
[ViewVariables]
public bool IsAvailable
@@ -94,7 +94,7 @@ namespace Robust.Client.Audio.Midi
get => _volume;
set
{
if (MathHelper.CloseTo(_volume, value))
if (MathHelper.CloseToPercent(_volume, value))
return;
_cfgMan.SetCVar(CVars.MidiVolume, value);
@@ -175,7 +175,7 @@ namespace Robust.Client.Audio.Midi
_midiThread = new Thread(ThreadUpdate);
_midiThread.Start();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
_broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
FluidsynthInitialized = true;
}

View File

@@ -1,5 +1,4 @@
using System;
using System.Runtime.Intrinsics.X86;
using NFluidsynth;
using Robust.Client.Graphics;
using Robust.Shared.Asynchronous;
@@ -8,7 +7,6 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using MidiEvent = NFluidsynth.MidiEvent;
@@ -220,7 +218,7 @@ namespace Robust.Client.Audio.Midi
set
{
lock (_playerStateLock)
for (var i = 0; i < 16; i++)
for (var i = 0; i < _synth.MidiChannelCount; i++)
_synth.ProgramChange(i, value);
_midiProgram = value;
@@ -234,7 +232,7 @@ namespace Robust.Client.Audio.Midi
set
{
lock (_playerStateLock)
for (var i = 0; i < 16; i++)
for (var i = 0; i < _synth.MidiChannelCount; i++)
_synth.BankSelect(i, value);
_midiBank = value;
@@ -248,7 +246,7 @@ namespace Robust.Client.Audio.Midi
set
{
lock (_playerStateLock)
for (var i = 0; i < 16; i++)
for (var i = 0; i < _synth.MidiChannelCount; i++)
_synth.SoundFontSelect(i, value);
_midiSoundfont = value;
@@ -575,16 +573,20 @@ namespace Robust.Client.Audio.Midi
// Sometimes MIDI files spam these for no good reason and I can't find any info on what they are.
case 1:
case 5:
// MetaEvent -- SetTempo - 0x51
case 81:
// Already handled by the player.
return;
// System Messages - 0xF0
case 240:
switch (midiEvent.Control)
switch ((byte)midiEvent.Control)
{
case 11:
_synth.AllNotesOff(midiEvent.Channel);
break;
}
return;
break;
default:
_midiSawmill.Warning("Unhandled midi event of type {0}", midiEvent.Type, midiEvent);
@@ -634,7 +636,7 @@ namespace Robust.Client.Audio.Midi
_sequencer?.UnregisterClient(_debugRegister);
_sequencer?.UnregisterClient(_synthRegister);
_sequencer?.Dispose();
_synth?.Dispose();
_player?.Dispose();
}

View File

@@ -25,6 +25,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
@@ -76,6 +77,7 @@ namespace Robust.Client
IoCManager.Register<IDiscordRichPresence, DiscordRichPresence>();
IoCManager.Register<IMidiManager, MidiManager>();
IoCManager.Register<IAuthManager, AuthManager>();
IoCManager.Register<IPhysicsManager, PhysicsManager>();
switch (mode)
{
case GameController.DisplayMode.Headless:

View File

@@ -83,6 +83,8 @@ namespace Robust.Client.Console
OutputText(text, true, true);
}
public override event ConAnyCommandCallback? AnyCommandExecuted;
/// <inheritdoc />
public override void ExecuteCommand(ICommonSession? session, string command)
{
@@ -103,7 +105,11 @@ namespace Robust.Client.Console
{
var command1 = AvailableCommands[commandName];
args.RemoveAt(0);
command1.Execute(new ConsoleShell(this, null), command, args.ToArray());
var shell = new ConsoleShell(this, null);
var cmdArgs = args.ToArray();
AnyCommandExecuted?.Invoke(shell, commandName, command, cmdArgs);
command1.Execute(shell, command, cmdArgs);
}
else
WriteError(null, "Unknown command: " + commandName);

View File

@@ -24,7 +24,6 @@ namespace Robust.Client.Console.Commands
var entityUid = EntityUid.Parse(args[0]);
var componentName = args[1];
var compManager = IoCManager.Resolve<IComponentManager>();
var compFactory = IoCManager.Resolve<IComponentFactory>();
var entityManager = IoCManager.Resolve<IEntityManager>();
@@ -33,7 +32,7 @@ namespace Robust.Client.Console.Commands
component.Owner = entity;
compManager.AddComponent(entity, component);
entityManager.AddComponent(entity, component);
}
}
@@ -55,12 +54,12 @@ namespace Robust.Client.Console.Commands
var entityUid = EntityUid.Parse(args[0]);
var componentName = args[1];
var compManager = IoCManager.Resolve<IComponentManager>();
var entManager = IoCManager.Resolve<IEntityManager>();
var compFactory = IoCManager.Resolve<IComponentFactory>();
var registration = compFactory.GetRegistration(componentName);
compManager.RemoveComponent(entityUid, registration.Type);
entManager.RemoveComponent(entityUid, registration.Type);
}
}
}

View File

@@ -27,6 +27,7 @@ using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Robust.Client.Console.Commands
{
@@ -160,19 +161,6 @@ namespace Robust.Client.Console.Commands
}
}
internal class ShowBoundingBoxesCommand : IConsoleCommand
{
public string Command => "showbb";
public string Help => "";
public string Description => "Enables debug drawing over all bounding boxes in the game, showing their size.";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var mgr = IoCManager.Resolve<IDebugDrawing>();
mgr.DebugColliders = !mgr.DebugColliders;
}
}
internal class ShowPositionsCommand : IConsoleCommand
{
public string Command => "showpos";
@@ -459,13 +447,18 @@ namespace Robust.Client.Console.Commands
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var root = IoCManager.Resolve<IUserInterfaceManager>().RootControl;
var uiMgr = IoCManager.Resolve<IUserInterfaceManager>();
var res = IoCManager.Resolve<IResourceManager>();
using (var stream = res.UserData.Create(new ResourcePath("/guidump.txt")))
using (var writer = new StreamWriter(stream, EncodingHelpers.UTF8))
{
_writeNode(root, 0, writer);
foreach (var root in uiMgr.AllRoots)
{
writer.WriteLine($"ROOT: {root}");
_writeNode(root, 0, writer);
writer.WriteLine("---------------");
}
}
shell.WriteLine("Saved guidump");
@@ -475,7 +468,7 @@ namespace Robust.Client.Console.Commands
{
var indentation = new string(' ', indents * 2);
writer.WriteLine("{0}{1}", indentation, control);
foreach (var (key, value) in _propertyValuesFor(control))
foreach (var (key, value) in PropertyValuesFor(control))
{
writer.WriteLine("{2} * {0}: {1}", key, value, indentation);
}
@@ -486,14 +479,14 @@ namespace Robust.Client.Console.Commands
}
}
private static List<(string, string)> _propertyValuesFor(Control control)
internal static List<(string, string)> PropertyValuesFor(Control control)
{
var members = new List<(string, string)>();
var type = control.GetType();
foreach (var fieldInfo in type.GetAllFields())
{
if (fieldInfo.GetCustomAttribute<ViewVariablesAttribute>() == null)
if (!ViewVariablesUtility.TryGetViewVariablesAccess(fieldInfo, out _))
{
continue;
}
@@ -503,7 +496,7 @@ namespace Robust.Client.Console.Commands
foreach (var propertyInfo in type.GetAllProperties())
{
if (propertyInfo.GetCustomAttribute<ViewVariablesAttribute>() == null)
if (!ViewVariablesUtility.TryGetViewVariablesAccess(propertyInfo, out _))
{
continue;
}
@@ -536,7 +529,10 @@ namespace Robust.Client.Console.Commands
var scroll = new ScrollContainer();
tabContainer.AddChild(scroll);
//scroll.SetAnchorAndMarginPreset(Control.LayoutPreset.Wide);
var vBox = new VBoxContainer();
var vBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
scroll.AddChild(vBox);
var progressBar = new ProgressBar { MaxValue = 10, Value = 5 };
@@ -594,7 +590,10 @@ namespace Robust.Client.Console.Commands
}
var group = new ButtonGroup();
var vBoxRadioButtons = new VBoxContainer();
var vBoxRadioButtons = new BoxContainer
{
Orientation = LayoutOrientation.Vertical
};
for (var i = 0; i < 10; i++)
{
vBoxRadioButtons.AddChild(new Button
@@ -610,8 +609,9 @@ namespace Robust.Client.Console.Commands
TabContainer.SetTabTitle(vBoxRadioButtons, "Radio buttons!!");
tabContainer.AddChild(new VBoxContainer
tabContainer.AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
Name = "Slider",
Children =
{
@@ -619,8 +619,9 @@ namespace Robust.Client.Console.Commands
}
});
tabContainer.AddChild(new HSplitContainer
tabContainer.AddChild(new SplitContainer
{
Orientation = SplitContainer.SplitOrientation.Horizontal,
Children =
{
new PanelContainer
@@ -863,7 +864,7 @@ namespace Robust.Client.Console.Commands
var chunkIndex = grid.LocalToChunkIndices(grid.MapToGrid(mousePos));
var chunk = internalGrid.GetChunk(chunkIndex);
shell.WriteLine($"worldBounds: {chunk.CalcWorldBounds()} localBounds: {chunk.CalcLocalBounds()}");
shell.WriteLine($"worldBounds: {chunk.CalcWorldAABB()} localBounds: {chunk.CalcLocalBounds()}");
}
}

View File

@@ -0,0 +1,19 @@
#if DEBUG
using Robust.Client.Debugging;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
namespace Robust.Client.Console.Commands
{
public sealed class DebugAnchoredCommand : IConsoleCommand
{
public string Command => "showanchored";
public string Description => $"Shows anchored entities on a particular tile";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<DebugAnchoringSystem>().Enabled ^= true;
}
}
}
#endif

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 GridChunkBBCommand : IConsoleCommand
{
public string Command => "showchunkbb";
public string Description => "Displays chunk bounds for the purposes of rendering";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<GridChunkBoundsDebugSystem>().Enabled ^= true;
}
}
}

View File

@@ -7,8 +7,8 @@ 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 string Description => $"Shows a debug physics overlay. The arg supplied specifies the overlay.";
public string Help => $"{Command} <contactnormals / contactpoints / shapes / shapeinfo>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 1)
@@ -30,6 +30,9 @@ namespace Robust.Client.Console.Commands
case "shapes":
system.Flags ^= PhysicsDebugFlags.Shapes;
break;
case "shapeinfo":
system.Flags ^= PhysicsDebugFlags.ShapeInfo;
break;
default:
shell.WriteLine($"{args[0]} is not a recognised overlay");
return;

View File

@@ -11,6 +11,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using Robust.Shared.Scripting;
using Robust.Shared.Timing;
using static Robust.Client.UserInterface.Controls.BoxContainer;
namespace Robust.Client.Console
{
@@ -18,7 +19,7 @@ namespace Robust.Client.Console
{
private readonly IReflectionManager _reflectionManager;
private readonly VBoxContainer _watchesVBox;
private readonly BoxContainer _watchesVBox;
private readonly LineEdit _addWatchEdit;
private readonly Button _addWatchButton;
@@ -31,17 +32,20 @@ namespace Robust.Client.Console
Title = "Watch Window";
var mainVBox = new VBoxContainer
var mainVBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
MinSize = (500, 300),
Children =
{
(_watchesVBox = new VBoxContainer
(_watchesVBox = new BoxContainer
{
Orientation = LayoutOrientation.Vertical,
VerticalExpand = true
}),
new HBoxContainer
new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Children =
{
(_addWatchEdit = new HistoryLineEdit
@@ -105,8 +109,9 @@ namespace Robust.Client.Console
Button delButton;
_runner = runner;
AddChild(new HBoxContainer
AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Children =
{
(_outputLabel = new Label
@@ -166,8 +171,9 @@ namespace Robust.Client.Console
public CompilationErrorControl(string message)
{
Button delButton;
AddChild(new HBoxContainer
AddChild(new BoxContainer
{
Orientation = LayoutOrientation.Horizontal,
Children =
{
new Label

View File

@@ -0,0 +1,96 @@
#if DEBUG
using System.Text;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.Debugging
{
public sealed class DebugAnchoringSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
private Label? _label;
private (GridId GridId, TileRef Tile)? _hovered;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
if (_enabled)
{
_label = new Label();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_label);
}
else
{
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_label!);
_label = null;
_hovered = null;
}
}
}
private bool _enabled;
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
if (!Enabled) return;
if (_label == null)
{
DebugTools.Assert($"Debug Label for {nameof(DebugAnchoringSystem)} is null!");
return;
}
var mouseSpot = _inputManager.MouseScreenPosition;
var spot = _eyeManager.ScreenToMap(mouseSpot);
if (!_mapManager.TryFindGridAt(spot, out var grid))
{
_label.Text = string.Empty;
_hovered = null;
return;
}
var tile = grid.GetTileRef(spot);
_label.Position = mouseSpot.Position + new Vector2(32, 0);
if (_hovered?.GridId == grid.Index && _hovered?.Tile == tile) return;
_hovered = (grid.Index, tile);
var text = new StringBuilder();
foreach (var ent in grid.GetAnchoredEntities(spot))
{
if (!EntityManager.TryGetEntity(ent, out var entity))
{
text.AppendLine($"uid: {ent}, invalid");
}
else
{
text.AppendLine($"uid: {ent}, {entity.Name}");
}
}
_label.Text = text.ToString();
}
}
}
#endif

View File

@@ -1,19 +1,8 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Prototypes;
namespace Robust.Client.Debugging
{
@@ -22,39 +11,10 @@ namespace Robust.Client.Debugging
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEntityLookup _lookup = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
private bool _debugColliders;
private bool _debugPositions;
/// <inheritdoc />
public bool DebugColliders
{
get => _debugColliders;
set
{
if (value == DebugColliders)
{
return;
}
_debugColliders = value;
if (value && !_overlayManager.HasOverlay<PhysicsOverlay>())
{
_overlayManager.AddOverlay(new PhysicsOverlay(_eyeManager,
_prototypeManager, _inputManager, _mapManager));
}
else
{
_overlayManager.RemoveOverlay<PhysicsOverlay>();
}
}
}
/// <inheritdoc />
public bool DebugPositions
{
@@ -79,186 +39,6 @@ namespace Robust.Client.Debugging
}
}
private class PhysicsOverlay : Overlay
{
private readonly IEyeManager _eyeManager;
private readonly IMapManager _mapManager;
private readonly IInputManager _inputManager;
public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
private readonly ShaderInstance _shader;
private readonly Font _font;
private Vector2 _hoverStartScreen = Vector2.Zero;
private List<IPhysBody> _hoverBodies = new();
public PhysicsOverlay(IEyeManager eyeMan, IPrototypeManager protoMan, IInputManager inputManager, IMapManager mapManager)
{
_eyeManager = eyeMan;
_inputManager = inputManager;
_mapManager = mapManager;
_shader = protoMan.Index<ShaderPrototype>("unshaded").Instance();
var cache = IoCManager.Resolve<IResourceCache>();
_font = new VectorFont(cache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
/// <inheritdoc />
protected internal override void Draw(in OverlayDrawArgs args)
{
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen(args);
break;
case OverlaySpace.WorldSpace:
DrawWorld(args);
break;
}
}
private void DrawScreen(in OverlayDrawArgs args)
{
var screenHandle = args.ScreenHandle;
var lineHeight = _font.GetLineHeight(1f);
Vector2 drawPos = _hoverStartScreen + new Vector2(20, 0) + new Vector2(0, -(_hoverBodies.Count * 4 * lineHeight / 2f));
int row = 0;
foreach (var body in _hoverBodies)
{
if (body != _hoverBodies[0])
{
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), "------");
row++;
}
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Ent: {body.Owner}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Layer: {Convert.ToString(body.CollisionLayer, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Mask: {Convert.ToString(body.CollisionMask, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {(body).BodyType == BodyType.Static}");
row++;
}
}
private void DrawWorld(in OverlayDrawArgs args)
{
var worldHandle = args.WorldHandle;
worldHandle.UseShader(_shader);
var drawing = new PhysDrawingAdapter(worldHandle);
_hoverBodies.Clear();
var mouseScreenPos = _inputManager.MouseScreenPosition;
var mouseWorldPos = _eyeManager.ScreenToMap(mouseScreenPos).Position;
_hoverStartScreen = mouseScreenPos.Position;
var viewport = _eyeManager.GetWorldViewport();
if (viewport.IsEmpty()) return;
var mapId = _eyeManager.CurrentMap;
var sleepThreshold = IoCManager.Resolve<IConfigurationManager>().GetCVar(CVars.TimeToSleep);
var colorEdge = Color.Red.WithAlpha(0.33f);
var drawnJoints = new HashSet<Joint>();
foreach (var physBody in EntitySystem.Get<SharedBroadPhaseSystem>().GetCollidingEntities(mapId, viewport))
{
// all entities have a TransformComponent
var transform = physBody.Owner.Transform;
var worldBox = physBody.GetWorldAABB();
if (worldBox.IsEmpty()) continue;
foreach (var fixture in physBody.Fixtures)
{
var shape = fixture.Shape;
var sleepPercent = physBody.Awake ? 0.0f : 1.0f;
shape.DebugDraw(drawing, transform.WorldMatrix, in viewport, sleepPercent);
drawing.SetTransform(in Matrix3.Identity);
}
foreach (var joint in physBody.Joints)
{
if (drawnJoints.Contains(joint)) continue;
drawnJoints.Add(joint);
joint.DebugDraw(drawing, in viewport);
drawing.SetTransform(in Matrix3.Identity);
}
if (worldBox.Contains(mouseWorldPos))
{
_hoverBodies.Add(physBody);
}
// draw AABB
worldHandle.DrawRect(worldBox, colorEdge, false);
}
}
private class PhysDrawingAdapter : DebugDrawingHandle
{
private readonly DrawingHandleWorld _handle;
public PhysDrawingAdapter(DrawingHandleWorld worldHandle)
{
_handle = worldHandle;
}
public override Color WakeMixColor => Color.White;
public override Color GridFillColor => Color.Blue.WithAlpha(0.05f);
public override Color RectFillColor => Color.Green.WithAlpha(0.25f);
public override Color CalcWakeColor(Color color, float wakePercent)
{
var percent = MathHelper.Clamp(wakePercent, 0, 1);
var r = 1 - (percent * (1 - color.R));
var g = 1 - (percent * (1 - color.G));
var b = 1 - (percent * (1 - color.B));
return new Color(r, g, b, color.A);
}
public override void DrawRect(in Box2 box, in Color color)
{
_handle.DrawRect(box, color);
}
public override void DrawRect(in Box2Rotated box, in Color color)
{
_handle.DrawRect(box, color);
}
public override void DrawCircle(Vector2 origin, float radius, in Color color)
{
_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);
}
}
}
private sealed class EntityPositionOverlay : Overlay
{
private readonly IEntityLookup _lookup;

View File

@@ -20,30 +20,59 @@
* 3. This notice may not be removed or altered from any source distribution.
*/
// MIT License
// Copyright (c) 2019 Erin Catto
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
/* Heavily inspired by Farseer */
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Contacts;
namespace Robust.Client.Debugging
{
internal sealed class DebugPhysicsSystem : SharedDebugPhysicsSystem
public sealed class DebugPhysicsSystem : SharedDebugPhysicsSystem
{
/*
* Used for debugging shapes, controllers, joints, contacts
*/
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
private const int MaxContactPoints = 2048;
internal int PointCount;
internal ContactPoint[] _points = new ContactPoint[MaxContactPoints];
internal ContactPoint[] Points = new ContactPoint[MaxContactPoints];
public PhysicsDebugFlags Flags
{
@@ -53,7 +82,13 @@ namespace Robust.Client.Debugging
if (value == _flags) return;
if (_flags == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().AddOverlay(new PhysicsDebugOverlay(this));
IoCManager.Resolve<IOverlayManager>().AddOverlay(
new PhysicsDebugOverlay(
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IInputManager>(),
IoCManager.Resolve<IResourceCache>(),
this,
Get<SharedBroadphaseSystem>()));
if (value == PhysicsDebugFlags.None)
IoCManager.Resolve<IOverlayManager>().RemoveOverlay(typeof(PhysicsDebugOverlay));
@@ -66,7 +101,7 @@ namespace Robust.Client.Debugging
public override void HandlePreSolve(Contact contact, in Manifold oldManifold)
{
if ((Flags & PhysicsDebugFlags.ContactPoints) != 0)
if ((Flags & (PhysicsDebugFlags.ContactPoints | PhysicsDebugFlags.ContactNormals)) != 0)
{
Manifold manifold = contact.Manifold;
@@ -75,23 +110,24 @@ namespace Robust.Client.Debugging
Fixture fixtureA = contact.FixtureA!;
PointState[] state1, state2;
CollisionManager.GetPointStates(out state1, out state2, oldManifold, manifold);
var state1 = new PointState[2];
var state2 = new PointState[2];
CollisionManager.GetPointStates(ref state1, ref state2, oldManifold, manifold);
Span<Vector2> points = stackalloc Vector2[2];
Vector2 normal;
contact.GetWorldManifold(out normal, points);
contact.GetWorldManifold(_physicsManager, out var normal, points);
for (int i = 0; i < manifold.PointCount && PointCount < MaxContactPoints; ++i)
ContactPoint cp = Points[PointCount];
for (var i = 0; i < manifold.PointCount && PointCount < MaxContactPoints; ++i)
{
if (fixtureA == null)
_points[i] = new ContactPoint();
Points[i] = new ContactPoint();
ContactPoint cp = _points[PointCount];
cp.Position = points[i];
cp.Normal = normal;
cp.State = state2[i];
_points[PointCount] = cp;
Points[PointCount] = cp;
++PointCount;
}
}
@@ -106,59 +142,209 @@ namespace Robust.Client.Debugging
}
[Flags]
internal enum PhysicsDebugFlags : byte
public enum PhysicsDebugFlags : byte
{
None = 0,
/// <summary>
/// Shows the world point for each contact in the viewport.
/// </summary>
ContactPoints = 1 << 0,
/// <summary>
/// Shows the world normal for each contact in the viewport.
/// </summary>
ContactNormals = 1 << 1,
/// <summary>
/// Shows all physics shapes in the viewport.
/// </summary>
Shapes = 1 << 2,
ShapeInfo = 1 << 3,
}
internal sealed class PhysicsDebugOverlay : Overlay
{
private IEyeManager _eyeManager = default!;
private IInputManager _inputManager = default!;
private DebugPhysicsSystem _physics = default!;
private SharedBroadphaseSystem _broadphaseSystem = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override OverlaySpace Space => OverlaySpace.WorldSpace | OverlaySpace.ScreenSpace;
public PhysicsDebugOverlay(DebugPhysicsSystem system)
private readonly Font _font;
public PhysicsDebugOverlay(IEyeManager eyeManager, IInputManager inputManager, IResourceCache cache, DebugPhysicsSystem system, SharedBroadphaseSystem broadphaseSystem)
{
_eyeManager = eyeManager;
_inputManager = inputManager;
_physics = system;
_broadphaseSystem = broadphaseSystem;
_font = new VectorFont(cache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
}
protected internal override void Draw(in OverlayDrawArgs args)
private void DrawWorld(DrawingHandleWorld worldHandle)
{
if (_physics.Flags == PhysicsDebugFlags.None) return;
var viewport = _eyeManager.GetWorldViewport();
var viewBounds = _eyeManager.GetWorldViewbounds();
var mapId = _eyeManager.CurrentMap;
var worldHandle = args.WorldHandle;
if ((_physics.Flags & PhysicsDebugFlags.Shapes) != 0)
if ((_physics.Flags & PhysicsDebugFlags.Shapes) != 0 && !viewport.IsEmpty())
{
// Port DebugDrawing over.
foreach (var physBody in _broadphaseSystem.GetCollidingEntities(mapId, viewBounds))
{
if (physBody.Owner.HasComponent<MapGridComponent>()) continue;
var xform = physBody.GetTransform();
const float AlphaModifier = 0.2f;
foreach (var fixture in physBody.Fixtures)
{
// Invalid shape - Box2D doesn't check for IsSensor
if (physBody.BodyType == BodyType.Dynamic && fixture.Mass == 0f)
{
DrawShape(worldHandle, fixture, xform, Color.Red.WithAlpha(AlphaModifier));
}
else if (!physBody.CanCollide)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.5f, 0.3f).WithAlpha(AlphaModifier));
}
else if (physBody.BodyType == BodyType.Static)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.9f, 0.5f).WithAlpha(AlphaModifier));
}
else if ((physBody.BodyType & (BodyType.Kinematic | BodyType.KinematicController)) != 0x0)
{
DrawShape(worldHandle, fixture, xform, new Color(0.5f, 0.5f, 0.9f).WithAlpha(AlphaModifier));
}
else if (!physBody.Awake)
{
DrawShape(worldHandle, fixture, xform, new Color(0.6f, 0.6f, 0.6f).WithAlpha(AlphaModifier));
}
else
{
DrawShape(worldHandle, fixture, xform, new Color(0.9f, 0.7f, 0.7f).WithAlpha(AlphaModifier));
}
}
}
}
if ((_physics.Flags & PhysicsDebugFlags.ContactPoints) != 0)
if ((_physics.Flags & (PhysicsDebugFlags.ContactPoints | PhysicsDebugFlags.ContactNormals)) != 0)
{
const float axisScale = 0.3f;
for (int i = 0; i < _physics.PointCount; ++i)
for (var i = 0; i < _physics.PointCount; ++i)
{
DebugPhysicsSystem.ContactPoint point = _physics._points[i];
var 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));
const float radius = 0.1f;
if ((_physics.Flags & PhysicsDebugFlags.ContactPoints) != 0)
{
if (point.State == PointState.Add)
worldHandle.DrawCircle(point.Position, radius, new Color(255, 77, 243, 255));
else if (point.State == PointState.Persist)
worldHandle.DrawCircle(point.Position, radius, new Color(255, 77, 77, 255));
}
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));
worldHandle.DrawLine(p1, p2, new Color(255, 102, 230, 255));
}
}
_physics.PointCount = 0;
}
}
private void DrawScreen(DrawingHandleScreen screenHandle)
{
var mapId = _eyeManager.CurrentMap;
var mousePos = _inputManager.MouseScreenPosition;
if ((_physics.Flags & PhysicsDebugFlags.ShapeInfo) != 0x0)
{
var hoverBodies = new List<PhysicsComponent>();
var bounds = Box2.UnitCentered.Translated(_eyeManager.ScreenToMap(mousePos.Position).Position);
foreach (var physBody in _broadphaseSystem.GetCollidingEntities(mapId, bounds))
{
if (physBody.Owner.HasComponent<MapGridComponent>()) continue;
hoverBodies.Add(physBody);
}
var lineHeight = _font.GetLineHeight(1f);
var drawPos = mousePos.Position + new Vector2(20, 0) + new Vector2(0, -(hoverBodies.Count * 4 * lineHeight / 2f));
int row = 0;
foreach (var body in hoverBodies)
{
if (body != hoverBodies[0])
{
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), "------");
row++;
}
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Ent: {body.Owner}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Layer: {Convert.ToString(body.CollisionLayer, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Mask: {Convert.ToString(body.CollisionMask, 2)}");
row++;
screenHandle.DrawString(_font, drawPos + new Vector2(0, row * lineHeight), $"Enabled: {body.CanCollide}, Hard: {body.Hard}, Anchored: {(body).BodyType == BodyType.Static}");
row++;
}
}
}
protected internal override void Draw(in OverlayDrawArgs args)
{
if (_physics.Flags == PhysicsDebugFlags.None) return;
switch (args.Space)
{
case OverlaySpace.ScreenSpace:
DrawScreen((DrawingHandleScreen) args.DrawingHandle);
break;
case OverlaySpace.WorldSpace:
DrawWorld((DrawingHandleWorld) args.DrawingHandle);
break;
}
}
private void DrawShape(DrawingHandleWorld worldHandle, Fixture fixture, Transform xform, Color color)
{
switch (fixture.Shape)
{
case PhysShapeCircle circle:
var center = Transform.Mul(xform, circle.Position);
worldHandle.DrawCircle(center, circle.Radius, color);
break;
case EdgeShape edge:
var v1 = Transform.Mul(xform, edge.Vertex1);
var v2 = Transform.Mul(xform, edge.Vertex2);
worldHandle.DrawLine(v1, v2, color);
if (edge.OneSided)
{
worldHandle.DrawCircle(v1, 0.5f, color);
worldHandle.DrawCircle(v2, 0.5f, color);
}
break;
case PolygonShape poly:
Span<Vector2> verts = stackalloc Vector2[poly.Vertices.Length];
for (var i = 0; i < verts.Length; i++)
{
verts[i] = Transform.Mul(xform, poly.Vertices[i]);
}
worldHandle.DrawPrimitives(DrawPrimitiveTopology.TriangleFan, verts, color);
break;
default:
return;
}
}
}
}

View File

@@ -5,11 +5,6 @@
/// </summary>
public interface IDebugDrawing
{
/// <summary>
/// Toggles the visual overlay of physics bodies for each entity on screen.
/// </summary>
bool DebugColliders { get; set; }
/// <summary>
/// Toggles the visual overlay of the local origin for each entity on screen.
/// </summary>

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Runtime;
using System.Threading.Tasks;
using Robust.Client.Audio.Midi;
using Robust.Client.Console;
@@ -139,6 +140,7 @@ namespace Robust.Client
_authManager.LoadFromEnv();
GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
GC.Collect();
// Setup main loop
@@ -255,6 +257,15 @@ namespace Robust.Client
_configurationManager.OverrideConVars(_commandLineArgs.CVars);
}
{
// Handle GameControllerOptions implicit CVar overrides.
_configurationManager.OverrideConVars(new []
{
(CVars.DisplayWindowIconSet.Name, options.WindowIconSet.ToString()),
(CVars.DisplaySplashLogo.Name, options.SplashLogo.ToString())
});
}
ProfileOptSetup.Setup(_configurationManager);
_resourceCache.Initialize(Options.LoadConfigAndUserData ? userDataDir : null);
@@ -472,6 +483,8 @@ namespace Robust.Client
internal void Cleanup()
{
_modLoader.Shutdown();
_networkManager.Shutdown("Client shutting down");
_midiManager.Shutdown();
IoCManager.Resolve<IEntityLookup>().Shutdown();

View File

@@ -52,6 +52,16 @@ namespace Robust.Client
/// </summary>
public ResourcePath PrototypeDirectory { get; init; } = new(@"/Prototypes/");
/// <summary>
/// Directory resource path containing window icons to load.
/// </summary>
public ResourcePath WindowIconSet { get; init; } = new("/Textures/Logo/icon");
/// <summary>
/// Resource path for splash image to show when the game starts up.
/// </summary>
public ResourcePath SplashLogo { get; init; } = new("/Textures/Logo/logo.png");
/// <summary>
/// Whether to disable mounting the "Resources/" folder on FULL_RELEASE.
/// </summary>

View File

@@ -25,10 +25,9 @@ namespace Robust.Client.GameObjects
RegisterClass<InputComponent>();
RegisterClass<SpriteComponent>();
RegisterClass<ClientOccluderComponent>();
RegisterClass<OccluderTreeComponent>();
RegisterClass<EyeComponent>();
RegisterClass<AppearanceComponent>();
RegisterClass<AppearanceTestComponent>();
RegisterClass<SnapGridComponent>();
RegisterClass<AnimationPlayerComponent>();
RegisterClass<TimerComponent>();

View File

@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.Animations;
using Robust.Shared.GameObjects;
using static Robust.Client.Animations.AnimationPlaybackShared;
@@ -12,11 +11,17 @@ namespace Robust.Client.GameObjects
/// </summary>
public sealed class AnimationPlayerComponent : Component
{
// TODO: Give this component a friend someday. Way too much content shit to change atm ._.
public override string Name => "AnimationPlayer";
private readonly Dictionary<string, AnimationPlayback> _playingAnimations
public int PlayingAnimationCount => PlayingAnimations.Count;
internal readonly Dictionary<string, AnimationPlayback> PlayingAnimations
= new();
internal bool HasPlayingAnimation = false;
/// <summary>
/// Start playing an animation.
/// </summary>
@@ -26,50 +31,31 @@ namespace Robust.Client.GameObjects
/// </param>
public void Play(Animation animation, string key)
{
EntitySystem.Get<AnimationPlayerSystem>().AddComponent(this);
var playback = new AnimationPlayback(animation);
_playingAnimations.Add(key, playback);
PlayingAnimations.Add(key, playback);
}
public bool HasRunningAnimation(string key)
{
return _playingAnimations.ContainsKey(key);
return PlayingAnimations.ContainsKey(key);
}
public void Stop(string key)
{
_playingAnimations.Remove(key);
PlayingAnimations.Remove(key);
}
internal void Update(float frameTime)
/// <summary>
/// Temporary method until the event is replaced with eventbus.
/// </summary>
internal void AnimationComplete(string key)
{
if (_playingAnimations.Count == 0)
{
return;
}
List<string>? toRemove = null;
// TODO: Get rid of this ToArray() allocation.
foreach (var (key, playback) in _playingAnimations.ToArray())
{
var keep = UpdatePlayback(Owner, playback, frameTime);
if (!keep)
{
toRemove ??= new List<string>();
toRemove.Add(key);
}
}
if (toRemove != null)
{
foreach (var key in toRemove)
{
_playingAnimations.Remove(key);
AnimationCompleted?.Invoke(key);
}
}
AnimationCompleted?.Invoke(key);
}
[Obsolete("Use AnimationCompletedEvent instead")]
public event Action<string>? AnimationCompleted;
}
}

View File

@@ -84,6 +84,23 @@ namespace Robust.Client.GameObjects
if (curState is not AppearanceComponentState actualState)
return;
var stateDiff = data.Count != actualState.Data.Count;
if (!stateDiff)
{
foreach (var (key, value) in data)
{
if (!actualState.Data.TryGetValue(key, out var stateValue) ||
!value.Equals(stateValue))
{
stateDiff = true;
break;
}
}
}
if (!stateDiff) return;
data = actualState.Data;
MarkDirty();
}
@@ -141,22 +158,4 @@ namespace Robust.Client.GameObjects
{
}
}
sealed class AppearanceTestComponent : Component
{
public override string Name => "AppearanceTest";
float time;
bool state;
public void OnUpdate(float frameTime)
{
time += frameTime;
if (time > 1)
{
time -= 1;
Owner.GetComponent<AppearanceComponent>().SetData("test", state = !state);
}
}
}
}

View File

@@ -1,7 +1,5 @@
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;
@@ -10,7 +8,7 @@ namespace Robust.Client.GameObjects
/// <summary>
/// Defines data fields used in the <see cref="InputSystem"/>.
/// </summary>
class InputComponent : Component
public class InputComponent : Component
{
/// <inheritdoc />
public override string Name => "Input";

View File

@@ -80,7 +80,7 @@ namespace Robust.Client.GameObjects
var position = Owner.Transform.Coordinates;
foreach (var neighbor in grid.GetInDir(position, dir))
{
if (Owner.EntityManager.ComponentManager.TryGetComponent(neighbor, out ClientOccluderComponent? comp) && comp.Enabled)
if (Owner.EntityManager.TryGetComponent(neighbor, out ClientOccluderComponent? comp) && comp.Enabled)
{
Occluding |= oclDir;
break;

View File

@@ -1,14 +1,6 @@
using System;
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Animations;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -17,41 +9,28 @@ using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(IPointLightComponent))]
[NetworkedComponent()]
public class PointLightComponent : Component, IPointLightComponent, ISerializationHooks
[ComponentReference(typeof(SharedPointLightComponent))]
public class PointLightComponent : SharedPointLightComponent, ISerializationHooks
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
public override string Name => "PointLight";
internal bool TreeUpdateQueued { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Color Color
public override Color Color
{
get => _color;
set => _color = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset
{
get => _offset;
set => _offset = value;
set => base.Color = value;
}
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public bool Enabled
public override bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
base.Enabled = value;
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new PointLightUpdateEvent());
}
}
@@ -92,7 +71,6 @@ namespace Robust.Client.GameObjects
set => _rotation = value;
}
/// <inheritdoc />
/// <summary>
/// The resource path to the mask texture the light will use.
/// </summary>
@@ -102,8 +80,9 @@ namespace Robust.Client.GameObjects
get => _maskPath;
set
{
if (_maskPath?.Equals(value) != false) return;
_maskPath = value;
UpdateMask();
EntitySystem.Get<PointLightSystem>().UpdateMask(this);
}
}
@@ -141,16 +120,8 @@ namespace Robust.Client.GameObjects
set => _visibleNested = value;
}
[DataField("radius")]
private float _radius = 5f;
[DataField("nestedvisible")]
private bool _visibleNested = true;
[DataField("color")]
private Color _color = Color.White;
[DataField("offset")]
private Vector2 _offset = Vector2.Zero;
[DataField("enabled")]
private bool _enabled = true;
[DataField("autoRot")]
private bool _maskAutoRotate;
private Angle _rotation;
@@ -159,74 +130,27 @@ namespace Robust.Client.GameObjects
[DataField("softness")]
private float _softness = 1f;
[DataField("mask")]
private string? _maskPath;
internal string? _maskPath;
/// <summary>
/// Radius, in meters.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public float Radius
public override float Radius
{
get => _radius;
set
{
if (MathHelper.CloseTo(value, _radius)) return;
if (MathHelper.CloseToPercent(value, _radius)) return;
_radius = MathF.Max(value, 0.01f); // setting radius to 0 causes exceptions, so just use a value close enough to zero that it's unnoticeable.
base.Radius = value;
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, new PointLightRadiusChangedEvent(this));
}
}
private void UpdateMask()
{
if (_maskPath is not null)
Mask = _resourceCache.GetResource<TextureResource>(_maskPath);
else
Mask = null;
}
[ViewVariables]
internal RenderingTreeComponent? RenderTree { get; set; }
void ISerializationHooks.AfterDeserialization()
{
if (_maskPath != null)
{
Mask = IoCManager.Resolve<IResourceCache>().GetResource<TextureResource>(_maskPath);
}
}
protected override void Initialize()
{
base.Initialize();
UpdateMask();
}
protected override void OnRemove()
{
base.OnRemove();
var map = Owner.Transform.MapID;
if (map != MapId.Nullspace)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveLightEvent(this, map));
}
}
/// <inheritdoc />
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState == null)
return;
var newState = (PointLightComponentState) curState;
Enabled = newState.Enabled;
Radius = newState.Radius;
Offset = newState.Offset;
Color = newState.Color;
}
}
public class PointLightRadiusChangedEvent : EntityEventArgs
@@ -239,7 +163,7 @@ namespace Robust.Client.GameObjects
}
}
internal sealed class PointLightUpdateEvent : EntityEventArgs
public sealed class PointLightUpdateEvent : EntityEventArgs
{
}

View File

@@ -228,6 +228,6 @@ namespace Robust.Client.GameObjects
/// <summary>
/// Calculate sprite bounding box in world-space coordinates.
/// </summary>
Box2 CalculateBoundingBox();
Box2 CalculateBoundingBox(Vector2 worldPos);
}
}

View File

@@ -0,0 +1,90 @@
using System.Collections.Generic;
using Robust.Client.Graphics;
using Robust.Client.Graphics.Clyde;
using Robust.Shared.Console;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
public sealed class ShowSpriteBBCommand : IConsoleCommand
{
public string Command => "showspritebb";
public string Description => "Toggle whether sprite bounds are shown";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntitySystem.Get<SpriteBoundsSystem>().Enabled ^= true;
}
}
public sealed class SpriteBoundsSystem : EntitySystem
{
private SpriteBoundsOverlay? _overlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
if (_enabled)
{
DebugTools.AssertNull(_overlay);
var overlayManager = IoCManager.Resolve<IOverlayManager>();
_overlay = new SpriteBoundsOverlay(EntitySystem.Get<RenderingTreeSystem>(), IoCManager.Resolve<IEyeManager>());
overlayManager.AddOverlay(_overlay);
}
else
{
if (_overlay == null) return;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
overlayManager.RemoveOverlay(_overlay);
_overlay = null;
}
}
}
private bool _enabled;
}
public class SpriteBoundsOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpace;
private readonly IEyeManager _eyeManager = default!;
private RenderingTreeSystem _renderTree;
public SpriteBoundsOverlay(RenderingTreeSystem renderTree, IEyeManager eyeManager)
{
_renderTree = renderTree;
_eyeManager = eyeManager;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var currentMap = _eyeManager.CurrentMap;
var viewport = _eyeManager.GetWorldViewbounds();
foreach (var comp in _renderTree.GetRenderTrees(currentMap, viewport))
{
var localAABB = comp.Owner.Transform.InvWorldMatrix.TransformBox(viewport);
foreach (var sprite in comp.SpriteTree.QueryAabb(localAABB))
{
var worldPos = sprite.Owner.Transform.WorldPosition;
var bounds = sprite.CalculateBoundingBox(worldPos);
handle.DrawRect(bounds, Color.Red.WithAlpha(0.2f));
handle.DrawRect(bounds.Scale(0.2f).Translated(-new Vector2(0f, bounds.Extents.Y)), Color.Blue.WithAlpha(0.5f));
}
}
}
}
}

View File

@@ -1212,13 +1212,12 @@ namespace Robust.Client.GameObjects
public IEnumerable<ISpriteLayer> AllLayers => Layers;
// Lobby SpriteView rendering path
internal void Render(DrawingHandleWorld drawingHandle, Angle worldRotation, Direction? overrideDirection = null)
internal void Render(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Direction? overrideDirection = null)
{
RenderInternal(drawingHandle, worldRotation, Vector2.Zero, overrideDirection);
RenderInternal(drawingHandle, eyeRotation, worldRotation, Vector2.Zero, overrideDirection);
}
[DataField("noRot")]
private bool _screenLock = true;
[DataField("noRot")] private bool _screenLock = false;
[DataField("overrideDir")]
private Direction _overrideDirection = Direction.East;
@@ -1239,7 +1238,7 @@ namespace Robust.Client.GameObjects
public bool EnableDirectionOverride { get => _enableOverrideDirection; set => _enableOverrideDirection = value; }
// Sprite rendering path
internal void Render(DrawingHandleWorld drawingHandle, in Angle worldRotation, in Vector2 worldPosition)
internal void Render(DrawingHandleWorld drawingHandle, Angle eyeRotation, in Angle worldRotation, in Vector2 worldPosition)
{
Direction? overrideDir = null;
if (_enableOverrideDirection)
@@ -1247,27 +1246,29 @@ namespace Robust.Client.GameObjects
overrideDir = _overrideDirection;
}
RenderInternal(drawingHandle, worldRotation, worldPosition, overrideDir);
RenderInternal(drawingHandle, eyeRotation, worldRotation, worldPosition, overrideDir);
}
private void CalcModelMatrix(int numDirs, Angle worldRotation, Vector2 worldPosition, out Matrix3 modelMatrix)
private void CalcModelMatrix(int numDirs, Angle eyeRotation, Angle worldRotation, Vector2 worldPosition, out Matrix3 modelMatrix)
{
Angle angle;
if (_screenLock)
{
angle = Angle.Zero;
// Negate the eye rotation in the model matrix, so that later when the view matrix is applied the
// sprite will be locked upright to the screen
angle = new Angle(-eyeRotation.Theta);
}
else
{
angle = CalcRectWorldAngle(worldRotation, numDirs);
angle = CalcRectWorldAngle(worldRotation + eyeRotation, numDirs) - eyeRotation;
}
var sWorldRotation = angle;
modelMatrix = Matrix3.CreateTransform(in worldPosition, in sWorldRotation);
}
private void RenderInternal(DrawingHandleWorld drawingHandle, Angle worldRotation, Vector2 worldPosition, Direction? overrideDirection)
private void RenderInternal(DrawingHandleWorld drawingHandle, Angle eyeRotation, Angle worldRotation, Vector2 worldPosition, Direction? overrideDirection)
{
var localMatrix = GetLocalMatrix();
@@ -1280,17 +1281,17 @@ namespace Robust.Client.GameObjects
var numDirs = GetLayerDirectionCount(layer);
CalcModelMatrix(numDirs, worldRotation, worldPosition, out var modelMatrix);
CalcModelMatrix(numDirs, eyeRotation, worldRotation, worldPosition, out var modelMatrix);
Matrix3.Multiply(ref localMatrix, ref modelMatrix, out var transformMatrix);
drawingHandle.SetTransform(in transformMatrix);
RenderLayer(drawingHandle, layer, worldRotation, overrideDirection);
RenderLayer(drawingHandle, layer, eyeRotation, worldRotation, overrideDirection);
}
}
private void RenderLayer(DrawingHandleWorld drawingHandle, Layer layer, Angle worldRotation, Direction? overrideDirection)
private void RenderLayer(DrawingHandleWorld drawingHandle, Layer layer, Angle eyeRotation, Angle worldRotation, Direction? overrideDirection)
{
var texture = GetRenderTexture(layer, worldRotation, overrideDirection);
var texture = GetRenderTexture(layer, worldRotation + eyeRotation, overrideDirection);
if (layer.Shader != null)
{
@@ -1510,6 +1511,11 @@ namespace Robust.Client.GameObjects
private void QueueUpdateIsInert()
{
// Look this was an easy way to get bounds checks for layer updates.
// If you really want it optimal you'll need to comb through all 2k lines of spritecomponent.
if (Owner?.EntityManager?.EventBus != null)
UpdateBounds();
if (_inertUpdateQueued)
return;
@@ -1624,11 +1630,11 @@ namespace Robust.Client.GameObjects
}
/// <inheritdoc/>
public Box2 CalculateBoundingBox()
public Box2 CalculateBoundingBox(Vector2 worldPos)
{
// fast check for empty sprites
if (Layers.Count == 0)
return new Box2();
return new Box2(worldPos, worldPos);
// we need to calculate bounding box taking into account all nested layers
// because layers can have offsets, scale or rotation we need to calculate a new BB
@@ -1651,11 +1657,15 @@ namespace Robust.Client.GameObjects
new Box2Rotated(spriteBox, Rotation).CalcBoundingBox() : spriteBox;
// move it all to world transform system (with sprite offset)
var worldPosition = Owner.Transform.WorldPosition;
var worldBB = spriteBB.Translated(Offset + worldPosition);
var worldBB = spriteBB.Translated(Offset + worldPos);
return worldBB;
}
internal void UpdateBounds()
{
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new SpriteUpdateEvent());
}
/// <summary>
/// Enum to "offset" a cardinal direction.
/// </summary>
@@ -1711,7 +1721,19 @@ namespace Robust.Client.GameObjects
public bool AutoAnimated = true;
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 Offset { get; set; }
public Vector2 Offset
{
get => _offset;
set
{
if (_offset.EqualsApprox(value)) return;
_offset = value;
_parent.UpdateBounds();
}
}
private Vector2 _offset;
[ViewVariables]
public DirectionOffset DirOffset { get; set; }
@@ -1983,7 +2005,6 @@ namespace Robust.Client.GameObjects
// TODO: scale & rotation for layers is currently unimplemented.
return Box2.CenteredAround(Offset, PixelSize / EyeManager.PixelsPerMeter);
}
}
void IAnimationProperties.SetAnimatableProperty(string name, object value)

View File

@@ -15,11 +15,13 @@ namespace Robust.Client.GameObjects
private static Box2 SpriteAabbFunc(in SpriteComponent value)
{
var worldPos = value.Owner.Transform.WorldPosition;
var worldRot = value.Owner.Transform.WorldRotation;
var bounds = new Box2Rotated(value.CalculateBoundingBox(worldPos), worldRot, worldPos);
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var localAABB = tree?.Owner.Transform.InvWorldMatrix.TransformBox(bounds) ?? bounds.CalcBoundingBox();
return new Box2(pos, pos);
return localAABB;
}
private static Box2 LightAabbFunc(in PointLightComponent value)
@@ -28,30 +30,34 @@ namespace Robust.Client.GameObjects
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var localPos = tree?.Owner.Transform.InvWorldMatrix.Transform(worldPos) ?? worldPos;
return Box2.CenteredAround(pos, (boxSize, boxSize));
return Box2.CenteredAround(localPos, (boxSize, boxSize));
}
internal static Box2 SpriteAabbFunc(SpriteComponent value, Vector2? worldPos = null)
internal static Box2 SpriteAabbFunc(SpriteComponent value, Vector2? worldPos = null, Angle? worldRot = null)
{
worldPos ??= value.Owner.Transform.WorldPosition;
worldRot ??= value.Owner.Transform.WorldRotation;
var bounds = new Box2Rotated(value.CalculateBoundingBox(worldPos.Value), worldRot.Value, worldPos.Value);
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var localAABB = tree?.Owner.Transform.InvWorldMatrix.TransformBox(bounds) ?? bounds.CalcBoundingBox();
return new Box2(pos, pos);
return localAABB;
}
internal static Box2 LightAabbFunc(PointLightComponent value, Vector2? worldPos = null)
{
// Lights are circles so don't need entity's rotation
worldPos ??= value.Owner.Transform.WorldPosition;
var tree = RenderingTreeSystem.GetRenderTree(value.Owner);
var boxSize = value.Radius * 2;
var pos = worldPos - tree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var localPos = tree?.Owner.Transform.InvWorldMatrix.Transform(worldPos.Value) ?? worldPos.Value;
return Box2.CenteredAround(pos, (boxSize, boxSize));
return Box2.CenteredAround(localPos, (boxSize, boxSize));
}
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
@@ -85,6 +86,10 @@ namespace Robust.Client.GameObjects
SendMessage(new CloseBoundInterfaceMessage(), uiKey);
_openInterfaces.Remove(uiKey);
boundUserInterface.Dispose();
var playerSession = IoCManager.Resolve<IPlayerManager>().LocalPlayer?.Session;
if(playerSession != null)
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, new BoundUIClosedEvent(uiKey, Owner.Uid, playerSession));
}
internal void SendMessage(BoundUserInterfaceMessage message, object uiKey)

View File

@@ -1,15 +1,98 @@
using System.Collections.Generic;
using Robust.Client.Animations;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
internal sealed class AnimationPlayerSystem : EntitySystem
public sealed class AnimationPlayerSystem : EntitySystem
{
private readonly List<AnimationPlayerComponent> _activeAnimations = new();
public override void FrameUpdate(float frameTime)
{
foreach (var animationPlayerComponent in EntityManager.ComponentManager.EntityQuery<AnimationPlayerComponent>(true))
for (var i = _activeAnimations.Count - 1; i >= 0; i--)
{
animationPlayerComponent.Update(frameTime);
var anim = _activeAnimations[i];
if (!Update(anim, frameTime)) continue;
_activeAnimations.RemoveSwap(i);
anim.HasPlayingAnimation = false;
}
}
internal void AddComponent(AnimationPlayerComponent component)
{
if (component.HasPlayingAnimation) return;
_activeAnimations.Add(component);
component.HasPlayingAnimation = true;
}
private bool Update(AnimationPlayerComponent component, float frameTime)
{
if (component.PlayingAnimationCount == 0 ||
component.Deleted)
return true;
var remie = new RemQueue<string>();
foreach (var (key, playback) in component.PlayingAnimations)
{
var keep = AnimationPlaybackShared.UpdatePlayback(component.Owner, playback, frameTime);
if (!keep)
{
remie.Add(key);
}
}
foreach (var key in remie)
{
component.PlayingAnimations.Remove(key);
EntityManager.EventBus.RaiseLocalEvent(component.Owner.Uid, new AnimationCompletedEvent {Uid = component.Owner.Uid, Key = key});
component.AnimationComplete(key);
}
return false;
}
/// <summary>
/// Start playing an animation.
/// </summary>
public void Play(EntityUid uid, Animation animation, string key)
{
var component = EntityManager.EnsureComponent<AnimationPlayerComponent>(EntityManager.GetEntity(uid));
Play(component, animation, key);
}
/// <summary>
/// Start playing an animation.
/// </summary>
public void Play(AnimationPlayerComponent component, Animation animation, string key)
{
AddComponent(component);
var playback = new AnimationPlaybackShared.AnimationPlayback(animation);
component.PlayingAnimations.Add(key, playback);
}
public bool HasRunningAnimation(EntityUid uid, string key)
{
return EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? component) &&
component.PlayingAnimations.ContainsKey(key);
}
public bool HasRunningAnimation(AnimationPlayerComponent component, string key)
{
return component.PlayingAnimations.ContainsKey(key);
}
public void Stop(AnimationPlayerComponent component, string key)
{
component.PlayingAnimations.Remove(key);
}
}
public sealed class AnimationCompletedEvent : EntityEventArgs
{
public EntityUid Uid { get; init; }
public string Key { get; init; } = string.Empty;
}
}

View File

@@ -1,15 +0,0 @@
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
class AppearanceTestSystem : EntitySystem
{
public override void Update(float frameTime)
{
foreach (var appearanceTestComponent in EntityManager.ComponentManager.EntityQuery<AppearanceTestComponent>(true))
{
appearanceTestComponent.OnUpdate(frameTime);
}
}
}
}

View File

@@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using System.IO;
using JetBrains.Annotations;
using Robust.Client.Audio;
using Robust.Client.Graphics;
@@ -8,6 +10,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Player;
@@ -23,8 +26,7 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IClydeAudio _clyde = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadPhaseSystem = default!;
private readonly List<PlayingStream> _playingClydeStreams = new();
@@ -38,7 +40,6 @@ namespace Robust.Client.GameObjects
SubscribeNetworkEvent<StopAudioMessageClient>(StopAudioMessageHandler);
SubscribeLocalEvent<SoundSystem.QueryAudioSystem>((ev => ev.Audio = this));
_broadPhaseSystem = Get<SharedBroadPhaseSystem>();
}
private void StopAudioMessageHandler(StopAudioMessageClient ev)
@@ -98,6 +99,8 @@ namespace Robust.Client.GameObjects
// Update positions of streams every frame.
try
{
var ourPos = _eyeManager.CurrentEye.Position.Position;
foreach (var stream in _playingClydeStreams)
{
if (!stream.Source.IsPlaying)
@@ -141,7 +144,7 @@ namespace Robust.Client.GameObjects
}
else
{
var sourceRelative = _eyeManager.CurrentEye.Position.Position - pos.Position;
var sourceRelative = ourPos - pos.Position;
var occlusion = 0f;
if (sourceRelative.Length > 0)
{
@@ -155,14 +158,54 @@ namespace Robust.Client.GameObjects
stream.TrackingEntity);
}
stream.Source.SetVolume(stream.Volume);
var distance = MathF.Max(stream.ReferenceDistance, MathF.Min(sourceRelative.Length, stream.MaxDistance));
float gain;
// Technically these are formulas for gain not decibels but EHHHHHHHH.
switch (stream.Attenuation)
{
case Attenuation.Default:
gain = 1f;
break;
// You thought I'd implement clamping per source? Hell no that's just for the overall OpenAL setting
// I didn't even wanna implement this much for linear but figured it'd be cleaner.
case Attenuation.InverseDistanceClamped:
case Attenuation.InverseDistance:
gain = stream.ReferenceDistance /
(stream.ReferenceDistance + stream.RolloffFactor * (distance - stream.ReferenceDistance));
break;
case Attenuation.LinearDistanceClamped:
case Attenuation.LinearDistance:
gain = 1f - stream.RolloffFactor * (distance - stream.ReferenceDistance) /
(stream.MaxDistance - stream.ReferenceDistance);
break;
case Attenuation.ExponentDistanceClamped:
case Attenuation.ExponentDistance:
gain = MathF.Pow((distance / stream.ReferenceDistance),
(-stream.RolloffFactor));
break;
default:
throw new ArgumentOutOfRangeException($"No implemented attenuation for {stream.Attenuation.ToString()}");
}
var volume = MathF.Pow(10, stream.Volume / 10);
var actualGain = MathF.Max(0f, volume * gain);
stream.Source.SetVolumeDirect(actualGain);
stream.Source.SetOcclusion(occlusion);
}
if (!stream.Source.SetPosition(pos.Position))
SetAudioPos(stream, stream.Attenuation != Attenuation.NoAttenuation ? pos.Position : ourPos);
void SetAudioPos(PlayingStream stream, Vector2 pos)
{
Logger.Warning("Interrupting positional audio, can't set position.");
stream.Source.StopPlaying();
if (!stream.Source.SetPosition(pos))
{
Logger.Warning("Interrupting positional audio, can't set position.");
stream.Source.StopPlaying();
}
}
if (stream.TrackingEntity != null)
@@ -219,6 +262,10 @@ namespace Robust.Client.GameObjects
var playing = new PlayingStream
{
Source = source,
Attenuation = audioParams?.Attenuation ?? Attenuation.Default,
MaxDistance = audioParams?.MaxDistance ?? float.MaxValue,
ReferenceDistance = audioParams?.ReferenceDistance ?? 1f,
RolloffFactor = audioParams?.RolloffFactor ?? 1f,
Volume = audioParams?.Volume ?? 0
};
_playingClydeStreams.Add(playing);
@@ -265,6 +312,10 @@ namespace Robust.Client.GameObjects
{
Source = source,
TrackingEntity = entity,
Attenuation = audioParams?.Attenuation ?? Attenuation.Default,
MaxDistance = audioParams?.MaxDistance ?? float.MaxValue,
ReferenceDistance = audioParams?.ReferenceDistance ?? 1f,
RolloffFactor = audioParams?.RolloffFactor ?? 1f,
Volume = audioParams?.Volume ?? 0
};
_playingClydeStreams.Add(playing);
@@ -301,7 +352,7 @@ namespace Robust.Client.GameObjects
if (!source.SetPosition(coordinates.ToMapPos(EntityManager)))
{
source.Dispose();
Logger.Warning("Can't play positional audio \"{stream.Name}\", can't set position.");
Logger.Warning($"Can't play positional audio \"{stream.Name}\", can't set position.");
return null;
}
@@ -312,6 +363,10 @@ namespace Robust.Client.GameObjects
{
Source = source,
TrackingCoordinates = coordinates,
Attenuation = audioParams?.Attenuation ?? Attenuation.Default,
MaxDistance = audioParams?.MaxDistance ?? float.MaxValue,
ReferenceDistance = audioParams?.ReferenceDistance ?? 1f,
RolloffFactor = audioParams?.RolloffFactor ?? 1f,
Volume = audioParams?.Volume ?? 0
};
_playingClydeStreams.Add(playing);
@@ -327,6 +382,9 @@ namespace Robust.Client.GameObjects
source.SetPitch(audioParams.Value.PitchScale);
source.SetVolume(audioParams.Value.Volume);
source.SetRolloffFactor(audioParams.Value.RolloffFactor);
source.SetMaxDistance(audioParams.Value.MaxDistance);
source.SetReferenceDistance(audioParams.Value.ReferenceDistance);
source.SetPlaybackPosition(audioParams.Value.PlayOffsetSeconds);
source.IsLooping = audioParams.Value.Loop;
}
@@ -340,6 +398,27 @@ namespace Robust.Client.GameObjects
public bool Done;
public float Volume;
public float MaxDistance;
public float ReferenceDistance;
public float RolloffFactor;
public Attenuation Attenuation
{
get => _attenuation;
set
{
if (value == _attenuation) return;
_attenuation = value;
if (_attenuation != Attenuation.Default)
{
// Need to disable default attenuation when using a custom one
// Damn Sloth wanting linear ambience sounds so they smoothly cut-off and are short-range
Source.SetRolloffFactor(0f);
}
}
}
private Attenuation _attenuation = Attenuation.Default;
public void Stop()
{
Source.StopPlaying();
@@ -364,6 +443,12 @@ namespace Robust.Client.GameObjects
return Play(filename, entity, audioParams);
}
public IPlayingAudioStream? Play(Filter playerFilter, string filename, EntityUid uid, AudioParams? audioParams = null)
{
return EntityManager.TryGetEntity(uid, out var entity)
? Play(filename, entity, audioParams) : null;
}
/// <inheritdoc />
public IPlayingAudioStream? Play(Filter playerFilter, string filename, EntityCoordinates coordinates, AudioParams? audioParams = null)
{

View File

@@ -1,94 +0,0 @@
using System.Collections.Generic;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
public class ClientContainerSystem : ContainerSystem
{
private readonly HashSet<IEntity> _updateQueue = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UpdateContainerOcclusionMessage>(UpdateContainerOcclusion);
UpdatesBefore.Add(typeof(SpriteSystem));
}
private void UpdateContainerOcclusion(UpdateContainerOcclusionMessage ev)
{
_updateQueue.Add(ev.Entity);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var toUpdate in _updateQueue)
{
if (toUpdate.Deleted)
{
continue;
}
UpdateEntityRecursively(toUpdate);
}
_updateQueue.Clear();
}
private static void UpdateEntityRecursively(IEntity entity)
{
// TODO: Since we are recursing down,
// we could cache ShowContents data here to speed it up for children.
// Am lazy though.
UpdateEntity(entity);
foreach (var child in entity.Transform.Children)
{
UpdateEntityRecursively(child.Owner);
}
}
private static void UpdateEntity(IEntity entity)
{
if (entity.TryGetComponent(out SpriteComponent? sprite))
{
sprite.ContainerOccluded = false;
// We have to recursively scan for containers upwards in case of nested containers.
var tempParent = entity;
while (tempParent.TryGetContainer(out var container))
{
if (!container.ShowContents)
{
sprite.ContainerOccluded = true;
break;
}
tempParent = container.Owner;
}
}
if (entity.TryGetComponent(out PointLightComponent? light))
{
light.ContainerOccluded = false;
// We have to recursively scan for containers upwards in case of nested containers.
var tempParent = entity;
while (tempParent.TryGetContainer(out var container))
{
if (container.OccludesLight)
{
light.ContainerOccluded = true;
break;
}
tempParent = container.Owner;
}
}
}
}
}

View File

@@ -52,7 +52,7 @@ namespace Robust.Client.GameObjects
while (_dirtyEntities.TryDequeue(out var entity))
{
if (EntityManager.EntityExists(entity)
&& ComponentManager.TryGetComponent(entity, out ClientOccluderComponent? occluder)
&& EntityManager.TryGetComponent(entity, out ClientOccluderComponent? occluder)
&& occluder.UpdateGeneration != _updateGeneration)
{
occluder.Update();
@@ -62,7 +62,7 @@ namespace Robust.Client.GameObjects
}
}
private static void HandleAnchorChanged(EntityUid uid, ClientOccluderComponent component, AnchorStateChangedEvent args)
private static void HandleAnchorChanged(EntityUid uid, ClientOccluderComponent component, ref AnchorStateChangedEvent args)
{
component.AnchorStateChanged();
}
@@ -100,7 +100,7 @@ namespace Robust.Client.GameObjects
{
foreach (var entity in candidates)
{
if (ComponentManager.HasComponent<ClientOccluderComponent>(entity))
if (EntityManager.HasComponent<ClientOccluderComponent>(entity))
{
_dirtyEntities.Enqueue(entity);
}

View File

@@ -0,0 +1,238 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using static Robust.Shared.Containers.ContainerManagerComponent;
namespace Robust.Client.GameObjects
{
public class ContainerSystem : SharedContainerSystem
{
[Dependency] private readonly IRobustSerializer _serializer = default!;
[Dependency] private readonly IDynamicTypeFactoryInternal _dynFactory = default!;
private readonly HashSet<IEntity> _updateQueue = new();
public readonly Dictionary<EntityUid, IContainer> ExpectedEntities = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<UpdateContainerOcclusionMessage>(UpdateContainerOcclusion);
SubscribeLocalEvent<EntityInitializedMessage>(HandleEntityInitialized);
SubscribeLocalEvent<ContainerManagerComponent, ComponentHandleState>(HandleComponentState);
UpdatesBefore.Add(typeof(SpriteSystem));
}
private void UpdateContainerOcclusion(UpdateContainerOcclusionMessage ev)
{
_updateQueue.Add(ev.Entity);
}
private void HandleEntityInitialized(EntityInitializedMessage ev)
{
if (!ExpectedEntities.TryGetValue(ev.Entity.Uid, out var container))
return;
RemoveExpectedEntity(ev.Entity.Uid);
if (container.Deleted)
return;
container.Insert(ev.Entity);
}
private void HandleComponentState(EntityUid uid, ContainerManagerComponent component, ref ComponentHandleState args)
{
if (args.Current is not ContainerManagerComponentState cast)
return;
// Delete now-gone containers.
List<string>? toDelete = null;
foreach (var (id, container) in component.Containers)
{
if (!cast.ContainerSet.Any(data => data.Id == id))
{
container.EmptyContainer(true);
container.Shutdown();
toDelete ??= new List<string>();
toDelete.Add(id);
}
}
if (toDelete != null)
{
foreach (var dead in toDelete)
{
component.Containers.Remove(dead);
}
}
// Add new containers and update existing contents.
foreach (var (containerType, id, showEnts, occludesLight, entityUids) in cast.ContainerSet)
{
if (!component.Containers.TryGetValue(id, out var container))
{
container = ContainerFactory(component, containerType, id);
component.Containers.Add(id, container);
}
// sync show flag
container.ShowContents = showEnts;
container.OccludesLight = occludesLight;
// Remove gone entities.
List<IEntity>? toRemove = null;
foreach (var entity in container.ContainedEntities)
{
if (!entityUids.Contains(entity.Uid))
{
toRemove ??= new List<IEntity>();
toRemove.Add(entity);
}
}
if (toRemove != null)
{
foreach (var goner in toRemove)
container.Remove(goner);
}
// Remove entities that were expected, but have been removed from the container.
List<EntityUid>? removedExpected = null;
foreach (var entityUid in container.ExpectedEntities)
{
if (!entityUids.Contains(entityUid))
{
removedExpected ??= new List<EntityUid>();
removedExpected.Add(entityUid);
}
}
if (removedExpected != null)
{
foreach (var entityUid in removedExpected)
RemoveExpectedEntity(entityUid);
}
// Add new entities.
foreach (var entityUid in entityUids)
{
if (!EntityManager.TryGetEntity(entityUid, out var entity))
{
AddExpectedEntity(entityUid, container);
continue;
}
if (!container.ContainedEntities.Contains(entity))
container.Insert(entity);
}
}
}
private IContainer ContainerFactory(ContainerManagerComponent component, string containerType, string id)
{
var type = _serializer.FindSerializedType(typeof(IContainer), containerType);
if (type is null) throw new ArgumentException($"Container of type {containerType} for id {id} cannot be found.");
var newContainer = _dynFactory.CreateInstanceUnchecked<BaseContainer>(type);
newContainer.ID = id;
newContainer.Manager = component;
return newContainer;
}
public void AddExpectedEntity(EntityUid uid, IContainer container)
{
if (ExpectedEntities.ContainsKey(uid))
return;
ExpectedEntities.Add(uid, container);
container.ExpectedEntities.Add(uid);
}
public void RemoveExpectedEntity(EntityUid uid)
{
if (!ExpectedEntities.TryGetValue(uid, out var container))
return;
ExpectedEntities.Remove(uid);
container.ExpectedEntities.Remove(uid);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var toUpdate in _updateQueue)
{
if (toUpdate.Deleted)
{
continue;
}
UpdateEntityRecursively(toUpdate);
}
_updateQueue.Clear();
}
private static void UpdateEntityRecursively(IEntity entity)
{
// TODO: Since we are recursing down,
// we could cache ShowContents data here to speed it up for children.
// Am lazy though.
UpdateEntity(entity);
foreach (var child in entity.Transform.Children)
{
UpdateEntityRecursively(child.Owner);
}
}
private static void UpdateEntity(IEntity entity)
{
if (entity.TryGetComponent(out SpriteComponent? sprite))
{
sprite.ContainerOccluded = false;
// We have to recursively scan for containers upwards in case of nested containers.
var tempParent = entity;
while (tempParent.TryGetContainer(out var container))
{
if (!container.ShowContents)
{
sprite.ContainerOccluded = true;
break;
}
tempParent = container.Owner;
}
}
if (entity.TryGetComponent(out PointLightComponent? light))
{
light.ContainerOccluded = false;
// We have to recursively scan for containers upwards in case of nested containers.
var tempParent = entity;
while (tempParent.TryGetContainer(out var container))
{
if (container.OccludesLight)
{
light.ContainerOccluded = true;
break;
}
tempParent = container.Owner;
}
}
}
}
}

View File

@@ -60,7 +60,6 @@ namespace Robust.Client.GameObjects
public override void Shutdown()
{
base.Shutdown();
UnsubscribeNetworkEvent<SendGridTileLookupMessage>();
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_label);
}

View File

@@ -65,14 +65,15 @@ namespace Robust.Client.GameObjects
var map = _eyeManager.CurrentMap;
if (map == MapId.Nullspace) return;
var viewport = _eyeManager.GetWorldViewport();
var viewport = _eyeManager.GetWorldViewbounds();
var worldBounds = viewport.CalcBoundingBox();
foreach (var tree in _tree.GetLightTrees(map, viewport))
foreach (var tree in _tree.GetRenderTrees(map, viewport))
{
foreach (var light in tree)
foreach (var light in tree.LightTree)
{
var aabb = _lookup.GetWorldAabbFromEntity(light.Owner);
if (!aabb.Intersects(viewport)) continue;
if (!aabb.Intersects(worldBounds)) continue;
args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.1f));
}

View File

@@ -2,10 +2,12 @@
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
#nullable enable
@@ -20,12 +22,12 @@ namespace Robust.Client.GameObjects
{
// How fast the camera rotates in radians
private const float CameraRotateSpeed = MathF.PI;
private const float CameraSnapTolerance = 0.01f;
#pragma warning disable 649, CS8618
// ReSharper disable once NotNullMemberIsNotInitialized
[Dependency] private readonly IEyeManager _eyeManager;
#pragma warning restore 649, CS8618
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private bool _isLerping = false;
/// <inheritdoc />
public override void Initialize()
@@ -55,6 +57,9 @@ namespace Robust.Client.GameObjects
public override void FrameUpdate(float frameTime)
{
var currentEye = _eyeManager.CurrentEye;
// TODO: Content should have its own way of handling this. We should have a default behavior that they can overwrite.
/*
var inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
var direction = 0;
@@ -74,20 +79,26 @@ namespace Robust.Client.GameObjects
currentEye.Rotation += CameraRotateSpeed * frameTime * direction;
currentEye.Rotation = currentEye.Rotation.Reduced();
}
else
{
// snap to cardinal directions
var closestDir = currentEye.Rotation.GetCardinalDir().ToVec();
var currentDir = currentEye.Rotation.ToVec();
*/
var dot = Vector2.Dot(closestDir, currentDir);
if (MathHelper.CloseTo(dot, 1, CameraSnapTolerance))
{
currentEye.Rotation = closestDir.ToAngle();
}
var playerTransform = _playerManager.LocalPlayer?.ControlledEntity?.Transform;
if (playerTransform == null) return;
var gridId = playerTransform.GridID;
var parent = gridId != GridId.Invalid && EntityManager.TryGetEntity(_mapManager.GetGrid(gridId).GridEntityId, out var gridEnt) ?
gridEnt.Transform
: _mapManager.GetMapEntity(playerTransform.MapID).Transform;
if (!_isLerping)
{
// TODO: Detect parent change and start lerping
var parentRotation = parent.WorldRotation;
currentEye.Rotation = -parentRotation;
}
foreach (var eyeComponent in EntityManager.ComponentManager.EntityQuery<EyeComponent>(true))
foreach (var eyeComponent in EntityManager.EntityQuery<EyeComponent>(true))
{
eyeComponent.UpdateEyePosition();
}

View File

@@ -0,0 +1,86 @@
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects
{
public class GridChunkBoundsDebugSystem : EntitySystem
{
private GridChunkBoundsOverlay? _overlay;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
if (_enabled)
{
DebugTools.Assert(_overlay == null);
_overlay = new GridChunkBoundsOverlay(
IoCManager.Resolve<IEntityManager>(),
IoCManager.Resolve<IEyeManager>(),
IoCManager.Resolve<IMapManager>());
IoCManager.Resolve<IOverlayManager>().AddOverlay(_overlay);
}
else
{
IoCManager.Resolve<IOverlayManager>().RemoveOverlay(_overlay!);
_overlay = null;
}
}
}
private bool _enabled;
}
internal sealed class GridChunkBoundsOverlay : Overlay
{
private readonly IEntityManager _entityManager;
private readonly IEyeManager _eyeManager;
private readonly IMapManager _mapManager;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public GridChunkBoundsOverlay(IEntityManager entManager, IEyeManager eyeManager, IMapManager mapManager)
{
_entityManager = entManager;
_eyeManager = eyeManager;
_mapManager = mapManager;
}
protected internal override void Draw(in OverlayDrawArgs args)
{
var currentMap = _eyeManager.CurrentMap;
var viewport = _eyeManager.GetWorldViewport();
foreach (var grid in _mapManager.FindGridsIntersecting(currentMap, viewport))
{
var gridEnt = _entityManager.GetEntity(grid.GridEntityId);
if (!_entityManager.TryGetComponent<PhysicsComponent>(gridEnt.Uid, out var body)) continue;
var transform = body.GetTransform();
foreach (var fixture in body.Fixtures)
{
for (var i = 0; i < fixture.Shape.ChildCount; i++)
{
var aabb = fixture.Shape.ComputeAABB(transform, i);
args.WorldHandle.DrawRect(aabb, Color.Green.WithAlpha(0.2f));
args.WorldHandle.DrawRect(aabb, Color.Red.WithAlpha(0.5f), false);
}
}
}
}
}
}

View File

@@ -0,0 +1,9 @@
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
internal sealed class GridFixtureSystem : SharedGridFixtureSystem
{
}
}

View File

@@ -0,0 +1,9 @@
using Robust.Shared.GameObjects;
namespace Robust.Client.GameObjects
{
internal sealed class MapSystem : SharedMapSystem
{
}
}

View File

@@ -0,0 +1,44 @@
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects
{
public sealed class PointLightSystem : SharedPointLightSystem
{
[Dependency] private readonly IResourceCache _resourceCache = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PointLightComponent, ComponentInit>(HandleInit);
SubscribeLocalEvent<PointLightComponent, ComponentRemove>(HandleRemove);
}
private void HandleInit(EntityUid uid, PointLightComponent component, ComponentInit args)
{
UpdateMask(component);
}
private void HandleRemove(EntityUid uid, PointLightComponent component, ComponentRemove args)
{
var ent = EntityManager.GetEntity(uid);
var map = ent.Transform.MapID;
// TODO: Just make this update the tree directly and not allocate
if (map != MapId.Nullspace)
{
EntityManager.EventBus.RaiseEvent(EventSource.Local,
new RenderTreeRemoveLightEvent(component, map));
}
}
internal void UpdateMask(PointLightComponent component)
{
if (component._maskPath is not null)
component.Mask = _resourceCache.GetResource<TextureResource>(component._maskPath);
else
component.Mask = null;
}
}
}

View File

@@ -37,6 +37,18 @@ namespace Robust.Client.GameObjects
/// </summary>
public float MaxLightRadius { get; private set; }
internal IEnumerable<RenderingTreeComponent> GetRenderTrees(MapId mapId, Box2Rotated worldBounds)
{
if (mapId == MapId.Nullspace) yield break;
foreach (var grid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
yield return EntityManager.GetEntity(grid.GridEntityId).GetComponent<RenderingTreeComponent>();
}
yield return _mapManager.GetMapEntity(mapId).GetComponent<RenderingTreeComponent>();
}
internal IEnumerable<RenderingTreeComponent> GetRenderTrees(MapId mapId, Box2 worldAABB)
{
if (mapId == MapId.Nullspace) yield break;
@@ -49,22 +61,6 @@ namespace Robust.Client.GameObjects
yield return _mapManager.GetMapEntity(mapId).GetComponent<RenderingTreeComponent>();
}
internal IEnumerable<DynamicTree<SpriteComponent>> GetSpriteTrees(MapId mapId, Box2 worldAABB)
{
foreach (var comp in GetRenderTrees(mapId, worldAABB))
{
yield return comp.SpriteTree;
}
}
internal IEnumerable<DynamicTree<PointLightComponent>> GetLightTrees(MapId mapId, Box2 worldAABB)
{
foreach (var comp in GetRenderTrees(mapId, worldAABB))
{
yield return comp.LightTree;
}
}
public override void Initialize()
{
base.Initialize();
@@ -108,7 +104,7 @@ namespace Robust.Client.GameObjects
QueueSpriteUpdate(component);
}
private void AnythingMoved(MoveEvent args)
private void AnythingMoved(ref MoveEvent args)
{
AnythingMovedSubHandler(args.Sender.Transform);
}
@@ -146,7 +142,7 @@ namespace Robust.Client.GameObjects
QueueSpriteUpdate(component);
}
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, EntParentChangedMessage args)
private void SpriteParentChanged(EntityUid uid, SpriteComponent component, ref EntParentChangedMessage args)
{
QueueSpriteUpdate(component);
}
@@ -179,7 +175,7 @@ namespace Robust.Client.GameObjects
QueueLightUpdate(component);
}
private void LightParentChanged(EntityUid uid, PointLightComponent component, EntParentChangedMessage args)
private void LightParentChanged(EntityUid uid, PointLightComponent component, ref EntParentChangedMessage args)
{
QueueLightUpdate(component);
}
@@ -267,6 +263,11 @@ namespace Robust.Client.GameObjects
return null;
}
private bool IsVisible(SpriteComponent component)
{
return component.Visible && !component.ContainerOccluded;
}
public override void FrameUpdate(float frameTime)
{
_checkedChildren.Clear();
@@ -274,7 +275,7 @@ namespace Robust.Client.GameObjects
foreach (var sprite in _spriteQueue)
{
sprite.TreeUpdateQueued = false;
if (!sprite.Visible || sprite.ContainerOccluded)
if (!IsVisible(sprite))
{
ClearSprite(sprite);
continue;
@@ -335,7 +336,6 @@ namespace Robust.Client.GameObjects
Logger.WarningS(LoggerSawmill, $"Light radius for {light.Owner} set above max radius of {MaxLightRadius}. This may lead to pop-in.");
}
var treePos = newMapTree?.Owner.Transform.WorldPosition ?? Vector2.Zero;
var aabb = RenderingTreeComponent.LightAabbFunc(light, worldPos);
// If we're on a new map then clear the old one.

View File

@@ -14,16 +14,14 @@ namespace Robust.Client.GameObjects
public class SpriteSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly RenderingTreeSystem _treeSystem = default!;
private RenderingTreeSystem _treeSystem = default!;
private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
public override void Initialize()
{
base.Initialize();
_treeSystem = Get<RenderingTreeSystem>();
SubscribeLocalEvent<SpriteUpdateInertEvent>(QueueUpdateInert);
}
@@ -40,9 +38,7 @@ namespace Robust.Client.GameObjects
sprite.DoUpdateIsInert();
}
// So we could calculate the correct size of the entities based on the contents of their sprite...
// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
var pvsBounds = _eyeManager.GetWorldViewport().Enlarged(5);
var pvsBounds = _eyeManager.GetWorldViewbounds();
var currentMap = _eyeManager.CurrentMap;
if (currentMap == MapId.Nullspace)
@@ -52,7 +48,7 @@ namespace Robust.Client.GameObjects
foreach (var comp in _treeSystem.GetRenderTrees(currentMap, pvsBounds))
{
var bounds = pvsBounds.Translated(-comp.Owner.Transform.WorldPosition);
var bounds = comp.Owner.Transform.InvWorldMatrix.TransformBox(pvsBounds);
comp.SpriteTree.QueryAabb(ref frameTime, (ref float state, in SpriteComponent value) =>
{

View File

@@ -1,11 +1,15 @@
using JetBrains.Annotations;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Robust.Client.GameObjects
{
[UsedImplicitly]
public sealed class UserInterfaceSystem : EntitySystem
public sealed class UserInterfaceSystem : SharedUserInterfaceSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
@@ -24,7 +28,18 @@ namespace Robust.Client.GameObjects
private void MessageReceived(BoundUIWrapMessage ev)
{
var cmp = ComponentManager.GetComponent<ClientUserInterfaceComponent>(ev.Entity);
var uid = ev.Entity;
var cmp = EntityManager.GetComponent<ClientUserInterfaceComponent>(uid);
var message = ev.Message;
// This should probably not happen at this point, but better make extra sure!
if(_playerManager.LocalPlayer != null)
message.Session = _playerManager.LocalPlayer.Session;
message.Entity = uid;
message.UiKey = ev.UiKey;
// Raise as object so the correct type is used.
RaiseLocalEvent(uid, (object)message);
cmp.MessageReceived(ev);
}

View File

@@ -20,6 +20,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -50,7 +51,7 @@ namespace Robust.Client.GameStates
[Dependency] private readonly IClientGameTiming _timing = default!;
[Dependency] private readonly INetConfigurationManager _config = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
#if EXCEPTION_TOLERANCE
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
@@ -334,8 +335,6 @@ namespace Robust.Client.GameStates
private void ResetPredictedEntities(GameTick curTick)
{
var bus = (EntityEventBus) _entities.EventBus;
foreach (var entity in _entities.GetEntities())
{
// TODO: 99% there's an off-by-one here.
@@ -353,7 +352,7 @@ namespace Robust.Client.GameStates
}
// TODO: handle component deletions/creations.
foreach (var (netId, comp) in _componentManager.GetNetComponents(entity.Uid))
foreach (var (netId, comp) in _entityManager.GetNetComponents(entity.Uid))
{
DebugTools.AssertNotNull(netId);
@@ -364,7 +363,8 @@ namespace Robust.Client.GameStates
Logger.DebugS(CVars.NetPredict.Name, $" And also its component {comp.Name}");
// TODO: Handle interpolation.
bus.RaiseComponentEvent(comp, new ComponentHandleState(compState, null));
var handleState = new ComponentHandleState(compState, null);
_entities.EventBus.RaiseComponentEvent(comp, ref handleState);
comp.HandleComponentState(compState, null);
}
}
@@ -381,14 +381,16 @@ namespace Robust.Client.GameStates
Debug.Assert(_players.LocalPlayer != null, "_players.LocalPlayer != null");
var player = _players.LocalPlayer.Session;
var bus = _entityManager.EventBus;
foreach (var createdEntity in createdEntities)
{
var compData = new Dictionary<uint, ComponentState>();
outputData.Add(createdEntity, compData);
foreach (var (netId, component) in _componentManager.GetNetComponents(createdEntity))
foreach (var (netId, component) in _entityManager.GetNetComponents(createdEntity))
{
var state = component.GetComponentState(player);
var state = _entityManager.GetComponentState(bus, component, player);
if(state.GetType() == typeof(ComponentState))
continue;
@@ -472,14 +474,12 @@ namespace Robust.Client.GameStates
}
}
var bus = (EntityEventBus) _entities.EventBus;
// Make sure this is done after all entities have been instantiated.
foreach (var kvStates in toApply)
{
var ent = kvStates.Key;
var entity = (Entity) ent;
HandleEntityState(entity.EntityManager.ComponentManager, entity, bus, kvStates.Value.Item1,
HandleEntityState(entity, _entities.EventBus, kvStates.Value.Item1,
kvStates.Value.Item2);
}
@@ -547,7 +547,7 @@ namespace Robust.Client.GameStates
return created;
}
private void HandleEntityState(IComponentManager compMan, IEntity entity, EntityEventBus bus, EntityState? curState,
private void HandleEntityState(IEntity entity, IEventBus bus, EntityState? curState,
EntityState? nextState)
{
var compStateWork = new Dictionary<ushort, (ComponentState? curState, ComponentState? nextState)>();
@@ -559,21 +559,21 @@ namespace Robust.Client.GameStates
{
if (compChange.Deleted)
{
if (compMan.TryGetComponent(entityUid, compChange.NetID, out var comp))
if (_entityManager.TryGetComponent(entityUid, compChange.NetID, out var comp))
{
compMan.RemoveComponent(entityUid, comp);
_entityManager.RemoveComponent(entityUid, comp);
}
}
else
{
//Right now we just assume every state from an unseen entity is added
if (compMan.HasComponent(entityUid, compChange.NetID))
if (_entityManager.HasComponent(entityUid, compChange.NetID))
continue;
var newComp = (Component) _compFactory.GetComponent(compChange.NetID);
newComp.Owner = entity;
compMan.AddComponent(entity, newComp, true);
_entityManager.AddComponent(entity, newComp, true);
compStateWork[compChange.NetID] = (compChange.State, null);
}
@@ -605,11 +605,12 @@ namespace Robust.Client.GameStates
foreach (var (netId, (cur, next)) in compStateWork)
{
if (compMan.TryGetComponent(entityUid, (ushort) netId, out var component))
if (_entityManager.TryGetComponent(entityUid, (ushort) netId, out var component))
{
try
{
bus.RaiseComponentEvent(component, new ComponentHandleState(cur, next));
var handleState = new ComponentHandleState(cur, next);
bus.RaiseComponentEvent(component, ref handleState);
component.HandleComponentState(cur, next);
}
catch (Exception e)

View File

@@ -1,19 +1,19 @@
using Robust.Shared.Enums;
using Robust.Client.Graphics;
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.Prototypes;
using System;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Robust.Client.GameStates
{
internal class NetInterpOverlay : Overlay
{
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -32,13 +32,13 @@ namespace Robust.Client.GameStates
handle.UseShader(_shader);
var worldHandle = (DrawingHandleWorld) handle;
var viewport = _eyeManager.GetWorldViewport();
foreach (var boundingBox in _componentManager.EntityQuery<IPhysBody>(true))
foreach (var boundingBox in _entityManager.EntityQuery<IPhysBody>(true))
{
// all entities have a TransformComponent
var transform = ((IComponent)boundingBox).Owner.Transform;
var transform = boundingBox.Owner.Transform;
// if not on the same map, continue
if (transform.MapID != _eyeManager.CurrentMap || !transform.IsMapTransform)
if (transform.MapID != _eyeManager.CurrentMap || boundingBox.Owner.IsInContainer())
continue;
// This entity isn't lerping, no need to draw debug info for it

View File

@@ -68,6 +68,28 @@ namespace Robust.Client.Graphics
return new Box2(left, bottom, right, top);
}
/// <inheritdoc />
public Box2Rotated GetWorldViewbounds()
{
var vpSize = _displayManager.ScreenSize;
var topRight = ScreenToMap(new Vector2(vpSize.X, 0)).Position;
var bottomLeft = ScreenToMap(new Vector2(0, vpSize.Y)).Position;
var rotation = new Angle(CurrentEye.Rotation);
var center = (bottomLeft + topRight) / 2;
var localTopRight = topRight - center;
var localBotLeft = bottomLeft - center;
localTopRight = rotation.RotateVec(localTopRight);
localBotLeft = rotation.RotateVec(localBotLeft);
var bounds = new Box2(localBotLeft, localTopRight).Translated(center);
return new Box2Rotated(bounds, -CurrentEye.Rotation, bounds.Center);
}
/// <inheritdoc />
public Vector2 WorldToScreen(Vector2 point)
{
@@ -111,10 +133,11 @@ namespace Robust.Client.Graphics
public MapCoordinates ScreenToMap(ScreenCoordinates point)
{
var (pos, window) = point;
if (window != MainViewport.Window?.Id)
if (_uiManager.MouseGetControl(point) is not IViewportControl viewport)
return default;
return MainViewport.ScreenToMap(pos);
return viewport.ScreenToMap(pos);
}
/// <inheritdoc />

View File

@@ -31,6 +31,8 @@ namespace Robust.Client.Graphics
/// </summary>
Box2 GetWorldViewport();
Box2Rotated GetWorldViewbounds();
/// <summary>
/// Calculates the projection matrix to transform a point from camera space
/// to UI screen space.
@@ -53,7 +55,7 @@ namespace Robust.Client.Graphics
ScreenCoordinates CoordinatesToScreen(EntityCoordinates point);
/// <summary>
/// Unprojects a point from UI screen space to world space using the current camera.
/// Unprojects a point from UI screen space to world space using the viewport under the screen coordinates.
/// </summary>
/// <remarks>
/// The game exists on the 2D X/Y plane, so this function returns a point o the plane
@@ -64,7 +66,7 @@ namespace Robust.Client.Graphics
MapCoordinates ScreenToMap(ScreenCoordinates point);
/// <summary>
/// Unprojects a point from UI screen space to world space using the current camera.
/// Unprojects a point from UI screen space to world space using the main viewport.
/// </summary>
/// <remarks>
/// The game exists on the 2D X/Y plane, so this function returns a point o the plane

View File

@@ -9,6 +9,7 @@ using OpenToolkit.Audio.OpenAL;
using OpenToolkit.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Client.Audio;
using Robust.Shared;
using Robust.Shared.Audio;
using Robust.Shared.Log;
using Vector2 = Robust.Shared.Maths.Vector2;
@@ -58,6 +59,7 @@ namespace Robust.Client.Graphics.Clyde
IsEfxSupported = HasAlDeviceExtension("ALC_EXT_EFX");
_cfg.OnValueChanged(CVars.AudioMasterVolume, SetMasterVolume, true);
_cfg.OnValueChanged(CVars.AudioAttenuation, SetAudioAttenuation, true);
}
private void _audioCreateContext()
@@ -192,6 +194,43 @@ namespace Robust.Client.Graphics.Clyde
AL.Listener(ALListenerf.Gain, _baseGain * newVolume);
}
public void SetAudioAttenuation(int value)
{
var attenuation = (Attenuation) value;
switch (attenuation)
{
case Attenuation.NoAttenuation:
AL.DistanceModel(ALDistanceModel.None);
break;
case Attenuation.InverseDistance:
AL.DistanceModel(ALDistanceModel.InverseDistance);
break;
case Attenuation.Default:
case Attenuation.InverseDistanceClamped:
AL.DistanceModel(ALDistanceModel.InverseDistanceClamped);
break;
case Attenuation.LinearDistance:
AL.DistanceModel(ALDistanceModel.LinearDistance);
break;
case Attenuation.LinearDistanceClamped:
AL.DistanceModel(ALDistanceModel.LinearDistanceClamped);
break;
case Attenuation.ExponentDistance:
AL.DistanceModel(ALDistanceModel.ExponentDistance);
break;
case Attenuation.ExponentDistanceClamped:
AL.DistanceModel(ALDistanceModel.ExponentDistanceClamped);
break;
default:
throw new ArgumentOutOfRangeException($"No implementation to set {attenuation.ToString()} for DistanceModel!");
}
var attToString = attenuation == Attenuation.Default ? Attenuation.InverseDistanceClamped : attenuation;
_openALSawmill.Info($"Set audio attenuation to {attToString.ToString()}");
}
public IClydeAudioSource CreateAudioSource(AudioStream stream)
{
var source = AL.GenSource();
@@ -419,7 +458,7 @@ namespace Robust.Client.Graphics.Clyde
public void StopPlaying()
{
_checkDisposed();
if (_isDisposed()) return;
AL.SourceStop(SourceHandle);
_master._checkAlError();
}
@@ -486,6 +525,27 @@ namespace Robust.Client.Graphics.Clyde
_master._checkAlError();
}
public void SetMaxDistance(float distance)
{
_checkDisposed();
AL.Source(SourceHandle, ALSourcef.MaxDistance, distance);
_master._checkAlError();
}
public void SetRolloffFactor(float rolloffFactor)
{
_checkDisposed();
AL.Source(SourceHandle, ALSourcef.RolloffFactor, rolloffFactor);
_master._checkAlError();
}
public void SetReferenceDistance(float refDistance)
{
_checkDisposed();
AL.Source(SourceHandle, ALSourcef.ReferenceDistance, refDistance);
_master._checkAlError();
}
public void SetOcclusion(float blocks)
{
_checkDisposed();
@@ -612,6 +672,11 @@ namespace Robust.Client.Graphics.Clyde
SourceHandle = -1;
}
private bool _isDisposed()
{
return SourceHandle == -1;
}
private void _checkDisposed()
{
if (SourceHandle == -1)
@@ -661,7 +726,7 @@ namespace Robust.Client.Graphics.Clyde
public void StopPlaying()
{
_checkDisposed();
if (_isDisposed()) return;
// ReSharper disable once PossibleInvalidOperationException
AL.SourceStop(SourceHandle!.Value);
_master._checkAlError();
@@ -726,6 +791,27 @@ namespace Robust.Client.Graphics.Clyde
_master._checkAlError();
}
public void SetMaxDistance(float distance)
{
_checkDisposed();
AL.Source(SourceHandle!.Value, ALSourcef.MaxDistance, distance);
_master._checkAlError();
}
public void SetRolloffFactor(float rolloffFactor)
{
_checkDisposed();
AL.Source(SourceHandle!.Value, ALSourcef.RolloffFactor, rolloffFactor);
_master._checkAlError();
}
public void SetReferenceDistance(float refDistance)
{
_checkDisposed();
AL.Source(SourceHandle!.Value, ALSourcef.ReferenceDistance, refDistance);
_master._checkAlError();
}
public void SetOcclusion(float blocks)
{
_checkDisposed();
@@ -831,7 +917,7 @@ namespace Robust.Client.Graphics.Clyde
{
if (SourceHandle == null) return;
if (!disposing || Thread.CurrentThread != _master._gameThread)
if (!_master.IsMainThread())
{
// We can't run this code inside another thread so tell Clyde to clear it up later.
_master.DeleteBufferedSourceOnMainThread(SourceHandle.Value, FilterHandle);
@@ -850,6 +936,11 @@ namespace Robust.Client.Graphics.Clyde
SourceHandle = null;
}
private bool _isDisposed()
{
return SourceHandle == null;
}
private void _checkDisposed()
{
if (SourceHandle == null)

View File

@@ -2,7 +2,8 @@ namespace Robust.Client.Graphics.Clyde
{
internal sealed partial class Clyde
{
private static readonly (string, uint)[] BaseShaderAttribLocations = {
private static readonly (string, uint)[] BaseShaderAttribLocations =
{
("aPos", 0),
("tCoord", 1)
};
@@ -30,14 +31,21 @@ namespace Robust.Client.Graphics.Clyde
// To be clear: You shouldn't change this. This just helps with understanding where Primitive Restart is being used.
private const ushort PrimitiveRestartIndex = ushort.MaxValue;
private enum Renderer : short
private enum Renderer : sbyte
{
// Default: Try all supported renderers (not necessarily the renderers shown here)
Default = default,
OpenGL33 = 1,
OpenGL31 = 2,
OpenGLES2 = 3,
// Auto: Try all supported renderers (not necessarily the renderers shown here)
Auto = default,
OpenGL = 1,
Explode = -1,
}
private enum RendererOpenGLVersion : byte
{
Auto = default,
GL33 = 1,
GL31 = 2,
GLES3 = 3,
GLES2 = 4,
}
}
}

View File

@@ -62,7 +62,7 @@ namespace Robust.Client.Graphics.Clyde
TextEntered?.Invoke(args);
break;
case DEventWindowClosed(var reg, var args):
reg.Closed?.Invoke(args);
reg.RequestClosed?.Invoke(args);
CloseWindow?.Invoke(args);
if (reg.DisposeOnClose && !reg.IsMainWindow)
@@ -95,24 +95,17 @@ namespace Robust.Client.Graphics.Clyde
_eventDispatchQueue.Enqueue(new DEventScroll(ev));
}
private void SendCloseWindow(WindowReg windowReg, WindowClosedEventArgs ev)
private void SendCloseWindow(WindowReg windowReg, WindowRequestClosedEventArgs ev)
{
_eventDispatchQueue.Enqueue(new DEventWindowClosed(windowReg, ev));
}
private void SendWindowResized(WindowReg reg, Vector2i oldSize)
{
if (reg.IsMainWindow)
{
UpdateMainWindowLoadedRtSize();
GL.Viewport(0, 0, reg.FramebufferSize.X, reg.FramebufferSize.Y);
CheckGlError();
}
else
{
reg.RenderTexture!.Dispose();
CreateWindowRenderTexture(reg);
}
var loaded = RtToLoaded(reg.RenderTarget);
loaded.Size = reg.FramebufferSize;
_glContext!.WindowResized(reg, oldSize);
var eventArgs = new WindowResizedEventArgs(
oldSize,
@@ -156,7 +149,7 @@ namespace Robust.Client.Graphics.Clyde
private sealed record DEventScroll(MouseWheelEventArgs Args) : DEventBase;
private sealed record DEventWindowClosed(WindowReg Reg, WindowClosedEventArgs Args) : DEventBase;
private sealed record DEventWindowClosed(WindowReg Reg, WindowRequestClosedEventArgs Args) : DEventBase;
private sealed record DEventWindowResized(WindowResizedEventArgs Args) : DEventBase;

View File

@@ -0,0 +1,85 @@
using System;
using Robust.Shared;
using Robust.Shared.Log;
namespace Robust.Client.Graphics.Clyde
{
internal sealed partial class Clyde
{
private GLContextBase? _glContext;
// Current OpenGL version we managed to initialize with.
private RendererOpenGLVersion _openGLVersion;
private void InitGLContextManager()
{
// Advanced GL contexts currently disabled due to lack of testing etc.
if (OperatingSystem.IsWindows() && _cfg.GetCVar(CVars.DisplayAngle))
{
/*
if (_cfg.GetCVar(CVars.DisplayAngleCustomSwapChain))
{
_sawmillOgl.Debug("Trying custom swap chain ANGLE.");
var ctxAngle = new GLContextAngle(this);
if (ctxAngle.TryInitialize())
{
_sawmillOgl.Debug("Successfully initialized custom ANGLE");
_glContext = ctxAngle;
ctxAngle.EarlyInit();
return;
}
}
*/
/*
if (_cfg.GetCVar(CVars.DisplayEgl))
{
_sawmillOgl.Debug("Trying EGL");
var ctxEgl = new GLContextEgl(this);
ctxEgl.InitializePublic();
_glContext = ctxEgl;
return;
}
*/
}
/*
if (OperatingSystem.IsLinux() && _cfg.GetCVar(CVars.DisplayEgl))
{
_sawmillOgl.Debug("Trying EGL");
var ctxEgl = new GLContextEgl(this);
ctxEgl.InitializePublic();
_glContext = ctxEgl;
return;
}
*/
_glContext = new GLContextWindow(this);
}
private struct GLContextSpec
{
public int Major;
public int Minor;
public GLContextProfile Profile;
public GLContextCreationApi CreationApi;
// Used by GLContextWindow to figure out which GL version managed to initialize.
public RendererOpenGLVersion OpenGLVersion;
}
private enum GLContextProfile
{
Compatibility,
Core,
Es
}
private enum GLContextCreationApi
{
Native,
Egl,
}
}
}

View File

@@ -1,7 +1,6 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.Log;
namespace Robust.Client.Graphics.Clyde
{
@@ -10,6 +9,8 @@ namespace Robust.Client.Graphics.Clyde
// OpenGL feature detection go here.
private bool _hasGLKhrDebug;
private bool _glDebuggerPresent;
// As per the extension specification, when implemented as extension in an ES context,
// function names have to be suffixed by "KHR"
// This keeps track of whether that's necessary.
@@ -24,6 +25,7 @@ namespace Robust.Client.Graphics.Clyde
private bool _hasGLVertexArrayObject;
private bool _hasGLVertexArrayObjectOes;
private bool _hasGLFloatFramebuffers;
private bool _hasGLES3Shaders;
private bool HasGLAnyMapBuffer => _hasGLMapBuffer || _hasGLMapBufferRange || _hasGLMapBufferOes;
private bool _hasGLMapBuffer;
private bool _hasGLMapBufferOes;
@@ -57,6 +59,8 @@ namespace Robust.Client.Graphics.Clyde
{
var extensions = GetGLExtensions();
CheckGLDebuggerStatus(extensions);
_sawmillOgl.Debug("OpenGL capabilities:");
if (!_isGLES)
@@ -72,6 +76,12 @@ namespace Robust.Client.Graphics.Clyde
CheckGLCap(ref _hasGLMapBufferRange, "map_buffer_range", (3, 0));
CheckGLCap(ref _hasGLPixelBufferObjects, "pixel_buffer_object", (2, 1));
CheckGLCap(ref _hasGLStandardDerivatives, "standard_derivatives", (2, 1));
_hasGLSrgb = true;
_hasGLReadFramebuffer = true;
_hasGLPrimitiveRestart = true;
_hasGLUniformBuffers = true;
_hasGLFloatFramebuffers = true;
}
else
{
@@ -94,15 +104,31 @@ namespace Robust.Client.Graphics.Clyde
CheckGLCap(ref _hasGLMapBufferRange, "map_buffer_range", (3, 0));
CheckGLCap(ref _hasGLPixelBufferObjects, "pixel_buffer_object", (3, 0));
CheckGLCap(ref _hasGLStandardDerivatives, "standard_derivatives", (3, 0), "GL_OES_standard_derivatives");
}
CheckGLCap(ref _hasGLReadFramebuffer, "read_framebuffer", (3, 0));
CheckGLCap(ref _hasGLPrimitiveRestart, "primitive_restart", (3, 1));
CheckGLCap(ref _hasGLUniformBuffers, "uniform_buffers", (3, 0));
CheckGLCap(ref _hasGLFloatFramebuffers, "float_framebuffers", (3, 2), "GL_EXT_color_buffer_float");
CheckGLCap(ref _hasGLES3Shaders, "gles3_shaders", (3, 0));
// TODO: Enable these on ES 3.0
_hasGLSrgb = !_isGLES;
_hasGLReadFramebuffer = !_isGLES;
_hasGLPrimitiveRestart = !_isGLES;
_hasGLUniformBuffers = !_isGLES;
// This is 3.2 or extensions
_hasGLFloatFramebuffers = !_isGLES;
if (major >= 3)
{
if (_glContext!.HasBrokenWindowSrgb)
{
_hasGLSrgb = false;
_sawmillOgl.Debug(" sRGB: false (window broken sRGB)");
}
else
{
_hasGLSrgb = true;
_sawmillOgl.Debug(" sRGB: true");
}
}
else
{
_hasGLSrgb = false;
_sawmillOgl.Debug(" sRGB: false");
}
}
_sawmillOgl.Debug($" GLES: {_isGLES}");
@@ -127,6 +153,19 @@ namespace Robust.Client.Graphics.Clyde
}
}
private void CheckGLDebuggerStatus(HashSet<string> extensions)
{
if (!extensions.Contains("GL_EXT_debug_tool"))
return;
const int GL_DEBUG_TOOL_EXT = 0x6789;
const int GL_DEBUG_TOOL_NAME_EXT = 0x678A;
_glDebuggerPresent = GL.IsEnabled((EnableCap)GL_DEBUG_TOOL_EXT);
var name = GL.GetString((StringName)GL_DEBUG_TOOL_NAME_EXT);
_sawmillOgl.Debug($"OpenGL debugger present: {name}");
}
private void RegisterBlockCVars()
{
string[] cvars =
@@ -141,7 +180,12 @@ namespace Robust.Client.Graphics.Clyde
"map_buffer_range",
"pixel_buffer_object",
"map_buffer_oes",
"standard_derivatives"
"standard_derivatives",
"read_framebuffer",
"primitive_restart",
"uniform_buffers",
"float_framebuffers",
"gles3_shaders",
};
foreach (var cvar in cvars)

View File

@@ -4,6 +4,7 @@ using System.Collections.Generic;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
@@ -19,18 +20,17 @@ namespace Robust.Client.Graphics.Clyde
private int _verticesPerChunk(IMapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * 4;
private int _indicesPerChunk(IMapChunk chunk) => chunk.ChunkSize * chunk.ChunkSize * GetQuadBatchIndexCount();
private void _drawGrids(Box2 worldBounds)
private void _drawGrids(Viewport viewport, Box2Rotated worldBounds, IEye eye)
{
var mapId = _eyeManager.CurrentMap;
var mapId = eye.Position.MapId;
if (!_mapManager.MapExists(mapId))
{
// fall back to the default eye's map
_eyeManager.ClearCurrentEye();
mapId = _eyeManager.CurrentMap;
// fall back to nullspace map
mapId = MapId.Nullspace;
}
SetTexture(TextureUnit.Texture0, _tileDefinitionManager.TileTextureAtlas);
SetTexture(TextureUnit.Texture1, _lightingReady ? _currentViewport!.LightRenderTarget.Texture : _stockTextureWhite);
SetTexture(TextureUnit.Texture1, _lightingReady ? viewport.LightRenderTarget.Texture : _stockTextureWhite);
var (gridProgram, _) = ActivateShaderInstance(_defaultShader.Handle);
SetupGlobalUniformsImmediate(gridProgram, (ClydeTexture) _tileDefinitionManager.TileTextureAtlas);
@@ -40,7 +40,6 @@ namespace Robust.Client.Graphics.Clyde
gridProgram.SetUniform(UniIModUV, new Vector4(0, 0, 1, 1));
gridProgram.SetUniform(UniIModulate, Color.White);
var compMan = _entityManager.ComponentManager;
foreach (var mapGrid in _mapManager.FindGridsIntersecting(mapId, worldBounds))
{
var grid = (IMapGridInternal) mapGrid;
@@ -50,17 +49,11 @@ namespace Robust.Client.Graphics.Clyde
continue;
}
var transform = compMan.GetComponent<ITransformComponent>(grid.GridEntityId);
var transform = _entityManager.GetComponent<ITransformComponent>(grid.GridEntityId);
gridProgram.SetUniform(UniIModelMatrix, transform.WorldMatrix);
foreach (var (_, chunk) in grid.GetMapChunks())
foreach (var chunk in grid.GetMapChunks(worldBounds))
{
// Calc world bounds for chunk.
if (!chunk.CalcWorldBounds().Intersects(in worldBounds))
{
continue;
}
if (_isChunkDirty(grid, chunk))
{
_updateChunkMesh(grid, chunk);
@@ -210,11 +203,14 @@ namespace Robust.Client.Graphics.Clyde
private void _updateOnGridCreated(MapId mapId, GridId gridId)
{
Logger.DebugS("grid", $"Adding {gridId} to grid renderer");
_mapChunkData.Add(gridId, new Dictionary<Vector2i, MapChunkData>());
}
private void _updateOnGridRemoved(MapId mapId, GridId gridId)
{
Logger.DebugS("grid", $"Removing {gridId} from grid renderer");
var data = _mapChunkData[gridId];
foreach (var chunkDatum in data.Values)
{

View File

@@ -2,6 +2,7 @@ using System;
using System.Buffers;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared.Map;
@@ -9,6 +10,7 @@ using Robust.Shared.Maths;
using Robust.Shared.Utility;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared;
using Robust.Shared.Enums;
namespace Robust.Client.Graphics.Clyde
@@ -25,12 +27,12 @@ namespace Robust.Client.Graphics.Clyde
=
new();
public unsafe void Render()
public void Render()
{
CheckTransferringScreenshots();
var allMinimized = true;
foreach (var windowReg in _windowing!.AllWindows)
foreach (var windowReg in _windows)
{
if (!windowReg.IsMinimized)
{
@@ -44,9 +46,8 @@ namespace Robust.Client.Graphics.Clyde
{
ClearFramebuffer(Color.Black);
// We have to keep running swapbuffers here
// or else the user's PC will turn into a heater!!
SwapMainBuffers();
// Sleep to avoid turning the computer into a heater.
Thread.Sleep(16);
return;
}
@@ -58,11 +59,9 @@ namespace Robust.Client.Graphics.Clyde
_debugStats.Reset();
// Basic pre-render busywork.
// Clear screen to black.
ClearFramebuffer(Color.Black);
// Update shared UBOs.
_updateUniformConstants(_windowing.MainWindow!.FramebufferSize);
_updateUniformConstants(_mainWindow!.FramebufferSize);
{
CalcScreenMatrices(ScreenSize, out var proj, out var view);
@@ -74,7 +73,7 @@ namespace Robust.Client.Graphics.Clyde
{
DrawSplash(_renderHandle);
FlushRenderQueue();
SwapMainBuffers();
SwapAllBuffers();
return;
}
@@ -84,6 +83,9 @@ namespace Robust.Client.Graphics.Clyde
RenderViewport(viewport);
}
// Clear screen to correct color.
ClearFramebuffer(_userInterfaceManager.GetMainClearColor());
using (DebugGroup("UI"))
{
_userInterfaceManager.Render(_renderHandle);
@@ -92,10 +94,8 @@ namespace Robust.Client.Graphics.Clyde
TakeScreenshot(ScreenshotType.Final);
BlitSecondaryWindows();
// And finally, swap those buffers!
SwapMainBuffers();
SwapAllBuffers();
}
private void RenderOverlays(Viewport vp, OverlaySpace space, in Box2 worldBox)
@@ -130,7 +130,7 @@ namespace Robust.Client.Graphics.Clyde
{
var list = GetOverlaysForSpace(space);
var worldBounds = CalcWorldBounds(vp);
var worldBounds = CalcWorldAABB(vp);
var args = new OverlayDrawArgs(space, vpControl, vp, handle, bounds, worldBounds);
foreach (var overlay in list)
@@ -201,23 +201,19 @@ namespace Robust.Client.Graphics.Clyde
}
private void DrawEntities(Viewport viewport, Box2 worldBounds)
private void DrawEntities(Viewport viewport, Box2Rotated worldBounds, Box2 worldAABB, IEye eye)
{
if (_eyeManager.CurrentMap == MapId.Nullspace || !_mapManager.HasMapEntity(_eyeManager.CurrentMap))
var mapId = eye.Position.MapId;
if (mapId == MapId.Nullspace || !_mapManager.HasMapEntity(mapId))
{
return;
}
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowEntities, worldBounds);
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowEntities, worldAABB);
var screenSize = viewport.Size;
// So we could calculate the correct size of the entities based on the contents of their sprite...
// Or we can just assume that no entity is larger than 10x10 and get a stupid easy check.
// TODO: Make this check more accurate.
var widerBounds = worldBounds.Enlarged(5);
ProcessSpriteEntities(_eyeManager.CurrentMap, widerBounds, _drawingSpriteList);
ProcessSpriteEntities(mapId, worldBounds, _drawingSpriteList);
var worldOverlays = new List<Overlay>();
@@ -265,7 +261,7 @@ namespace Robust.Client.Graphics.Clyde
null,
viewport,
new UIBox2i((0, 0), viewport.Size),
worldBounds);
worldAABB);
overlayIndex = j;
continue;
}
@@ -273,13 +269,15 @@ namespace Robust.Client.Graphics.Clyde
break;
}
var matrix = entry.worldMatrix;
var worldPosition = new Vector2(matrix.R0C2, matrix.R1C2);
RenderTexture? entityPostRenderTarget = null;
Vector2i roundedPos = default;
if (entry.sprite.PostShader != null)
{
// calculate world bounding box
var spriteBB = entry.sprite.CalculateBoundingBox();
var spriteBB = entry.sprite.CalculateBoundingBox(worldPosition);
var spriteLB = spriteBB.BottomLeft;
var spriteRT = spriteBB.TopRight;
@@ -291,6 +289,9 @@ namespace Robust.Client.Graphics.Clyde
// scale can be passed with PostShader as variable in future
var postShadeScale = 1.25f;
var screenSpriteSize = (Vector2i) ((screenRT - screenLB) * postShadeScale).Rounded();
// Rotate the vector by the eye angle, otherwise the bounding box will be incorrect
screenSpriteSize = (Vector2i) eye.Rotation.RotateVec(screenSpriteSize).Rounded();
screenSpriteSize.Y = -screenSpriteSize.Y;
// I'm not 100% sure why it works, but without it post-shader
@@ -323,9 +324,7 @@ namespace Robust.Client.Graphics.Clyde
}
}
var matrix = entry.worldMatrix;
var worldPosition = new Vector2(matrix.R0C2, matrix.R1C2);
entry.sprite.Render(_renderHandle.DrawingHandleWorld, in entry.worldRotation, in worldPosition);
entry.sprite.Render(_renderHandle.DrawingHandleWorld, eye.Rotation, in entry.worldRotation, in worldPosition);
if (entry.sprite.PostShader != null && entityPostRenderTarget != null)
{
@@ -363,14 +362,14 @@ namespace Robust.Client.Graphics.Clyde
}
[MethodImpl(MethodImplOptions.NoInlining)]
private void ProcessSpriteEntities(MapId map, Box2 worldBounds,
private void ProcessSpriteEntities(MapId map, Box2Rotated worldBounds,
RefList<(SpriteComponent sprite, Matrix3 matrix, Angle worldRot, float yWorldPos)> list)
{
foreach (var comp in _entitySystemManager.GetEntitySystem<RenderingTreeSystem>().GetRenderTrees(map, worldBounds))
{
var bounds = worldBounds.Translated(-comp.Owner.Transform.WorldPosition);
var bounds = comp.Owner.Transform.InvWorldMatrix.TransformBox(worldBounds);
comp.SpriteTree.QueryAabb(ref list, ((
comp.SpriteTree.QueryAabb(ref list, (
ref RefList<(SpriteComponent sprite, Matrix3 matrix, Angle worldRot, float yWorldPos)> state,
in SpriteComponent value) =>
{
@@ -381,22 +380,28 @@ namespace Robust.Client.Graphics.Clyde
entry.sprite = value;
entry.worldRot = transform.WorldRotation;
entry.matrix = transform.WorldMatrix;
var worldPos = entry.matrix.Transform(transform.LocalPosition);
entry.yWorldPos = worldPos.Y;
var worldPos = new Vector2(entry.matrix.R0C2, entry.matrix.R1C2);
// Didn't use the bounds from the query as that has to be re-calculated (and is probably more expensive than this).
var bounds = value.CalculateBoundingBox(worldPos);
entry.yWorldPos = worldPos.Y - bounds.Extents.Y;
return true;
}), bounds, true);
}, bounds, true);
}
}
private void DrawSplash(IRenderHandle handle)
{
var texture = _resourceCache.GetResource<TextureResource>("/Textures/Logo/logo.png").Texture;
// Clear screen to black for splash.
ClearFramebuffer(Color.Black);
var splashTex = _cfg.GetCVar(CVars.DisplaySplashLogo);
var texture = _resourceCache.GetResource<TextureResource>(splashTex).Texture;
handle.DrawingHandleScreen.DrawTexture(texture, (ScreenSize - texture.Size) / 2);
}
private void RenderInRenderTarget(RenderTargetBase rt, Action a)
private void RenderInRenderTarget(RenderTargetBase rt, Action a, Color clearColor=default)
{
// TODO: for the love of god all this state pushing/popping needs to be cleaned up.
@@ -410,7 +415,7 @@ namespace Robust.Client.Graphics.Clyde
{
BindRenderTargetFull(RtToLoaded(rt));
ClearFramebuffer(default);
ClearFramebuffer(clearColor);
SetViewportImmediate(Box2i.FromDimensions(Vector2i.Zero, rt.Size));
_updateUniformConstants(rt.Size);
CalcScreenMatrices(rt.Size, out var proj, out var view);
@@ -453,30 +458,32 @@ namespace Robust.Client.Graphics.Clyde
SetProjViewFull(proj, view);
// Calculate world-space AABB for camera, to cull off-screen things.
var worldAABB = CalcWorldAABB(viewport);
var worldBounds = CalcWorldBounds(viewport);
if (_eyeManager.CurrentMap != MapId.Nullspace)
{
using (DebugGroup("Lights"))
{
DrawLightsAndFov(viewport, worldBounds, eye);
DrawLightsAndFov(viewport, worldBounds, worldAABB, eye);
}
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowWorld, worldBounds);
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowWorld, worldAABB);
FlushRenderQueue();
using (DebugGroup("Grids"))
{
_drawGrids(worldBounds);
_drawGrids(viewport, worldBounds, eye);
}
// We will also render worldspace overlays here so we can do them under / above entities as necessary
using (DebugGroup("Entities"))
{
DrawEntities(viewport, worldBounds);
DrawEntities(viewport, worldBounds, worldAABB, eye);
}
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowFOV, worldBounds);
RenderOverlays(viewport, OverlaySpace.WorldSpaceBelowFOV, worldAABB);
FlushRenderQueue();
if (_lightManager.Enabled && _lightManager.DrawHardFov && eye.DrawFov)
{
@@ -509,24 +516,40 @@ namespace Robust.Client.Graphics.Clyde
UIBox2.FromDimensions(Vector2.Zero, viewport.Size), new Color(1, 1, 1, 0.5f));
}
RenderOverlays(viewport, OverlaySpace.WorldSpace, worldBounds);
RenderOverlays(viewport, OverlaySpace.WorldSpace, worldAABB);
FlushRenderQueue();
_currentViewport = oldVp;
});
}
private static Box2 CalcWorldBounds(Viewport viewport)
private static Box2 CalcWorldAABB(Viewport viewport)
{
var eye = viewport.Eye;
if (eye == null)
return default;
// TODO: This seems completely unfit by lacking things like rotation handling.
return GetAABB(eye, viewport);
}
private static Box2 GetAABB(IEye eye, Viewport viewport)
{
return Box2.CenteredAround(eye.Position.Position,
viewport.Size / viewport.RenderScale / EyeManager.PixelsPerMeter * eye.Zoom);
}
private static Box2Rotated CalcWorldBounds(Viewport viewport)
{
var eye = viewport.Eye;
if (eye == null)
return default;
var rotation = -eye.Rotation;
var aabb = GetAABB(eye, viewport);
return new Box2Rotated(aabb, rotation, aabb.Center);
}
private sealed class OverlayComparer : IComparer<Overlay>
{
public static readonly OverlayComparer Instance = new();

View File

@@ -2,10 +2,8 @@ using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using SixLabors.ImageSharp.PixelFormats;
using ES20 = OpenToolkit.Graphics.ES20;
namespace Robust.Client.Graphics.Clyde
@@ -276,7 +274,7 @@ namespace Robust.Client.Graphics.Clyde
private void LoadGLProc<T>(string name, out T field) where T : Delegate
{
var proc = _windowing!.GraphicsBindingContext.GetProcAddress(name);
var proc = _glBindingsContext.GetProcAddress(name);
if (proc == IntPtr.Zero || proc == new IntPtr(1) || proc == new IntPtr(2))
{
throw new InvalidOperationException($"Unable to load GL function '{name}'!");

View File

@@ -4,6 +4,7 @@ using System.Buffers;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.GameObjects;
using Robust.Client.ResourceManagement;
using Robust.Shared;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;
@@ -43,6 +44,7 @@ namespace Robust.Client.Graphics.Clyde
private ClydeHandle _fovShaderHandle;
private ClydeHandle _fovLightShaderHandle;
private ClydeHandle _wallBleedBlurShaderHandle;
private ClydeHandle _lightBlurShaderHandle;
private ClydeHandle _mergeWallLayerShaderHandle;
// Sampler used to sample the FovTexture with linear filtering, used in the lighting FOV pass
@@ -198,6 +200,7 @@ namespace Robust.Client.Graphics.Clyde
_fovShaderHandle = LoadShaderHandle("/Shaders/Internal/fov.swsl");
_fovLightShaderHandle = LoadShaderHandle("/Shaders/Internal/fov-lighting.swsl");
_wallBleedBlurShaderHandle = LoadShaderHandle("/Shaders/Internal/wall-bleed-blur.swsl");
_lightBlurShaderHandle = LoadShaderHandle("/Shaders/Internal/light-blur.swsl");
_mergeWallLayerShaderHandle = LoadShaderHandle("/Shaders/Internal/wall-merge.swsl");
}
@@ -316,18 +319,25 @@ namespace Robust.Client.Graphics.Clyde
CheckGlError();
}
private void DrawLightsAndFov(Viewport viewport, Box2 worldBounds, IEye eye)
private void DrawLightsAndFov(Viewport viewport, Box2Rotated worldBounds, Box2 worldAABB, IEye eye)
{
if (!_lightManager.Enabled)
{
return;
}
var map = eye.Position.MapId;
var mapId = eye.Position.MapId;
var (lights, count, expandedBounds) = GetLightsToRender(map, worldBounds);
// If this map has lighting disabled, return
if (!_mapManager.GetMapEntity(mapId).GetComponent<IMapComponent>().LightingEnabled)
{
return;
}
UpdateOcclusionGeometry(map, expandedBounds, eye.Position.Position);
var (lights, count, expandedBounds) = GetLightsToRender(mapId, worldBounds, worldAABB);
eye.GetViewMatrix(out var eyeTransform, eye.Scale);
UpdateOcclusionGeometry(mapId, expandedBounds, eyeTransform);
DrawFov(viewport, eye);
@@ -424,13 +434,13 @@ namespace Robust.Client.Graphics.Clyde
lightShader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
}
if (!MathHelper.CloseTo(lastRange, component.Radius))
if (!MathHelper.CloseToPercent(lastRange, component.Radius))
{
lastRange = component.Radius;
lightShader.SetUniformMaybe("lightRange", lastRange);
}
if (!MathHelper.CloseTo(lastPower, component.Energy))
if (!MathHelper.CloseToPercent(lastPower, component.Energy))
{
lastPower = component.Energy;
lightShader.SetUniformMaybe("lightPower", lastPower);
@@ -442,7 +452,7 @@ namespace Robust.Client.Graphics.Clyde
lightShader.SetUniformMaybe("lightColor", lastColor);
}
if (_enableSoftShadows && !MathHelper.CloseTo(lastSoftness, component.Softness))
if (_enableSoftShadows && !MathHelper.CloseToPercent(lastSoftness, component.Softness))
{
lastSoftness = component.Softness;
lightShader.SetUniformMaybe("lightSoftness", lastSoftness);
@@ -477,6 +487,9 @@ namespace Robust.Client.Graphics.Clyde
CheckGlError();
if (_cfg.GetCVar(CVars.DisplayBlurLight))
BlurLights(viewport, eye);
BlurOntoWalls(viewport, eye);
MergeWallLayer(viewport);
@@ -491,39 +504,41 @@ namespace Robust.Client.Graphics.Clyde
}
private ((PointLightComponent light, Vector2 pos, float distanceSquared)[] lights, int count, Box2 expandedBounds)
GetLightsToRender(MapId map, in Box2 worldBounds)
GetLightsToRender(MapId map, in Box2Rotated worldBounds, in Box2 worldAABB)
{
var renderingTreeSystem = _entitySystemManager.GetEntitySystem<RenderingTreeSystem>();
var enlargedBounds = worldBounds.Enlarged(renderingTreeSystem.MaxLightRadius);
var enlargedBounds = worldAABB.Enlarged(renderingTreeSystem.MaxLightRadius);
// Use worldbounds for this one as we only care if the light intersects our actual bounds
var state = (this, worldBounds, count: 0);
var state = (this, worldAABB, count: 0);
foreach (var comp in renderingTreeSystem.GetRenderTrees(map, enlargedBounds))
{
var bounds = worldBounds.Translated(-comp.Owner.Transform.WorldPosition);
var bounds = comp.Owner.Transform.InvWorldMatrix.TransformBox(worldBounds);
comp.LightTree.QueryAabb(ref state, (ref (Clyde clyde, Box2 worldBounds, int count) state, in PointLightComponent light) =>
comp.LightTree.QueryAabb(ref state, (ref (Clyde clyde, Box2 worldAABB, int count) state, in PointLightComponent light) =>
{
var transform = light.Owner.Transform;
if (state.count >= LightsToRenderListSize)
{
// There are too many lights to fit in the static memory.
return false;
}
var transform = light.Owner.Transform;
if (float.IsNaN(transform.LocalPosition.X) || float.IsNaN(transform.LocalPosition.Y)) return true;
var lightPos = transform.WorldMatrix.Transform(light.Offset);
var circle = new Circle(lightPos, light.Radius);
// If the light doesn't touch anywhere the camera can see, it doesn't matter.
if (!circle.Intersects(state.worldBounds))
if (!circle.Intersects(state.worldAABB))
{
return true;
}
float distanceSquared = (state.worldBounds.Center - lightPos).LengthSquared;
float distanceSquared = (state.worldAABB.Center - lightPos).LengthSquared;
state.clyde._lightsToRenderList[state.count++] = (light, lightPos, distanceSquared);
return true;
@@ -548,7 +563,7 @@ namespace Robust.Client.Graphics.Clyde
// We expand the world bounds so that it encompasses the center of every light source.
// This should make it so no culled occluder can make a difference.
// (if the occluder is in the current lights at all, it's still not between the light and the world bounds).
var expandedBounds = worldBounds;
var expandedBounds = worldAABB;
for (var i = 0; i < state.count; i++)
{
@@ -559,6 +574,69 @@ namespace Robust.Client.Graphics.Clyde
return (_lightsToRenderList, state.count, expandedBounds);
}
private void BlurLights(Viewport viewport, IEye eye)
{
using var _ = DebugGroup(nameof(BlurLights));
GL.Disable(EnableCap.Blend);
CheckGlError();
CalcScreenMatrices(viewport.Size, out var proj, out var view);
SetProjViewBuffer(proj, view);
var shader = _loadedShaders[_lightBlurShaderHandle].Program;
shader.Use();
SetupGlobalUniformsImmediate(shader, viewport.LightRenderTarget.Texture);
var size = viewport.LightRenderTarget.Size;
shader.SetUniformMaybe("size", (Vector2)size);
shader.SetUniformTextureMaybe(UniIMainTexture, TextureUnit.Texture0);
GL.Viewport(0, 0, size.X, size.Y);
CheckGlError();
// Initially we're pulling from the light render target.
// So we set it out of the loop so
// _wallBleedIntermediateRenderTarget2 gets bound at the end of the loop body.
SetTexture(TextureUnit.Texture0, viewport.LightRenderTarget.Texture);
// Have to scale the blurring radius based on viewport size and camera zoom.
const float refCameraHeight = 14;
var facBase = _cfg.GetCVar(CVars.DisplayBlurLightFactor);
var cameraSize = eye.Zoom.Y * viewport.Size.Y * (1 / viewport.RenderScale.Y) / EyeManager.PixelsPerMeter;
// 7e-3f is just a magic factor that makes it look ok.
var factor = facBase * (refCameraHeight / cameraSize);
// Multi-iteration gaussian blur.
for (var i = 3; i > 0; i--)
{
var scale = (i + 1) * factor;
// Set factor.
shader.SetUniformMaybe("radius", scale);
BindRenderTargetFull(viewport.LightBlurTarget);
// Blur horizontally to _wallBleedIntermediateRenderTarget1.
shader.SetUniformMaybe("direction", Vector2.UnitX);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3.Identity, shader);
SetTexture(TextureUnit.Texture0, viewport.LightBlurTarget.Texture);
BindRenderTargetFull(viewport.LightRenderTarget);
// Blur vertically to _wallBleedIntermediateRenderTarget2.
shader.SetUniformMaybe("direction", Vector2.UnitY);
_drawQuad(Vector2.Zero, viewport.Size, Matrix3.Identity, shader);
SetTexture(TextureUnit.Texture0, viewport.LightRenderTarget.Texture);
}
GL.Enable(EnableCap.Blend);
CheckGlError();
// We didn't trample over the old _currentMatrices so just roll it back.
SetProjViewBuffer(_currentMatrixProj, _currentMatrixView);
}
private void BlurOntoWalls(Viewport viewport, IEye eye)
{
using var _ = DebugGroup(nameof(BlurOntoWalls));
@@ -741,7 +819,7 @@ namespace Robust.Client.Graphics.Clyde
_drawQuad(a, b, Matrix3.Identity, shader);
}
private void UpdateOcclusionGeometry(MapId map, Box2 expandedBounds, Vector2 eyePosition)
private void UpdateOcclusionGeometry(MapId map, Box2 expandedBounds, Matrix3 eyeTransform)
{
// This method generates two sets of occlusion geometry:
// 3D geometry used during depth projection.
@@ -773,24 +851,11 @@ namespace Robust.Client.Graphics.Clyde
var ii = 0;
var imi = 0;
foreach (var gridId in _mapManager.FindGridIdsIntersecting(map, expandedBounds, true))
foreach (var comp in occluderSystem.GetOccluderTrees(map, expandedBounds))
{
if (!occluderSystem.TryGetOccluderTreeForGrid(map, gridId, out var occluderTree)) continue;
var treeBounds = comp.Owner.Transform.InvWorldMatrix.TransformBox(expandedBounds);
Box2 gridBounds;
if (gridId == GridId.Invalid)
{
gridBounds = expandedBounds;
}
else
{
// TODO: Ideally this would clamp to the outer border of what we can see
var grid = _mapManager.GetGrid(gridId);
gridBounds = expandedBounds.Translated(-grid.WorldPosition);
}
occluderTree.QueryAabb((in OccluderComponent sOccluder) =>
comp.Tree.QueryAabb((in OccluderComponent sOccluder) =>
{
var occluder = (ClientOccluderComponent)sOccluder;
var transform = occluder.Owner.Transform;
@@ -802,16 +867,16 @@ namespace Robust.Client.Graphics.Clyde
var worldTransform = transform.WorldMatrix;
var box = occluder.BoundingBox;
var (tlX, tlY) = worldTransform.Transform(box.TopLeft);
var (trX, trY) = worldTransform.Transform(box.TopRight);
var (brX, brY) = worldTransform.Transform(box.BottomRight);
var (blX, blY) = worldTransform.Transform(box.BottomLeft);
var tl = worldTransform.Transform(box.TopLeft);
var tr = worldTransform.Transform(box.TopRight);
var br = worldTransform.Transform(box.BottomRight);
var bl = worldTransform.Transform(box.BottomLeft);
// Faces.
var faceN = new Vector4(tlX, tlY, trX, trY);
var faceE = new Vector4(trX, trY, brX, brY);
var faceS = new Vector4(brX, brY, blX, blY);
var faceW = new Vector4(blX, blY, tlX, tlY);
var faceN = new Vector4(tl.X, tl.Y, tr.X, tr.Y);
var faceE = new Vector4(tr.X, tr.Y, br.X, br.Y);
var faceS = new Vector4(br.X, br.Y, bl.X, bl.Y);
var faceW = new Vector4(bl.X, bl.Y, tl.X, tl.Y);
//
// Buckle up.
@@ -844,10 +909,10 @@ namespace Robust.Client.Graphics.Clyde
//
// Calculate delta positions from camera.
var (dTlX, dTlY) = (tlX, tlY) - eyePosition;
var (dTrX, dTrY) = (trX, trY) - eyePosition;
var (dBlX, dBlY) = (blX, blY) - eyePosition;
var (dBrX, dBrY) = (brX, brY) - eyePosition;
var (dTlX, dTlY) = eyeTransform.Transform(tl);
var (dTrX, dTrY) = eyeTransform.Transform(tr);
var (dBlX, dBlY) = eyeTransform.Transform(bl);
var (dBrX, dBrY) = eyeTransform.Transform(br);
// Get which neighbors are occluding.
var no = (occluder.Occluding & OccluderDir.North) != 0;
@@ -908,10 +973,10 @@ namespace Robust.Client.Graphics.Clyde
}
// Generate mask geometry.
arrayMaskBuffer[ami + 0] = new Vector2(tlX, tlY);
arrayMaskBuffer[ami + 1] = new Vector2(trX, trY);
arrayMaskBuffer[ami + 2] = new Vector2(brX, brY);
arrayMaskBuffer[ami + 3] = new Vector2(blX, blY);
arrayMaskBuffer[ami + 0] = new Vector2(tl.X, tl.Y);
arrayMaskBuffer[ami + 1] = new Vector2(tr.X, tr.Y);
arrayMaskBuffer[ami + 2] = new Vector2(br.X, br.Y);
arrayMaskBuffer[ami + 3] = new Vector2(bl.X, bl.Y);
// Generate mask indices.
QuadBatchIndexWrite(indexMaskBuffer, ref imi, (ushort)ami);
@@ -919,7 +984,7 @@ namespace Robust.Client.Graphics.Clyde
ami += 4;
return true;
}, gridBounds);
}, treeBounds);
}
_occlusionDataLength = ii;
@@ -971,6 +1036,11 @@ namespace Robust.Client.Graphics.Clyde
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.LightRenderTarget)}");
viewport.LightBlurTarget = CreateRenderTarget(lightMapSize,
new RenderTargetFormatParameters(lightMapColorFormat),
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.LightBlurTarget)}");
viewport.WallBleedIntermediateRenderTarget1 = CreateRenderTarget(lightMapSizeQuart, lightMapColorFormat,
lightMapSampleParameters,
$"{viewport.Name}-{nameof(viewport.WallBleedIntermediateRenderTarget1)}");

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