* Fix security bug in WritableDirProvider.OpenOsWindow()
Reported by @NarryG and @nyeogmi
* Sandbox updates
* Update ImageSharp again
(cherry picked from commit 7d778248ee)
(cherry picked from commit f66cda74e95619ddba2221bda644bf4394619805)
(cherry picked from commit db8ba83866c523e08e4fba0b80cd954f4f190613)
It would bail out of the entire update logic if you aren't hovering over a map position, which isn't great when the control displays far more than in-simulation mouse position info.
* Network audio states
Lets server pause or stop audio or whatever.
* Better API and state fix
* Bunch of fixes
- TimedDespawn proccing too early.
- PlaybackPosition setting
- SetState setting.
* Clamps and despawn fixes
* fix
* Reapply "Allow control layout properties to be set via style sheet." (#5035)
This reverts commit af36d24892.
* Fix tests
MaxSize properties had wrong default. Oops.
* Enable roslyn extension tests in CI
* I'll be real I kinda just hoped that last one would work. dotnet test's --help documentation is useless garbage so I couldn't tell if that was supported or not. Guess not.
* Actually fix the Roslyn tests.
As far as I can tell, Roslyn tests haven't worked since #2976.
The tests used a pretty awful technique of linking the test code against the analyzer, so that the analyzer's copy of the relevant attributes got included into the test. This then broke when the namespace got changed by the linked PR.
Now the tests get an EmbeddedResource for the necessary test files compiled instead.
Also applied this to DependencyAssignAnalyzerTest because why not.
This works by setting the stylesheet values into the regular control property fields when updated. This means 0 performance overhead except when updating styles, and even then it's probably negligible. A bitfield is used to track which properties are set and how.
This code is all done manual for now. I wanted to make a source gen for this but couldn't be arsed at the moment. The code manually written here is basically what a future source gen would generate optimally.
ROBUST_CVARS had multiple issues:
* Not composable, i.e. two independent systems can't easily layer CVars to set as they all have to go into one var
* Not sanitary, there's no way to store things that have a ";" in them because it'd always get used as separator.
This adds a new ROBUST_CVAR_* system. For example I can set ROBUST_CVAR_game__hostname=foobar to set a CVar via a single env var. A double underscore ("__") is replaced with a period to make the CVar names safe for environment variables.
Also made Robust.Shared.Configuration.EnvironmentVariables internal because wtf that should not be public no.
* Make various ValueList enumerators use spans
* Remove reference to EntityEventBus.OrderedRegistration
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* refactor: RobustRandom and RandomExtensions namespace change to file-scoped
* refactor: IRobustRandom xml-doc methods rearranged to be more structured.
* feat: GetItems methods added to RandomExtensions, tests for new methods added.
* fix: GetItems will not request count-1 from next random, as System.Random.Next have upper bound excluded.
* fix: enforced standard deviation on picking next items in RandomExtensions.GetItems + fixed hashet initial capacity +removed mandatory hashset allocation
* refactor: specified border values interaction in IRobustRandom xml-doc
* refactor: updated relese-notes
* refactor: changed release-notes PROPERLY
* fix: order by which unique random items are picked in RandomExtensions.GetItems were fixed to ACTUALLY follow normal distribution
* refractor: added comment for devious RandomExtensions.GetItems only-unique logic
* reduce code duplication
* Cleanup code a bit
Rename variables, and make it a bit more compact.
Also, IMO the description is unnecessary
* Remove obsolete extension
* Remove incorrect O(n) comments.
---------
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
* Remove ents from containers for worldpos updates
Avoids bugs from content not checking for this every time. Physics and anything else important manually uses localposition updates so shouldn't adversely impact performance that much.
* Fixes
* Fix grid pos
* Also fix the joint setter
* Add both
* Update Robust.Shared/GameObjects/Systems/SharedTransformSystem.Component.cs
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
---------
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
The first measure would include scroll bar size even if the available size fit all the contents. This would make the returned size larger than it should be.
* Un-hardcode behavior to make a component not saved to map file.
MapSaveId is a special component that can't be saved to map files due to a hardcoded type check. This behavior can now be applied to any component with [UnsavedComponent].
Moved "component registration" attributes into a single file because they don't deserve their own (poorly organized) .cs files.
* Add ITileDefinitionManager.TryGetDefinition
Try-pattern version of the existing indexers.
* Preserve tile maps when saving maps
This changes the map saver and loader code so that the "tilemap" can be preserved between map modifications as much as possible.
The tile map from the loaded map gets stored onto MapSaveTileMapComponent components on all loaded grids. This tile map is then used when saving, meaning that changes to the engine's internal tile IDs do not cause diffs.
Fixes#5000
* Changelog
* Fix tests
Before, sawmill log levels were very clunky to use. We set the root sawmill to something like debug or info, but then it becomes impossible to specify specific sawmills to be verbose. This is because sawmills checked the log level at every part of the hierarchy when navigating "up" to find log handlers to write into.
This changes the behavior so that the filter log level is the FIRST set log level encountered on the hierarchy. This means the log level is compared only once, and a sawmill down the hierarchy that has a level like Verbose set can cause verbose messages to come up even if the root is still set to Debug. This matches the logging behavior in libraries such as ASP.NET Core.
Reports of problems, double checked with Grafana. Great.
I am going to do manual test runs of this system against Miros again if I end up looking to improve the situation.
Wow this API is bad. Well the API is just terrible for perf for multiple reasons but not fixing that...
1. Was using DSA GetTextureImage() instead of GetnTexImage() so only worked if DSA was available.
2. Was using stackalloc with a potentially huge amount of memory (original bug).
3. Had an off-by-one for the vertical coordinate.
All fixed now.
Fixes#5001
* made possible to destroy entity on EndCollideEvent
* figured queue delete issue
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Some players continue to have "stuck at connected" issues connecting to
most servers, but apparently this issue has become more prominent in the
last two weeks or so?
It is almost certainly an MTU problem because there are at least two
servers on the hub that run a lower default MTU, and these players had
no problem connecting to them. For one of these reporters, I actually
increased the MTU to 1000 and they could no longer connect, and could
connect again once it was lowered to 900.
It's not clear what recent changes, either to the codebase or to the
public Internet that have been exercising this MTU issue more. For those
experiencing MTU issues, it seems that connecting to a less full server
results in higher probability of success.
Nevertheless, bringing down the default MTU and then possibly enabling
MTU expansion in the future would make this game playable for a small
but not insignificant bit of players.
This was broken for more reason than one.
So the obvious reason they weren't counting right is because I forgot to add a call to update the metric in Shrink(). Whoops.
The second issue is that .NET's new metric types are unintuitive as shit and Microsoft would've done better to just link to the OpenTelemetry specification instead of whatever garbage they documented instead.
It turns out UpDownCounter just wasn't the correct choice at all! Because it only ever gets DELTA VALUES sent to collection tools, it can never be used for absolute measurements (such as memory usage) **despite Microsoft literally using examples of absolute values in their docs** ("queue size"). The OpenTelemetry spec is clear on this.
This means writing more code, because the API is shit. Great.
This callback enables code to update its metrics only when required. Needed this for SS14 since online admin count stats are not something I want to update on an "arbitrary" basis.
Tons of consideration and commenting for how this plays in with stuff like dotnet-counters. Added the metrics.update_interval CVar to act as a fallback for this event when dotnet-counters and such is in use.
Things like .NET bumps and engine minor version updates break the hashes. Just allow mismatching hashes, printing a warning to the log at least.
If the hash mismatches it'll explode with some weird error like invalidcast/index so whatever.
It'd be better if there was a "hey this might not work, you sure you want to load this?" screen, but I don't feel like rewriting the entire replay loading system right now.
Fixes https://github.com/space-wizards/SS14.Launcher/issues/142
* Debug window collection popup
* Try fixing?
* DevUI shows children and string collections
* XAMLify the popup
* Rename popup
* Deduplicate code
* Simplify popup creation
* MouseFilter.Ignore is default so it can be removed
Useful in some rare cases, mainly for grid-related activities.
Specifically:
- Audio entity where we never want it detached.
- FTL previs effects to show impending squish.
* Fix tooltips underflowing left side of screen
If the tooltip is so large it would clip the right side then it would underflow completely off-screen. This just clamps it instead.
* Better
* rubb
Fixed being able to position the cursor vertically if placeholder text was visible and multi-line. This is because the code was using line break info for the place holder. On top of not being correct behavior, this caused further exceptions since the cursor would get outside the editable text rope.
Fixed index exception if you try to move left in an empty text edit.
Has regression tests.
Fixes#4957, fixes#4953
* Add ability to add structured deny data to NetConnectingArgs.
Builds on the (horrifying) NetStructuredDisconnectMessages so that content can do more stuff.
To be used by SS14 to throttle people when they try to connect to a full server.
* Completely rewrite NetStructuredDisconnectMessages
So this class was a mess, and it was so bad it wasn't usable from content! System.Text.Json isn't sandbox safe (and I don't want to look into that right now), so the previous API surface of "pass the JsonNode around everywhere" just didn't work at all for content.
I decided the easiest solution would be to completely rewrite the entire thing to be a layer over a Dictionary<string, object> instead. This warranted a complete rewrite of the API, which should be fine as I doubt anybody was using it anyways.
Also, fully tested.
They tend to get cut off (or well did on wizden before pjb changed it to this exact value bigger along with another patch). Before you got around 2ish hours in a replay before it stopped. I doupt most servers will reach 6ish hours before this takes effect. But those servers can increase this value of needed.
- If scroll is not visible we don't handle it. This means nested containers don't interfere with their parents anymore.
- Fallback to Y-scrolling for H-scroll only containers.
Easiest way to repro is set a non-1.0 UIScale and open the main menu up, the logo will be fonky.
I checked the control dimensions and this aligned with my expectations.
* Add grid tile to Vector2 methods
Avoids me having to do it on content.
* Release note
* Engine
* Collapsible
* Add entitylookup methods for parent / map
Content's done it a bunch so make it reusable.
* Add MaxDimension property to Box2
Sometimes I want to pretend it's a circle radius.
* Add GetLocalPosition to controls
In my case I want the mouse's position inside of the control to show something under it unless there's a better way.
* Add global rectangles for controls
Like my other PR used to check if mouse is inbounds on the control without doing some skrunkly caching with mousemove.
* Add dotted line drawing to screen handle
Probably needs anti-aliasing but idk an easy way to do it.
* weh
* weh
* a
* weh
* weh
* Optimise ChunkEnumerator
It never unioned the AABB passed in with the grid's AABB so it might inadvertantly iterate a lot more dummy chunks than it needs to.
This helps speedup FindGridsIntersecting.
* weh
* Add DrawPrimitives overload for List<Vector2>
Storing ValueList in a field seems sussy so this is the next best thing.
* weh
* Bump pool size
* oop wrong method
* Add drawing methods for lists
Content may be using it over a valuelist for whatever reason.
* Add more ValueList conveniences
* Add more CollectionExtension methods
Maybe array.resize is bad for sandbox coin, in which case I'd also settle for changing it to a list instead.
* Add ToMapCoordinates method for NetCoordinates
* fr
* mraow
* Release notes
* Add support for automatically networking component dictionary fields with entity keys and values
* Fix using
* Fix order
* Add support for both key and value being entity uid
Fixes#4828
Asynchronous console command completions were just not being run on the server, the wrong function was being called. Hooray.
This caused sudo to break because it actually uses an async command completion (as other command completions it invokes might in turn be async).
* Optimise ChunkEnumerator
It never unioned the AABB passed in with the grid's AABB so it might inadvertantly iterate a lot more dummy chunks than it needs to.
This helps speedup FindGridsIntersecting.
* weh
* oop wrong method
* Update RELEASE-NOTES.md
* Source gen reorganizations + component unpause generator.
This commit (and subsequent commits) aims to clean up our Roslyn plugin (source gens + analyzers) stack to more sanely re-use common code
I also built a new source-gen that automatically generates unpausing implementations for components, incrementing attributed TimeSpan field when unpaused.
* Fix warnings in all Roslyn projects
This brings default ButtonGroup behavior back to before #4841.
The original comments in the code *did* clearly intend for the other behavior to be the default, but the code was blatantly bugged (whoops) so this didn't happen. Content relied on this A LOT and it's quite sane behavior regardless so just change the default back call it a day.
Breaks SS14 stylesheets due to not responding to style properties anymore.
At least one of those seems to be unfixable (ModulateSelf usage) which makes me think we should just deprecate ModulateSelf instead. However I'm not fixing that here.
* Add GetEncoding to sandbox (#4892)
Need this struct allowlisted to for nice unicode sanitization.
* Add UnicodeRanges too
* Changelog
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
If the parent is somewhere below the transform hierarchy should still be okay, this just fixes where something getting pulled gets picked up as pulling doesn't seem to be handling this anymore.
* Added a test that checks that RobustIntegrationTest Client and Server do not end up with same sub-ComponentState reference objects.
* Un-ignore and adjust the test.
* review
---------
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Add entitylookup methods for parent / map
Content's done it a bunch so make it reusable.
* weh
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Reapply "Fix replay int overflow issues." (#4802)
This reverts commit 32049e34f2.
* IConfigurationManager.LoadDefaultsFromTomlStream now does required type conversions.
This fixes scenarios like loading of `long` CVars.
This is the "total length" of the MIDI file, but it's not cached by FluidSynth and expensive to calculate.
This property was used in the render code (for local files only) and the instrument menu. Caching it drastically improves performance.
It makes no sense for our use case, and it caused FluidSynth to allocate a different thread pool *per* mixer. And every one of those threads have *high* priority. That's like *really* bad.
Furthermore, it was based on ParallelProcessCount which is currently bugged, and because of that we were always allocating 256 (!!!) real OS threads for a MIDI synthesizer. CHRIST. (fix for ParallelProcessCount is separate)
I assume this is responsible for a ton of people's MIDI lag, it just murdering their PC's CPU scheduler.
The ability to multithread FluidSynth still exists as a CVar but it'll default to 1 and I don't think it makes sense to ever change it.
Also there was code to dynamically change the parameter, as far as I could test this just always crashed the process so out it goes.
* Add MaxDimension property to Box2
Sometimes I want to pretend it's a circle radius.
* a
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Add GetLocalPosition to controls
In my case I want the mouse's position inside of the control to show something under it unless there's a better way.
* weh
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Add global rectangles for controls
Like my other PR used to check if mouse is inbounds on the control without doing some skrunkly caching with mousemove.
* weh
---------
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
* Entitylookup approx / shape changes
- Make the shape queries respect the approx flag.
- Make everything use shape queries.
- Hopefully reduce some of the internal cruft.
- Add some new methods I need for trade station.
* Bunch of deduplication
* Remove some more duplication abuse
* Remove intersection duplication
* Bunch more cleanup
* MapManager rejig
* Fix some stuff
* More fixes
* Release notes
* Fix TryFindGrid
* Sensor check
* Fix query
* Fix map queries
* More cleanup
* Fix whatever this is.
* also dis
* Fix entity query
* Smol optimisations
* Also this
* Clear entities seen by a session when the full update is requested
* Disable PVS budged for the full update
It helps preventing weird intermediate states when a client observes
themselves in a void with all the alert notifications going wild.
However it introduces a spike on CPU and networking.
* Add changelog line
* Move the changelog line to the proper place
* Update RELEASE-NOTES.md
* Revert "Disable PVS budged for the full update"
This reverts commit 6976ca04b8.
* Update RELEASE-NOTES.md
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Isolate net messages in integration tests.
Integration tests don't use Lidgren to connect client and send, instead they just use some in-process channels to communicate. Because of this, the original implementation of net messages *directly* passed the net message instances between client and server instances. This caused issues whenever content would mutate data in a NetMessage after it "passed through".
Now we run the messages through WriteToBuffer() and ReadFromBuffer() so they pass through binary serialization. This means there's no more implicit sharing of the objects.
Note that this requires some trickery: Lidgren's message types have internal constructors. Really ideally we'd change the engine to make this more testable... but that's a content breaking change. Instead I just added InternalsVisibleTo to Lidgren so we can mess with it. We maintain the library ourselves anyways I can do what I want.
Fixes#4836
* Register Robust.UnitTesting as assembly for reflection.
This is necessary so that serialized types in the assembly can be picked up by NetSerializer.
Have to disable automatic reflection on all entity systems/components that tests register manually right now, because otherwise tests break.
* Stop shallow cloning specific net messages in integration tests.
This isn't necessary anymore now that we have a thorough fix.
* Wow I really forgot to copy-paste that line to the other side huh.
* Add test that serializer hash matches.
* Another test one I missed earlier.
* Changelog
* Entitylookup tweaks
- Removed a dupe internal method.
- Removed some dupe internal code.
- Renamed some methods in line with local vs non-local.
* Update release
* Also this
* Add support for forcing prototypes in a file or directory to be parsed as abstract
* Simplify mapping add abstract true call
* Fix docs
* Address reviews
* Move to Central Package Management.
Allows us to store NuGet package versions all in one place. Yay!
* Update NuGet packages and fix code for changes.
Notable:
Changes to ILVerify.
Npgsql doesn't need hacks for inet anymore, now we need hacks to make the old code work with this new reality.
NUnit's analyzers are already complaining and I didn't even update it to 4.x yet.
TerraFX changed to GetLastSystemError so error handling had to be changed.
Buncha APIs have more NRT annotations.
* Remove dotnet-eng NuGet package source.
I genuinely don't know what this was for, and Central Package Management starts throwing warnings about it, so YEET.
* Fix double loading of assemblies due to ALC shenanigans.
Due to how the "sideloading" code for the ModLoader was set up, it would first try to load Microsoft.Extensions.Primitives from next to the content dll. But we already have that library in Robust!
Chaos ensues.
We now try to forcibly prioritize loading from the default ALC first to avoid this.
* Remove Robust.Physics project.
Never used.
* Remove erroneous NVorbis reference.
Should be VorbisPizza and otherwise wasn't used.
* Sandbox fixes
* Remove unused unit test package references.
Castle.Core and NUnit.ConsoleRunner.
* Update NUnit to 4.0.1
This requires replacing all the old assertion methods because they removed them 🥲
* Mute CA1416 (platform check) errors
TerraFX started annotating APIs with this and I can't be arsed to entertain this analyzer so out it goes.
* Fine ya cranky, no more CPM for Robust.Client.Injectors
* Changelog
* Oh so that's what dotnet-eng was used for. Yeah ok that makes sense.
* Central package management for remaining 2 robust projects
* Ok that was a bad idea let's just use NUnit 3 on the analyzer test project
* Oh right forgot to remove this one
* Update to a newer version of RemoteExecutor
* Disable RemoteExecutor test
https://github.com/dotnet/arcade/issues/8483 Yeah this package is not well maintained and clearly we can't rely on it.
* Fix immutable list serialization
* Extension helper function for registering BUI events filtered to UI key.
Usages of events like BoundUIClosedEvent frequently did not check the UI key or do it improperly. This has, and will continue to cause, bugs.
The new helper (accessible as Subs.BuiEvents() from an entity system) makes it easy to subscribe to BUI events while also filtering to the correct UI key.
Also added missing SubscribeLocalEvent overloads with new handler types to EntitySystem.Subscriptions.
* Sprinkle [ViewVariables] around BUI
* Avoid buggy behavior if a Bound UI is closed inside the `BoundUIOpenedEvent` that's opening it.
* Add random pick / take methods for sets
I want it don't at me.
* cleanup (mraow)
* Revert "cleanup (mraow)"
This reverts commit e279957f21.
* flatpak
* notes
Happens if you just type "tp:to<space>" into the console.
Toolshed can fail to provide completion results, in which case a null propagates and possibly crashes the server.
IPostInjectInit does not run through IoCManager.InjectDependencies(). This meant the logger was not initialized, and loading failures in the console history would crash the client startup due to an NRE while trying to log a warning.
See https://github.com/space-wizards/space-station-14/issues/23624
* Make component factory use frozen collections
* Fix integration tests
* Also freeze _entTraitDict
* A
* I love integration test setup logic
* Re-add public method
* Freeze event bus
* Remove per-component dictionary lookup on EntAddComponent
* release notes + fix test jank
* Fix merge
* fix tests
* Shutdown
* Remove physics sleep cancelling
Was a bad idea, in the future I'm going to add even more asserts around this but for now I can fix content.
* Fix this
* Make component factory use frozen collections
* Fix integration tests
* Also freeze _entTraitDict
* A
* I love integration test setup logic
* Re-add public method
* changes
* Better notes
* And the new method
* Fix notes
* Fix GetEntitiesIntersecting for maps
Still valid to call it in this way. Also added the collections versions because muh allocs.
* Add local ones too
This causes tons of problems with OpenDream's small popup windows, and even for SS14 it doesn't make much sense.
The behavior can be re-enabled per window by setting WindowRoot.DisableAutoScaling to false.
This is Hybrid ACZ (Content.Client.zip in server package) but with the ability to add extra files on top (OpenDream rsc)
Also added IStatusHost.InvalidateAcz().
* Fix SetAwake()
* Remove bad debug assert
* EntityQuery & misc optimizations
* Remove bad(?) code, and add new test
* I love engine tests
* Add debug assert
* Don't defer grid traversals
Transform is in a slightly better state so we can remove this hacky thing.
It got to the point it was doing a bunch of unnecessary checks (no need to check container if you're just checking map / grid parent assuming no map / grid has containers).
The main concern now is: Does not deferring cause any issues, which it doesn't seem to (previously this mostly happened with transform state handling). On server-side the main worry is broadphasesystem seeing as this is being run manually to check for entities entering grids.
* Comment cleanup
* Obsolete MoveEvent .FromStateHandling
* Faster map position calculation
* Check Xform.GridUid instead of checking for `MapGridComponent`
---------
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Replays now use a dedicated thread (rather than thread pool) for write operations.
Moved batch operations to this thread as well. They were previously happening during PVS. Looking at some trace files these compression ops can easily take 5+ ms in some cases, so moving them somewhere else is appreciated.
Added EventSource instrumentation for PVS and replay recording.
* Save work.
* three billion tweaks
* Rune-aware parser.
* a
* all shedded out for the night
* a
* oogh
* Publicizes a lot of common generic commands, so custom toolshed envs can include them.
* Implement parsing for all number types.
* i think i might implode
* a
* Tests.
* a
* Enum parser test.
* do u like parsers
* oopls
* ug fixes
* Toolshed is approaching a non-insignificant part of the engine's size.
* Pool toolshed's tests, also type tests.
* bwa
* tests pass :yay:
* Update Robust.Shared/CVars.cs
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* how did this not fail tests
* awa
* many levels of silly
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
* Saving work
* Move shit to engine
* lord
* merg
* awa
* bql is kill
* forgot the fucking bike rack
* bql is kill for real
* pjb will kill me
* aughfhbdj
* yo ho here we go on my way to the MINES
* a
* adgddf
* gdsgvfvxshngfgh
* b
* hfsjhghj
* hbfdjjh
* tf you mean i have to document it
* follow C# standards
* Assorted cleanup and documentation pass, minor bugfix in ValueRefParser.
* Start porting old commands, remove that pesky prefix in favor of integrating with the shell.
* Fix valueref up a bit, improve autocomplete for it.
* e
* Toolshed type system adventure.
* a log
* a
* a e i o u
* awa
* fix tests
* Arithmetic commands.
* a
* parse improvements
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
All HttpClient usages in the engine now use Happy Eyeballs, same implementation as the launcher.
Makes a IHttpClientHolder type so content can profit from this technology too. Didn't make use of this in all HttpClient usages in the engine itself, due to varying circumstances making it annoying to refactor.
This can happen if we're out of audio streams. Before, we just kinda pretended like everything was OK, which easily caused crash bugs in e.g. MIDI.
Ideally the audio engine would be less terrible and this could be handled better than "throw new Exception()", but I'm fixing a stack overflow here alright?
* Add ISawmill.Verbose log helpers
* Verbose logs for server-side networking handshake.
* Replays: final boss
It does zippies now. It fucking works. Amazingly, in fact.
* Add ZipArchive to sandbox
`ResPath.RelativeTo()` now considers non-rooted paths relative to `.`
This fixes some things like `MemoryContentRoot`'s `FindFiles()` implementation.
Fix `IContentRoot.GetEntries()` default implementation (used by all content roots except `DirLoader`) not working at all.
Made `ResourceManager.ContentGetDirectoryEntries()` report content root mount paths as directories.
Added tests for all of the above.
* Debug connection screen
* [ContentAccessAllowed] so I can use IStateManager on engine types.
* Implement a default engine stylesheet.
* awa
* Fix an issue that can cause hangs when resolving a color.
---------
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Robust.Client.WebView includes Robust.Client.dll and such now, so sandboxing was loading the Robust.Client.dll from there instead of from the running engine itself.
* dog what am i doing
* finish gen source part from class symbol
* we are dangerously close to things happening
* generation fixes
* oh? on god?
* stop autogenerating the attribute for no reason + diagnostics
* testing diagnostics
* proper type name handling + clonedata bool
* thank you material storage for making me realize this
* forgot to commit
* p
* fixes for afterautohandlestate
* make it work with access
Teleport the given entities to some target entity.
command-description-player-list =
Returns a list of all player sessions.
command-description-player-self =
Returns the current player session.
command-description-player-imm =
Returns the session associated with the player given as argument.
command-description-player-entity =
Returns the entities of the input sessions.
command-description-self =
Returns the current attached entity.
command-description-physics-velocity =
Returns the velocity of the input entities.
command-description-physics-angular-velocity =
Returns the angular velocity of the input entities.
command-description-buildinfo =
Provides information about the build of the game.
command-description-cmd-list =
Returns a list of all commands, for this side.
command-description-explain =
Explains the given expression, providing command descriptions and signatures.
command-description-search =
Searches through the input for the provided value.
command-description-stopwatch =
Measures the execution time of the given expression.
command-description-types-consumers =
Provides all commands that can consume the given type.
command-description-types-tree =
Debug tool to return all types the command interpreter can downcast the input to.
command-description-types-gettype =
Returns the type of the input.
command-description-types-fullname =
Returns the full name of the input type according to CoreCLR.
command-description-as =
Casts the input to the given type.
Effectively a type hint if you know the type but the interpreter does not.
command-description-count =
Counts the amount of entries in it's input, returning an integer.
command-description-map =
Maps the input over the given block, with the provided expected return type.
This command may be modified to not need an explicit return type in the future.
command-description-select =
Selects N objects or N% of objects from the input.
One can additionally invert this command with not to make it select everything except N objects instead.
command-description-comp =
Returns the given component from the input entities, discarding entities without that component.
command-description-delete =
Deletes the input entities.
command-description-ent =
Returns the provided entity ID.
command-description-entities =
Returns all entities on the server.
command-description-paused =
Filters the input entities by whether or not they are paused.
This command can be inverted with not.
command-description-with =
Filters the input entities by whether or not they have the given component.
This command can be inverted with not.
command-description-fuck =
Throws an exception.
command-description-ecscomp-listty =
Lists every type of component registered.
command-description-cd =
Changes the session's current directory to the given relative or absolute path.
command-description-ls-here =
Lists the contents of the current directory.
command-description-ls-in =
Lists the contents of the given relative or absolute path.
command-description-methods-get =
Returns all methods associated with the input type.
command-description-methods-overrides =
Returns all methods overridden on the input type.
command-description-methods-overridesfrom =
Returns all methods overridden from the given type on the input type.
command-description-cmd-moo =
Asks the important questions.
command-description-cmd-descloc =
Returns the localization string for a command's description.
command-description-cmd-getshim =
Returns a command's execution shim.
command-description-help =
Provides a quick rundown of how to use toolshed.
command-description-ioc-registered =
Returns all the types registered with IoCManager on the current thread (usually the game thread)
command-description-ioc-get =
Gets an instance of an IoC registration.
command-description-loc-tryloc =
Tries to get a localization string, returning null if unable.
command-description-loc-loc =
Gets a localization string, returning the unlocalized string if unable.
command-description-physics-angular_velocity =
Returns the angular velocity of the given entities.
command-description-vars =
Provides a list of all variables set in this session.
command-description-any =
Returns true if there's any values in the input, otherwise false.
command-description-ArrowCommand =
Assigns the input to a variable.
command-description-isempty =
Returns true if the input is empty, otherwise false.
command-description-isnull =
Returns true if the input is null, otherwise false.
command-description-unique =
Filters the input sequence for uniqueness, removing duplicate values.
command-description-where =
Given some input sequence IEnumerable<T>, takes a block of signature T -> bool that decides if each input value should be included in the output sequence.
command-description-do =
Backwards compatibility with BQL, applies the given old commands over the input sequence.
command-description-named =
Filters the input entities by their name, with the regex ^selector$.
command-description-prototyped =
Filters the input entities by their prototype.
command-description-nearby =
Creates a new list of all entities nearby the inputs within the given range.
command-description-first =
Returns the first entry of the given enumerable.
command-description-splat =
"Splats" a block, value, or variable, creating N copies of it in a list.
command-description-val =
Casts the given value, block, or variable to the given type. This is mostly a workaround for current limitations of variables.
command-description-actor-controlled =
Filters entities by whether or not they're actively controlled.
command-description-actor-session =
Returns the sessions associated with the input entities.
command-description-physics-parent =
Returns the parent(s) of the input entities.
command-description-emplace =
Runs the given block over it's inputs, with the input value placed into the variable $value within the block.
Additionally breaks out $wx, $wy, $proto, $desc, $name, and $paused for entities.
Can also have breakout values for other types, consult the documentation for that type for further info.
command-description-AddCommand =
Performs numeric addition.
command-description-SubtractCommand =
Performs numeric subtraction.
command-description-MultiplyCommand =
Performs numeric multiplication.
command-description-DivideCommand =
Performs numeric division.
command-description-min =
Returns the minimum of two values.
command-description-max =
Returns the maximum of two values.
command-description-BitAndCommand =
Performs bitwise AND.
command-description-BitOrCommand =
Performs bitwise OR.
command-description-BitXorCommand =
Performs bitwise XOR.
command-description-neg =
Negates the input.
command-description-GreaterThanCommand =
Performs a greater-than comparison, x > y.
command-description-LessThanCommand =
Performs a less-than comparison, x < y.
command-description-GreaterThanOrEqualCommand =
Performs a greater-than-or-equal comparison, x >= y.
command-description-LessThanOrEqualCommand =
Performs a less-than-or-equal comparison, x <= y.
command-description-EqualCommand =
Performs an equality comparison, returning true if the inputs are equal.
command-description-NotEqualCommand =
Performs an equality comparison, returning true if the inputs are not equal.
command-description-append =
Appends a value to the input enumerable.
command-description-DefaultIfNullCommand =
Replaces the input with the type's default value if it is null, albeit only for value types (not objects).
command-description-OrValueCommand =
If the input is null, uses the provided alternate value.
command-description-DebugPrintCommand =
Prints the given value transparently, for debug prints in a command run.
command-description-i =
Integer constant.
command-description-f =
Float constant.
command-description-s =
String constant.
command-description-b =
Bool constant.
command-description-join =
Joins two sequences together into one sequence.
command-description-reduce =
Given a block to use as a reducer, turns a sequence into a single value.
The left hand side of the block is implied, and the right hand is stored in $value.
command-description-rep =
Repeats the input value N times to form a sequence.
command-description-take =
Takes N values from the input sequence
command-description-spawn-at =
Spawns an entity at the given coordinates.
command-description-spawn-on =
Spawns an entity on the given entity, at it's coordinates.
command-description-spawn-attached =
Spawns an entity attached to the given entity, at (0 0) relative to it.
command-description-mappos =
Returns an entity's coordinates relative to it's current map.
command-description-pos =
Returns an entity's coordinates.
command-description-tp-coords =
Teleports the target to the given coordinates.
command-description-tp-to =
Teleports the target to the given other entity.
command-description-tp-into =
Teleports the target "into" the given other entity, attaching it at (0 0) relative to it.
command-description-comp-get =
Gets the given component from the given entity.
command-description-comp-add =
Adds the given component to the given entity.
command-description-comp-ensure =
Ensures the given entity has the given component.
command-description-comp-has =
Check if the given entity has the given component.
command-description-AddVecCommand =
Adds a scalar (single value) to every element in the input.
command-description-SubVecCommand =
Subtracts a scalar (single value) from every element in the input.
command-description-MulVecCommand =
Multiplies a scalar (single value) by every element in the input.
command-description-DivVecCommand =
Divides every element in the input by a scalar (single value).
command-description-rng-to =
Returns a number from its input to its argument (i.e. n..m inclusive)
command-description-rng-from =
Returns a number to its input from its argument (i.e. m..n inclusive)
command-description-rng-prob =
Returns a boolean based on the input probability/chance (from 0 to 1)
command-description-sum =
Computes the sum of the input.
command-description-bin =
"Bins" the input, counting up how many times each unique element occurs.
command-description-extremes =
Returns the two extreme ends of a list, interwoven.
command-description-sortby =
Sorts the input least to greatest by the computed key.
command-description-sortmapby =
Sorts the input least to greatest by the computed key, replacing the value with it's computed key afterward.
command-description-sort =
Sorts the input least to greatest.
command-description-sortdownby =
Sorts the input greatest to least by the computed key.
command-description-sortmapdownby =
Sorts the input greatest to least by the computed key, replacing the value with it's computed key afterward.
command-description-sortdown =
Sorts the input greatest to least.
command-description-iota =
Returns a list of numbers 1 to N.
command-description-to =
Returns a list of numbers N to M.
command-description-curtick =
The current game tick.
command-description-curtime =
The current game time (a TimeSpan)
command-description-realtime =
The current realtime since startup (a TimeSpan)
command-description-servertime =
The current server game time, or zero if we are the server (a TimeSpan)
command-description-replace =
Replaces the input entities with the given prototype, preserving position and rotation (but nothing else)
// 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.
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.