Compare commits

...

231 Commits

Author SHA1 Message Date
Pieter-Jan Briers
10ab707427 Version: 167.0.2 2024-03-10 21:27:10 +01:00
Pieter-Jan Briers
f061a8c018 global.json force .NET 7
(cherry picked from commit 6211cf2e03)
2024-03-10 21:27:00 +01:00
Pieter-Jan Briers
91d4b32c66 Version: 167.0.1 2024-03-10 20:50:30 +01:00
Pieter-Jan Briers
e788f03a28 Backport 859f150404
(cherry picked from commit 24d5c26fa6)
(cherry picked from commit 688efac67b634c613539b783a9fb6e679948cd53)
2024-03-10 20:50:30 +01:00
metalgearsloth
77654a1628 Version: 167.0.0 2023-10-17 23:51:47 +11:00
Leon Friedrich
f3af813b57 Transform interpolation fixes (#4488) 2023-10-17 23:47:45 +11:00
Leon Friedrich
0623baedcf Fix PVS bug and add new test (#4444)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-10-17 23:33:42 +11:00
Leon Friedrich
2ade6c04c5 Adds more joint debug asserts (#4490) 2023-10-15 11:04:27 +11:00
Kara
a9df9097c1 Kill ContainerHelpers (#4486) 2023-10-15 03:58:25 +11:00
Kara
755dac719f Kill ComponentExt (#4485) 2023-10-15 03:58:04 +11:00
ElectroJr
7095a58685 Version: 166.0.0 2023-10-10 22:23:51 -04:00
Leon Friedrich
16e68a4351 Make PVS session overrides recursive (#4480) 2023-10-11 13:16:00 +11:00
DrSmugleaf
0152f9d1d8 Move Component lifecycle methods to EntityManager (#4483) 2023-10-10 17:34:40 -07:00
DrSmugleaf
16d916796a Add doc clarification to CopyByRef inheritance for the future coder (#4476) 2023-10-10 17:34:24 -07:00
Leon Friedrich
e865157432 Make AssertOwner() accept nullable components (#4475) 2023-10-10 04:41:26 +11:00
metalgearsloth
24d5ce4bd4 Make AddCompUninit obsolete (#4470) 2023-10-10 04:41:10 +11:00
deltanedas
662195e4ff add SortedSetSerializer (#4473) 2023-10-10 04:29:42 +11:00
DrSmugleaf
d00fd6f736 Make AnimationPlayerSystem only log a warning for networked components when the property is automatically networked (#4477) 2023-10-10 04:08:56 +11:00
Leon Friedrich
2d58c1071d Make ExpandPvsEvent lists nullable (#4479) 2023-10-10 04:07:59 +11:00
Leon Friedrich
a9db89d023 Fix nullable NetEntity conversion (#4481) 2023-10-10 04:07:30 +11:00
Leon Friedrich
684cabf3e6 Use metadata query in ToPrettyString() (#4478) 2023-10-09 19:07:31 +11:00
ElectroJr
a4f51f0cd9 Fix release notes 2023-10-08 12:41:45 -04:00
ElectroJr
a8ddd837c8 Version: 165.0.0 2023-10-08 12:39:03 -04:00
Leon Friedrich
82aace7997 Fix SplitContainer.MinDraggableWidth not working with mouse-blocking children. (#4439) 2023-10-09 03:28:23 +11:00
Leon Friedrich
01ce244b7b Validate default values of ProtoId and EntProtoId fields (#4462) 2023-10-02 03:49:45 +11:00
metalgearsloth
58aa6e5c75 Version: 164.0.0 2023-09-30 15:19:43 +10:00
DrSmugleaf
4818c3aab4 Make auto comp states infer when data should be cloned (#4461) 2023-09-30 15:14:10 +10:00
Leon Friedrich
3b6adeb5ff Reduce transform resolves in RecursiveDeleteEntity() (#4468) 2023-09-30 15:12:17 +10:00
metalgearsloth
889b8351be Version: 163.0.0 2023-09-30 14:40:55 +10:00
metalgearsloth
ac37b0a131 Move TimedDespawn to engine (#4448) 2023-09-30 14:35:28 +10:00
Leon Friedrich
f6f1fc425a Use ToPrettyString() in component resolve errors (#4467) 2023-09-30 14:31:40 +10:00
Leon Friedrich
7476628840 Give map and grid entities a default name (#4464) 2023-09-30 14:09:37 +10:00
Leon Friedrich
668cdbe76b Allow adding/removing of widgets in sub-controls (#4443) 2023-09-30 14:08:52 +10:00
Leon Friedrich
a0a6e9b111 Fix render error spam (#4463) 2023-09-30 14:07:27 +10:00
Leon Friedrich
06d28f04e6 Add ExecuteCommand() (#4466) 2023-09-30 14:07:07 +10:00
Leon Friedrich
57897161d0 Fix console backspace exception (#4465) 2023-09-30 14:05:29 +10:00
metalgearsloth
c4c528478e Use gamestate fields to avoid heap allocs (#4452) 2023-09-29 15:03:50 +10:00
DrSmugleaf
a6c295b89c Version: 162.2.1 2023-09-28 17:55:17 -07:00
DrSmugleaf
165913a4de Add IComparable to ProtoId, EntProtoId and LocId (#4460) 2023-09-28 17:53:23 -07:00
metalgearsloth
675dfdaabd Fix scroll containers invalidating on first scroll (#4449) 2023-09-28 16:58:18 -07:00
Kara
fab172d6f6 Allow force submitting line edits (#4455) 2023-09-28 11:07:55 -07:00
metalgearsloth
e75c1659f6 Version: 162.2.0 2023-09-28 20:25:52 +10:00
DrSmugleaf
0c440a8fc9 Localize "View Variables" (#4454) 2023-09-28 20:22:54 +10:00
DrSmugleaf
0c2c8f352a Add LocId and LocIdSerializer (#4456) 2023-09-28 20:22:17 +10:00
DrSmugleaf
0a4a2b7a36 Add nullable conversion operators to ProtoId and EntProtoId (#4447) 2023-09-28 20:18:45 +10:00
metalgearsloth
b5b59c1d2f Use CollectionsMarshal in clientgamestatemanager (#4453) 2023-09-28 20:13:38 +10:00
metalgearsloth
f4f0967fdc Fix double contact deletion throwing (#4450) 2023-09-28 20:12:45 +10:00
metalgearsloth
3d69766112 Use CollectionsMarshal for mergeimplicitdata (#4451) 2023-09-28 20:12:22 +10:00
DrSmugleaf
d1eb3438d5 Add support for automatically networking entity lists and sets (#4446) 2023-09-25 18:02:53 +10:00
ElectroJr
8f6b189d29 Version: 162.1.1 2023-09-19 17:59:16 -04:00
Leon Friedrich
ef8b278b47 Fix HideSpawnMenu (#4437) 2023-09-20 07:57:50 +10:00
metalgearsloth
c53ce2c907 Version: 162.1.0 2023-09-19 23:19:39 +10:00
Leon Friedrich
f063aa3ea1 Use CollectionsMarshal in RobustTree (#4429) 2023-09-19 23:17:27 +10:00
Leon Friedrich
30f63254ef Mark ProtoId<T> as serializable (#4430) 2023-09-19 23:13:14 +10:00
Leon Friedrich
30a5b6152c Slightly improve AddToChunkSetRecursively() (#4432) 2023-09-19 23:13:00 +10:00
Leon Friedrich
910a7f8bff Fix visibility layers not updating on children (#4431) 2023-09-19 23:12:52 +10:00
Leon Friedrich
526a88293e Use CollectionsMarshal in AddComponentInternal() (#4435) 2023-09-19 23:09:41 +10:00
metalgearsloth
22cd840b83 Revert "Add force ack threshold (#4423)" (#4436) 2023-09-19 18:36:41 +10:00
metalgearsloth
415c518bc7 Version: 162.0.0 2023-09-19 17:40:46 +10:00
Leon Friedrich
2417dbb0e0 Use CollectionsMarshal in DynamicTree (#4433) 2023-09-19 15:58:02 +10:00
Leon Friedrich
005673a957 Add force ack threshold (#4423) 2023-09-19 15:16:01 +10:00
Leon Friedrich
942db3120c Make entity system proxy methods use Metadata & Transform queries (#4434) 2023-09-19 15:11:21 +10:00
Leon Friedrich
c0a5fab19e Add missing EntitySystem - EntityManager proxy method (#4427) 2023-09-18 12:17:46 +10:00
Leon Friedrich
d16c62b132 Use CollectionsMarshal in PVS (#4428) 2023-09-18 12:17:32 +10:00
Leon Friedrich
7da22557fe Add entity categories (#4356) 2023-09-18 12:14:26 +10:00
metalgearsloth
92f47c0f20 Version: 161.1.0 2023-09-18 11:48:03 +10:00
Leon Friedrich
9576d0739f Add more DebugTools assert variants (#4425) 2023-09-18 11:18:35 +10:00
Leon Friedrich
10f25faabf Try fix oldest ack issues (#4426) 2023-09-18 11:17:49 +10:00
Leon Friedrich
74831a177e Don't attempt to insert entities into deleted containers (#4424) 2023-09-18 10:57:14 +10:00
ElectroJr
88d3168913 Version: 161.0.0 2023-09-17 13:56:34 -04:00
Leon Friedrich
902519093c Add PVS debug command (#4422) 2023-09-18 03:49:57 +10:00
Leon Friedrich
366266a8ae Fix light animations not working (#4413) 2023-09-18 03:49:47 +10:00
Leon Friedrich
a22cce7783 Fix metadata assert (#4419) 2023-09-17 17:18:44 +10:00
metalgearsloth
e5e738b8cd Maybe fix heisentest (#4418) 2023-09-17 16:13:37 +10:00
metalgearsloth
b8f6e83473 Use stackalloc Span<Vector2> in ComputeHull (#4417) 2023-09-17 12:41:53 +10:00
Artur
c5fb186c57 Add missing InvariantCulture to AngleTypeParser (#4411) 2023-09-17 11:32:01 +10:00
Leon Friedrich
131d7f5422 Add string formatting for client-side NetEntity ids (#4415) 2023-09-17 11:29:54 +10:00
Leon Friedrich
217996f1ed Use ToPrettyString() in state error logs. (#4416) 2023-09-17 11:29:02 +10:00
DrSmugleaf
fc718d68a5 Fix IClydeWindow resized xmldoc (#4414) 2023-09-17 11:28:43 +10:00
Leon Friedrich
d7d9578803 Mark EntPrototId as NetSerializable (#4412) 2023-09-17 11:25:40 +10:00
metalgearsloth
9bbeb54569 Version: 160.1.0 2023-09-17 11:20:03 +10:00
metalgearsloth
1ea7071ffb Backport some arch comp net changes (#4408)
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-09-17 11:03:11 +10:00
ElectroJr
196028b619 Version: 160.0.2 2023-09-16 14:50:34 -04:00
ElectroJr
c102da052f Make VV fields private 2023-09-16 14:47:27 -04:00
metalgearsloth
5d46cdcfa4 Add transform parent + container VVs (#4407) 2023-09-16 17:08:08 +10:00
metalgearsloth
cd646d3b07 Version: 160.0.0 2023-09-16 15:26:56 +10:00
Leon Friedrich
922165fa19 Include sensors in default entity lookups (#4406) 2023-09-16 15:22:54 +10:00
metalgearsloth
4879252e99 Remove comprefs entirely (#4367) 2023-09-15 21:52:47 +10:00
DrSmugleaf
0e21f5727a Version: 159.1.0 2023-09-15 03:41:17 -07:00
Leon Friedrich
3ce8a00389 Store metadata component in NetEntity lookup dictionary (#4400)
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-09-15 02:01:44 -07:00
Leon Friedrich
9a283fe541 PVS NetEntity related changes (#4399) 2023-09-15 01:47:35 -07:00
Leon Friedrich
f3e3e64db3 Re-add entity check to fixture equality (#4397) 2023-09-15 18:44:24 +10:00
Leon Friedrich
4a4a135089 Make ToPrettyString() take in nullable EntityUids (#4396) 2023-09-15 01:43:39 -07:00
metalgearsloth
e323a67806 Remove 1 pvs getcomp (#4398) 2023-09-15 15:28:16 +10:00
Leon Friedrich
3a328ffdd5 More NetEntity VV fixes (#4395) 2023-09-15 13:37:18 +10:00
Leon Friedrich
bc5107e297 Misc NetEntity fixes for VV (#4390) 2023-09-15 10:11:28 +10:00
metalgearsloth
2abf33c9be Queue LightTree update on light states (#4385)
Might fix some more issues.
2023-09-15 06:03:25 +12:00
metalgearsloth
71c46828c2 Minor re-apply net state change (#4392)
Slightly faster than checking deleted first, at least for now.
2023-09-15 05:56:51 +12:00
DrSmugleaf
814d6fe2d0 Add ProtoId, EntProtoId and serializers (#4387) 2023-09-12 23:19:40 -07:00
DrSmugleaf
77b98b8308 Add ProtoId, EntProtoId and serializers (#4386) 2023-09-13 14:32:01 +10:00
metalgearsloth
34b0a7fc6d Fix tooltip bounds (#4384) 2023-09-13 13:23:34 +10:00
DrSmugleaf
1b6123c79f Make data field tags optional (#4382) 2023-09-13 12:58:46 +10:00
DrSmugleaf
1476f9d462 Make QueueDel work with nullable entity uids (#4381) 2023-09-13 12:58:03 +10:00
Leon Friedrich
d62efe7301 Add UnknownEntityDeleteTest (#4380) 2023-09-13 12:57:50 +10:00
metalgearsloth
6af0c88f27 Fix IEye not updating always (#4368) 2023-09-13 11:51:11 +10:00
metalgearsloth
5f05b0aa2a Version: 159.0.3 2023-09-13 11:43:34 +10:00
metalgearsloth
e6c335b6cd Fix nent deleted entity handling (#4379) 2023-09-13 11:22:21 +10:00
metalgearsloth
5cd8e8276e Version: 159.0.2 2023-09-13 00:33:43 +10:00
metalgearsloth
22aeec45f9 Minor resolve light update (#4366) 2023-09-13 00:32:02 +10:00
metalgearsloth
aed53fb63d Fix lights not updating (#4377) 2023-09-13 00:31:45 +10:00
metalgearsloth
5ebe97aec1 Version: 159.0.1 2023-09-12 13:30:52 +10:00
metalgearsloth
3ff374a4af Remove unnecessary meta getcomp (#4376) 2023-09-12 13:30:15 +10:00
metalgearsloth
c5bcf853ac Some netstate fixes (#4375) 2023-09-12 13:05:20 +10:00
metalgearsloth
0624ac36cd Remove PhysicsComponent ref from fixtures (#4374) 2023-09-12 12:49:33 +10:00
metalgearsloth
dd906e9b01 Version: 159.0.0 2023-09-11 21:26:25 +10:00
DrSmugleaf
7f99b44e5c Remove inactive reviewers from CODEOWNERS (#4365) 2023-09-11 20:51:55 +10:00
metalgearsloth
268eb862ea Refactor UI a bit more to shared (#4343) 2023-09-11 20:21:23 +10:00
Leon Friedrich
467f518421 Make entity-deletion take in nullables (#4363) 2023-09-11 20:19:04 +10:00
DrSmugleaf
4666a87aa5 Add obsoletion warnings to serialization source generated methods, xmldocs (#4364) 2023-09-11 20:15:07 +10:00
metalgearsloth
25007a743f Remove lights component reference (#4316) 2023-09-11 19:17:28 +10:00
metalgearsloth
8ce3a03136 Version: 158.0.0 2023-09-11 17:41:27 +10:00
metalgearsloth
c4d6690a71 Remove SharedEyeComponent (#4309) 2023-09-11 16:15:08 +10:00
Kara
5486bc7686 Add tile overlay edge priority (#4341) 2023-09-11 15:30:49 +10:00
ElectroJr
cdf44ef3d9 Version: 157.1.0 2023-09-11 01:27:55 -04:00
metalgearsloth
49ec5b9ca3 Use RichTextLabel for tooltips (#4331) 2023-09-11 13:55:13 +10:00
ElectroJr
8b53b89423 Version: 157.0.0 2023-09-10 19:46:20 -04:00
metalgearsloth
3fd731d917 Network entity ids (#4252) 2023-09-11 09:42:55 +10:00
metalgearsloth
cb1d4ae843 Version: 156.0.0 2023-09-10 21:48:19 +10:00
metalgearsloth
039b70f502 Revert "Remove IContainer and move some functions to the system (#4351)" (#4361) 2023-09-10 21:46:17 +10:00
metalgearsloth
7892cc895f Tooltip QoL (#4330) 2023-09-10 20:23:52 +10:00
ElectroJr
77108284b8 Version: 155.0.0 2023-09-09 22:26:10 -04:00
Leon Friedrich
5e21dbdd7f Remove IContainer and move some functions to the system (#4351) 2023-09-10 12:17:00 +10:00
ShadowCommander
8274623edb Add a command to hide replay UI (#4355) 2023-09-10 10:49:34 +10:00
Leon Friedrich
e923d69083 Miscellaneous replay related changes (#4354) 2023-09-10 10:48:42 +10:00
PrPleGoo
6e8ab5ce78 Ignore deleted components while raising events. (#4311) 2023-09-10 10:48:00 +10:00
metalgearsloth
f905ea631b Raise MapInitEvent on components added after spawn (#4290) 2023-09-10 10:47:18 +10:00
Pieter-Jan Briers
be54c41891 Fix localization file error formatting. 2023-09-09 20:10:55 +02:00
DrSmugleaf
33184ecfa5 Version: 154.2.0 2023-09-08 14:44:37 -07:00
Morb
11cf0c1703 Fix turn into Invalid direction (#4350) 2023-09-08 11:14:14 +10:00
DrSmugleaf
528544b7a2 Remove redundant new() constraint from EntitySystem.AddComp (#4353) 2023-09-07 11:10:35 +10:00
chromiumboy
8571d7e7b5 Added method to search nested containers for a specified component (#4337) 2023-09-06 10:24:14 +10:00
DrSmugleaf
0f06423b7a Remove RobustAutoGenerated from partials generated by serialization (#4338) 2023-09-06 10:23:28 +10:00
PrPleGoo
eb9e0ffefc Advertise to multiple hubs simultaneously (#4285) 2023-09-06 00:25:11 +02:00
metalgearsloth
903619ecef Version: 154.1.0 2023-09-05 00:14:15 +10:00
DrSmugleaf
879c6ea538 Make joint initialization only log under IsFirstTimePredicted (#4346) 2023-09-02 21:45:21 -07:00
metalgearsloth
5478545aeb Mark Dirty(comp) as obsolete (#4344) 2023-09-03 06:56:04 +10:00
Wrexbe (Josh)
650929dcbb Add Timespan helpers (#4342) 2023-08-31 11:51:06 -07:00
DrSmugleaf
a289659b49 Version: 154.0.0 2023-08-30 21:22:39 -07:00
DrSmugleaf
85d15c21e1 Move IPlayerData interface to shared (#4339) 2023-08-30 21:17:32 -07:00
DrSmugleaf
bcd1566440 Respect ignored prototypes even if the kind name is registered (#4340) 2023-08-30 21:01:47 -07:00
Julian Giebel
749ac2c364 Fix some multiline edit issues (#4332) 2023-08-30 09:36:36 +10:00
Pieter-Jan Briers
5eed3bc281 Make toolshed stuff oneOff IoC injections.
Removes a ton of IoC injector delegates.
2023-08-29 21:56:57 +02:00
Pieter-Jan Briers
d78f378493 More event sources 2023-08-29 21:43:02 +02:00
DrSmugleaf
eef44c15cf Version: 153.0.0 2023-08-28 16:00:34 -07:00
DrSmugleaf
3d1b2418f9 Remove redundant DebugTools.AssertNotNull(netId) in ClientGameStateManager (#4333) 2023-08-28 15:57:46 -07:00
DrSmugleaf
6b49a86ee5 Make EntityManager.AddComponent with a comp instance set the owner if its default, add system proxy (#4328) 2023-08-28 15:31:17 -07:00
metalgearsloth
cd13cd3cd8 Delete EntityDeletedMessage (#4329) 2023-08-29 05:21:29 +10:00
metalgearsloth
2b8d8d6636 Remove UI comprefs (#4320) 2023-08-28 03:49:57 +10:00
Pieter-Jan Briers
409fe1a125 Some warning fixes 2023-08-27 15:35:15 +02:00
Pieter-Jan Briers
ab5db4641c Update Lidgren to v0.2.6 2023-08-27 13:18:19 +02:00
metalgearsloth
064e8ee365 Minor CompAdd stuff (#4327) 2023-08-27 12:54:09 +02:00
metalgearsloth
02dcff7eae Remove CollisionWake comp removal sub (#4326) 2023-08-27 15:47:46 +10:00
metalgearsloth
e1e5f8de54 Fix master build (#4325) 2023-08-27 15:33:15 +10:00
Leon Friedrich
d5ba822a79 Remove redundant prototype resolving (#4322) 2023-08-27 15:24:25 +10:00
Leon Friedrich
f448c6b8fa Add RecursiveMoveBenchmark (#4323) 2023-08-27 15:24:04 +10:00
Pieter-Jan Briers
5e1d80be35 Attempts to fix replay recording performance issues.
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.
2023-08-27 02:15:15 +02:00
DrSmugleaf
01546f32da Version: 152.0.0 2023-08-26 15:31:30 -07:00
DrSmugleaf
aeeaaaefc5 Fix not running hooks when copying non-byref data definition fields without a custom serializer (#4324) 2023-08-26 15:20:46 -07:00
Leon Friedrich
b6c8060af1 Add new PVS test (#4312) 2023-08-26 22:23:32 +10:00
DrSmugleaf
99685838da Fix entity spawn tests having instance per test lifecycle with non static setup and tear downs (#4321) 2023-08-26 22:16:47 +10:00
ike709
8917b29255 Convert Tile.TypeId to an int (#4307)
Co-authored-by: ike709 <ike709@github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-08-26 22:16:14 +10:00
DrSmugleaf
f0c4d7c5eb Update CI to use setup-dotnet 3.2.0 and checkout 3.6.0 (#4319) 2023-08-25 15:45:19 -07:00
Pieter-Jan Briers
6a00c62d3c Allow content to implement own logic for BUI range checks. (#4301)
They were currently inconsistent with interaction logic in SS14. Please fix and thank.
2023-08-26 09:29:43 +12:00
metalgearsloth
fc3116fca5 Remove ComponentDeleted C# event (#4317)
No one's used it for 12 years probably no reason to obs first.
2023-08-26 09:24:33 +12:00
metalgearsloth
98c1397b3a Remove EntityStarted C# event (#4318) 2023-08-25 19:57:43 +02:00
Leon Friedrich
2464bb6c2f Remove and obsolete ComponentExt functions (#4313) 2023-08-25 23:20:39 +10:00
Leon Friedrich
709142acee Fix prototype manager not being initialized in tests (#4294) 2023-08-24 19:02:02 +02:00
Kevin Zheng
af4e3e5e1c Remove personally-identifiable file paths from client logs (#4267) 2023-08-24 18:56:48 +02:00
Kevin Zheng
d51a18c6ea Fix build with USE_SYSTEM_SQLITE (#4266) 2023-08-24 18:55:54 +02:00
metalgearsloth
d5c3d4c0c9 Add system to CompNetworkGenerator (#4310)
Robust doesn't global using this but content does so any automatic comp states on engine don't work.
2023-08-24 04:26:30 -07:00
metalgearsloth
a4474d8df8 Remove IContainerManager (#4308) 2023-08-24 16:39:35 +10:00
DrSmugleaf
d66f7c7c06 Disable obsoletion and inherited member hidden warnings in serialization source generated code (#4302) 2023-08-24 13:04:32 +10:00
DrSmugleaf
b6879869d6 Add support for long values in CVars (#4299) 2023-08-24 00:57:09 +02:00
Errant
815b8e0c48 removed warning for glibc (#4296) 2023-08-24 00:56:38 +02:00
Arimah Greene
ef4e3baa7f Fix Timer drift (#4300) 2023-08-24 00:54:30 +02:00
Moony
270ddb5a53 Update CODEOWNERS 2023-08-23 16:23:38 -05:00
moonheart08
6133fe0808 Version: 151.0.0 2023-08-23 16:05:56 -05:00
Moony
909fd326a0 Toolshed part 2 (#4256)
* 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>
2023-08-23 16:03:34 -05:00
metalgearsloth
876de4065a Version: 150.0.1 2023-08-23 19:16:17 +10:00
metalgearsloth
60e159f0d0 Fix some merge artifacts (#4297) 2023-08-23 19:15:29 +10:00
metalgearsloth
80f3aae30c Version: 150.0.0 2023-08-23 18:55:43 +10:00
Leon Friedrich
98b1862433 Add new spawn functions (#4280) 2023-08-23 18:54:55 +10:00
Leon Friedrich
d2311c193f Add AbstractDictionarySerializer (#4276) 2023-08-23 18:53:13 +10:00
metalgearsloth
f05ed96461 Remove FixtureId from fixtures (#4270) 2023-08-23 18:50:48 +10:00
DrSmugleaf
dc23dfaf4d Version: 149.0.1 2023-08-23 00:27:59 -07:00
DmitriyMX
62315f7c2e fix: crash client when window set maxsize (#4291) 2023-08-23 16:59:57 +10:00
DrSmugleaf
b2d121e780 Fix serialization sharing instances when copying data definitions and not assigning null when the source is null (#4295) 2023-08-22 23:59:03 -07:00
DrSmugleaf
fb4b029122 Version: 149.0.0 2023-08-22 18:07:35 -07:00
DrSmugleaf
66239d23ea Refactor serialization copying to use source generators (#4286) 2023-08-22 17:37:13 -07:00
DrSmugleaf
dbb45f1c13 Version: 148.4.0 2023-08-21 23:19:25 -07:00
Leon Friedrich
6284e16b64 Add recursive PVS overrides and remove IsOverride() (#4262) 2023-08-21 23:17:53 -07:00
DrSmugleaf
f6c55085fe Version: 148.3.0 2023-08-21 19:01:15 -07:00
DrSmugleaf
30eafd26e7 Fix test checking that Robust's and .NET's colors are equal (#4287) 2023-08-21 16:26:06 -07:00
Pieter-Jan Briers
63423d96b4 Fixes for new color PR (#4278)
Undo change to violet color

add to named color list
2023-08-21 23:06:20 +02:00
Morb
474334aff2 Make DiscordRichPresence icon CVars server-side with replication (#4272) 2023-08-21 10:44:40 +02:00
Leon Friedrich
be102f86bf Add IntegrationInstance fields for common dependencies (#4283) 2023-08-21 14:35:27 +10:00
Tom Leys
d7962c7190 Add implementation of Random.Pick(ValueList<T> ..) (#4257) 2023-08-21 13:56:18 +10:00
Leon Friedrich
7fe9385c3b Change default value of EntityLastModifiedTick from zero to one. (#4282)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-08-21 13:55:41 +10:00
Kara
a9d9d1348a Tile texture reload command (#4268) 2023-08-21 13:46:58 +10:00
Leon Friedrich
4eaf624555 Allow pre-startup components to be shut down. (#4281) 2023-08-21 13:45:57 +10:00
Leon Friedrich
e37c131fb4 Prevent invalid prototypes from being spawned (#4279) 2023-08-21 12:29:02 +10:00
PrPleGoo
9df4606492 Added colors (#4278) 2023-08-20 18:48:00 +02:00
Pieter-Jan Briers
3be8070274 Happy eyeballs delay can be configured. 2023-08-20 17:45:43 +02:00
metalgearsloth
8a440d705f Version: 148.2.0 2023-08-20 15:53:35 +10:00
metalgearsloth
5849474022 Add IsPaused to EntityManager (#4277) 2023-08-20 15:50:11 +10:00
c4llv07e
b7d67c0ece Fix UserInterface.SetActiveTheme didn't update theme (#4263) 2023-08-20 03:36:38 +10:00
Pieter-Jan Briers
b04cf71bc0 Expose SpinBox.LineEditControl 2023-08-19 16:32:05 +02:00
Leon Friedrich
ea87df649a Add readonly VV attributes to various fields. (#4265) 2023-08-20 00:13:18 +10:00
metalgearsloth
dab7a9112f Version: 148.1.0 2023-08-16 19:19:46 +10:00
DrSmugleaf
d3dc89832a Add component that lets entities ignore BUI range checks (#4264) 2023-08-16 15:41:01 +10:00
Leon Friedrich
3ade9ca447 Add support for f16-f24 keys (#4261) 2023-08-13 22:15:18 +10:00
Leon Friedrich
149e9a2613 Fix a gamestate bug. (#4260) 2023-08-13 11:22:15 +10:00
ElectroJr
d164148ce2 Version: 148.0.0 2023-08-12 19:40:55 -04:00
/ʊniɹɑː/
d898b52449 more richtext (#4187) 2023-08-13 09:34:44 +10:00
TemporalOroboros
dcf7a1e580 PixelToMap (#4188) 2023-08-13 09:34:33 +10:00
Pieter-Jan Briers
65c6bb74eb Mark a bunch of NuGet dependencies as private compile assets (#4258) 2023-08-13 07:22:14 +10:00
Leon Friedrich
d6d88bea91 Fix replay handling of bad prototype uploads (#4259) 2023-08-13 07:07:47 +10:00
Pieter-Jan Briers
d6467f768a Fix Logger calls in ComponentRegistrySerializer 2023-08-11 23:50:54 +02:00
ElectroJr
4f0f020f56 Version: 147.0.0 2023-08-10 00:40:01 -04:00
Leon Friedrich
5ce8369fb9 Rename a Dirty() proxy method to DirtyEntity() (#4253) 2023-08-10 14:17:57 +10:00
Pieter-Jan Briers
2446e64033 entitysystemupdateorder debug command 2023-08-08 21:36:14 +02:00
702 changed files with 19329 additions and 6613 deletions

19
.github/CODEOWNERS vendored
View File

@@ -1,18 +1,9 @@
# Last match in file takes precedence.
# Ping for all PRs
* @Acruid @PJB3005 @ZoldorfTheWizard
* @PJB3005 @DrSmugleaf
/Robust.Client.NameGenerator @PaulRitter
/Robust.Client.Injectors @PaulRitter
/Robust.Generators @PaulRitter
/Robust.Analyzers @PaulRitter
/Robust.*/GameStates @PaulRitter
/Robust.Shared/Analyzers @PaulRitter
/Robust.*/Serialization @PaulRitter @DrSmugleaf
/Robust.*/Prototypes @PaulRitter
/Robust.Shared/GameObjects/ComponentDependencies @PaulRitter
/Robust.*/Containers @PaulRitter
# Be they Fluent translations or Freemarker templates, I know them both!
*.ftl @RemieRichards
# commands commands commands commands
**/Toolshed/** @moonheart08
*Command.cs @moonheart08
*Commands.cs @moonheart08

View File

@@ -7,12 +7,12 @@ jobs:
docfx:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3.6.0
with:
submodules: true
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
uses: actions/setup-dotnet@v3.2.0
with:
dotnet-version: 7.0.x

View File

@@ -15,12 +15,12 @@ jobs:
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3.6.0
with:
submodules: true
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
uses: actions/setup-dotnet@v3.2.0
with:
dotnet-version: 7.0.x
- name: Install dependencies

View File

@@ -35,12 +35,12 @@ jobs:
steps:
- name: Checkout repository
uses: actions/checkout@v2
uses: actions/checkout@v3.6.0
with:
submodules: true
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
uses: actions/setup-dotnet@v3.2.0
with:
dotnet-version: 7.0.x

View File

@@ -16,12 +16,12 @@ jobs:
$ver = [regex]::Match($env:GITHUB_REF, "refs/tags/v?(.+)").Groups[1].Value
echo ("::set-output name=version::{0}" -f $ver)
- uses: actions/checkout@v2
- uses: actions/checkout@v3.6.0
with:
submodules: true
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
uses: actions/setup-dotnet@v3.2.0
with:
dotnet-version: 7.0.x

View File

@@ -13,13 +13,13 @@ jobs:
steps:
- name: Check out content
uses: actions/checkout@v2
uses: actions/checkout@v3.6.0
with:
repository: space-wizards/space-station-14
submodules: recursive
- name: Setup .NET Core
uses: actions/setup-dotnet@v1
uses: actions/setup-dotnet@v3.2.0
with:
dotnet-version: 7.0.x
- name: Disable submodule autoupdate

View File

@@ -1,4 +1,4 @@
<Project>
<!-- This file automatically reset by Tools/version.py -->
<!-- This file automatically reset by Tools/version.py -->

View File

@@ -25,4 +25,7 @@
<!-- analyzer -->
<Import Project="Robust.Analyzers.targets" Condition="'$(SkipRobustAnalyzer)' != 'true'" />
<!-- serialization generator -->
<Import Project="Robust.Serialization.Generator.targets" />
</Project>

View File

@@ -0,0 +1,5 @@
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="12.0">
<ItemGroup>
<ProjectReference Include="$(MSBuildThisFileDirectory)\..\Robust.Serialization.Generator\Robust.Serialization.Generator.csproj" OutputItemType="Analyzer" ReferenceOutputAssembly="false"/>
</ItemGroup>
</Project>

View File

@@ -54,6 +54,547 @@ END TEMPLATE-->
*None yet*
## 167.0.2
## 167.0.1
## 167.0.0
### Breaking changes
* Remove ComponentExtensions.
* Remove ContainerHelpers.
* Change some TransformSystem methods to fix clientside lerping.
### Bugfixes
* Fixed PVS bugs from dropped entity states.
### Other
* Add more joint debug asserts.
## 166.0.0
### Breaking changes
* EntityUid-NetEntity conversion methods now return null when given a null value, rather than returning an invalid id.
* ExpandPvsEvent now defaults to using null lists to reduce allocations.
* Various component lifestage related methods have been moved from the `Component` class to `EntityManager`.
* Session/client specific PVS overrides are now always recursive, which means that all children of the overriden entity will also get sent.
### New features
* Added a SortedSet yaml serializer.
### Other
* AddComponentUninitialized is now marked as obsolete and will be removed in the future.
* DebugTools.AssertOwner() now accepts null components.
## 165.0.0
### Breaking changes
* The arguments of `SplitContainer`s resize-finished event have changed.
### New features
* The YAML validator now checks the default values of ProtoId<T> and EntProtoId data fields.
### Bugfixes
* The minimum draggable area of split containers now blocks mouse inputs.
## 164.0.0
### Breaking changes
* Make automatic component states infer cloneData.
* Removed cloneData from AutoNetworkedFieldAttribute. This is now automatically inferred.
### Internal
* Reduce Transform GetComponents in RecursiveDeleteEntity.
## 163.0.0
### Breaking changes
* Moved TimedDespawn to engine for a component that deletes the attached entity after a timer has elapsed.
### New features
* Add ExecuteCommand for integration tests.
* Allow adding / removing widgets of cub-controls.
* Give maps / grids a default name to help with debugging.
* Use ToPrettyString in component resolve errors to help with debugging.
### Bugfixes
* Fix console backspace exception.
* Fix rendering invalid maps spamming exceptions every frame.
### Internal
* Move ClientGameStatemanager local variables to fields to avoid re-allocating every tick.
## 162.2.1
## 162.2.0
### New features
* Add support for automatically networking entity lists and sets.
* Add nullable conversion operators for ProtoIds.
* Add LocId serializer for validation.
### Bugfixes
* Fix deleting a contact inside of collision events throwing.
* Localize VV.
### Internal
* Use CollectionsMarshal in GameStateManager.
## 162.1.1
### Bugfixes
* Fixes "NoSpawn" entities appearing in the spawn menu.
## 162.1.0
### New features
* Mark ProtoId as NetSerializable.
### Bugfixes
* Temporarily revert NetForceAckThreshold change as it can lead to client stalling.
* Fix eye visibility layers not updating on children when a parent changes.
### Internal
* Use CollectionsMarshal in RobustTree and AddComponentInternal.
## 162.0.0
### New features
* Add entity categories for prototypes and deprecate the `noSpawn` tag.
* Add missing proxy method for `TryGetEntityData`.
* Add NetForceAckThreshold cvar to forcibly update acks for late clients.
### Internal
* Use CollectionMarshals in PVS and DynamicTree.
* Make the proxy methods use MetaQuery / TransformQuery.
## 161.1.0
### New features
* Add more DebugTools assert variations.
### Bugfixes
* Don't attempt to insert entities into deleted containers.
* Try to fix oldestAck not being set correctly leading to deletion history getting bloated for pvs.
## 161.0.0
### Breaking changes
* Point light animations now need to use different component fields in order to animate the lights. `Enabled` should be replaced with `AnimatedEnable` and `Radius` should be replaced with `AnimatedRadius`
### New features
* EntProtoId is now net-serializable
* Added print_pvs_ack command to debug PVS issues.
### Bugfixes
* Fixes AngleTypeParser not using InvariantCulture
* Fixed a bug that was causing `MetaDataComponent.LastComponentRemoved` to be updated improperly.
### Other
* The string representation of client-side entities now looks nicer and simply uses a 'c' prefix.
## 160.1.0
### New features
* Add optional MetaDataComponent args to Entitymanager methods.
### Internal
* Move _netComponents onto MetaDataComponent.
* Remove some component resolves internally on adding / removing components.
## 160.0.2
### Other
* Transform component and containers have new convenience fields to make using VIewVariables easier.
## 160.0.0
### Breaking changes
* ComponentReference has now been entirely removed.
* Sensor / non-hard physics bodies are now included in EntityLookup by default.
## 159.1.0
## 159.0.3
### Bugfixes
* Fix potentially deleted entities having states re-applied when NetEntities come in.
## 159.0.2
### Bugfixes
* Fix PointLight state handling not queueing ComponentTree updates.
## 159.0.1
### Bugfixes
* Fix pending entity states not being removed when coming in (only on entity deletion).
### Internal
* Remove PhysicsComponent ref from Fixture.
## 159.0.0
### Breaking changes
* Remove ComponentReference from PointLights.
* Move more of UserInterfaceSystem to shared.
* Mark some EntitySystem proxy methods as protected instead of public.
### New features
* Make entity deletion take in a nullable EntityUid.
* Added a method to send predicted messages via BUIs.
### Other
* Add Obsoletions to more sourcegen serv4 methods.
* Remove inactive reviewers from CODEOWNERs.
## 158.0.0
### Breaking changes
* Remove SharedEyeComponent.
* Add Tile Overlay edge priority.
## 157.1.0
### New features
* UI tooltips now use rich text labels.
## 157.0.0
### Breaking changes
* Unrevert container changes from 155.0.0.
* Added server-client EntityUid separation. A given EntityUid will no longer refer to the same entity on the server & client.
* EntityUid is no longer net-serializable, use NetEntity instead, EntityManager & entity systems have helper methods for converting between the two,
## 156.0.0
### Breaking changes
* Revert container changes from 155.0.0.
## 155.0.0
### Breaking changes
* MapInitEvent now gets raised for components that get added to entities that have already been map-initialized.
### New features
* VirtualWritableDirProvider now supports file renaming/moving.
* Added a new command for toggling the replay UI (`replay_toggleui`).
### Bugfixes
* Fixed formatting of localization file errors.
* Directed event subscriptions will no longer error if the corresponding component is queued for deletion.
## 154.2.0
### New features
* Added support for advertising to multiple hubs simultaneously.
* Added new functions to ContainerSystem that recursively look for a component on a contained entity's parents.
### Bugfixes
* Fix Direction.TurnCw/TurnCcw to South returning Invalid.
## 154.1.0
### New features
* Add MathHelper.Max for TimeSpans.
### Bugfixes
* Make joint initialisation only log under IsFirstTimePredicted on client.
### Other
* Mark the proxy Dirty(component) as obsolete in line with EntityManager (Dirty(EntityUid, Component) should be used in its place).
## 154.0.0
### Breaking changes
* Change ignored prototypes to skip prototypes even if the prototype type is found.
* Moved IPlayerData interface to shared.
### New features
* Added a multiline text submit keybind function.
### Bugfixes
* Fixed multiline edits scrollbar margins.
### Internal
* Added more event sources.
* Made Toolshed types oneOff IoC injections.
## 153.0.0
### Breaking changes
* Removed SharedUserInterfaceComponent component references.
* Removed EntityDeletedMessage.
### Other
* Performance improvements for replay recording.
* Lidgren has been updated to [v0.2.6](https://github.com/space-wizards/SpaceWizards.Lidgren.Network/blob/v0.2.6/RELEASE-NOTES.md).
* Make EntityManager.AddComponent with a component instance set the owner if its default, add system proxy for it.
### Internal
* Added some `EventSource` providers for PVS and replay recording: `Robust.Pvs` and `Robust.ReplayRecording`.
* Added RecursiveMoveBenchmark.
* Removed redundant prototype resolving.
* Removed CollisionWake component removal subscription.
* Removed redundant DebugTools.AssertNotNull(netId) in ClientGameStateManager
## 152.0.0
### Breaking changes
* `Robust.Server.GameObjects.BoundUserInterface.InteractionRangeSqrd` is now a get-only property. Modify `InteractionRange` instead if you want to change it on active UIs.
* Remove IContainerManager.
* Remove and obsolete ComponentExt methods.
* Remove EntityStarted and ComponentDeleted C# events.
* Convert Tile.TypeId to an int. Old maps that were saved with TypeId being an ushort will still be properly deserialized.
### New features
* `BoundUserInterfaceCheckRangeEvent` can be used to implement custom logic for BUI range checks.
* Add support for long values in CVars.
* Allow user code to implement own logic for bound user interface range checks.
### Bugfixes
* Fix timers counting down slower than real time and drifting.
* Add missing System using statement to generated component states.
* Fix build with USE_SYSTEM_SQLITE.
* Fix prototype manager not being initialized in robust server simulation tests.
* Fix not running serialization hooks when copying non-byref data definition fields without a custom type serializer.
### Other
* Remove warning for glibc 2.37.
* Remove personally-identifiable file paths from client logs.
### Internal
* Disable obsoletion and inherited member hidden warnings in serialization source generated code.
* Update CI workflows to use setup-dotnet 3.2.0 and checkout 3.6.0.
* Fix entity spawn tests having instance per test lifecycle with a non static OneTimeTearDown method.
* Add new PVS test to check that there is no issue with entity states referencing other entities that the client is not yet aware of.
## 151.0.0
## 150.0.1
### Bugfixes
* Fix some partial datadefs.
## 150.0.0
### Breaking changes
* Remove the Id field from Fixtures as the Id is already stored on FixturesComponent.
### New features
* Add AbstractDictionarySerializer for abstract classes.
* Add many new spawn functions for entities for common operations.
## 149.0.1
### Bugfixes
* Fix serialization sharing instances when copying data definitions and not assigning null when the source is null.
* Fixed resizing a window to be bigger than its set maxsize crashing the client.
## 149.0.0
### Breaking changes
* Data definitions must now be partial, their data fields must not be readonly and their data field properties must have a setter.
### Internal
* Copying data definitions through the serialization manager is now faster and consumes less memory.
## 148.4.0
### New features
* Add recursive PVS overrides and remove IsOverride()
## 148.3.0
### New features
* Happy eyeballs delay can be configured.
* Added more colors.
* Allow pre-startup components to be shut down.
* Added tile texture reload command.
* Add implementation of Random.Pick(ValueList<T> ..).
* Add IntegrationInstance fields for common dependencies.
### Bugfixes
* Prevent invalid prototypes from being spawned.
* Change default value of EntityLastModifiedTick from zero to one.
* Make DiscordRichPresence icon CVars server-side with replication.
## 148.2.0
### New features
* `SpinBox.LineEditControl` exposes the underlying `LineEdit`.
* Add VV attributes to various fields across overlay and sessions.
* Add IsPaused to EntityManager to check if an entity is paused.
### Bugfixes
* Fix SetActiveTheme not updating the theme.
## 148.1.0
### New features
* Added IgnoreUIChecksComponent that lets entities ignore bound user interface range checks which would normally close the UI.
* Add support for F16-F24 keybinds.
### Bugfixes
* Fix gamestate bug where PVS is disabled.
### Other
* EntityQuery.HasComponent override for nullable entity uids.
## 148.0.0
### Breaking changes
* Several NuGet dependencies are now private assets.
* Added `IViewportControl.PixelToMap()` and `PixelToMapEvent`. These are variants of the existing screen-to-map functions that should account for distortion effects.
### New features
* Added several new rich-text tags, including italic and bold-italic.
### Bugfixes
* Fixed log messages for unknown components not working due to threaded IoC issues.
* Replay recordings no longer record invalid prototype uploads.
## 147.0.0
### Breaking changes
* Renamed one of the EntitySystem.Dirty() methods to `DirtyEntity()` to avoid confusion with the component-dirtying methods.
### New features
* Added debug commands that return the entity system update order.
### Bugfixes
* Fixed a bug in MetaDataSystem that was causing the metadata component to not be marked as dirty.
## 146.0.0
### Breaking changes
@@ -189,7 +730,7 @@ END TEMPLATE-->
* `IHttpClientHolder` holds a shared `HttpClient` for use by content. It has Happy Eyeballs fixed and an appropriate `User-Agent`.
* Added `DataNode.ToString()`. Makes it easier to save yaml files and debug code.
* Added some cvars to modify discord rich presence icons.
* .ogg files now read the `Artist` and `Title` tags and make them available via new fields in `AudioStream`.
* .ogg files now read the `Artist` and `Title` tags and make them available via new fields in `AudioStream`.
* The default fragment shaders now have access to the local light level (`lowp vec3 lightSample`).
* Added `IPrototypeManager.ValidateAllPrototypesSerializable()`, which can be used to check that all currently loaded prototypes can be serialised & deserialised.
@@ -198,7 +739,7 @@ END TEMPLATE-->
* Fix certain debug commands and tools crashing on non-SS14 RobustToolbox games due to a missing font.
* Discord rich presence strings are now truncated if they are too long.
* Fixed a couple of broadphase/entity-lookup update bugs that were affecting containers and entities attached to other (non-grid/map) entities.
* Fixed `INetChannel.Disconnect()` not properly disconnecting clients in integration tests.
* Fixed `INetChannel.Disconnect()` not properly disconnecting clients in integration tests.
### Other

View File

@@ -1,7 +1,7 @@
- type: entity
id: debugRotation
abstract: true
suffix: DEBUG
categories: [ debug ]
components:
- type: Sprite
netsync: false

View File

@@ -0,0 +1,17 @@
# debug related entities
- type: entityCategory
id: debug
name: entity-category-name-debug
description: entity-category-desc-debug
# entities that spawn other entities
- type: entityCategory
id: spawner
name: entity-category-name-spawner
description: entity-category-desc-spawner
# entities that should be hidden from the spawn menu
- type: entityCategory
id: hideSpawnMenu
name: entity-category-name-hide
description: entity-category-desc-hide

View File

@@ -558,3 +558,6 @@ cmd-vfs_ls-help = Usage: vfs_list <path>
cmd-vfs_ls-err-args = Need exactly 1 argument.
cmd-vfs_ls-hint-path = <path>
cmd-reloadtiletextures-desc = Reloads the tile texture atlas to allow hot reloading tile sprites
cmd-reloadtiletextures-help = Usage: reloadtiletextures

View File

@@ -0,0 +1,8 @@
entity-category-name-debug = Debug
entity-category-desc-debug = Entity prototypes intended for debugging & testing.
entity-category-name-spawner = Spawner
entity-category-desc-spawner = Entity prototypes that spawn other entities.
entity-category-name-hide = Hidden
entity-category-desc-hide = Entity prototypes that should be hidden from the spawn menu

View File

@@ -18,6 +18,15 @@ input-key-F12 = F12
input-key-F13 = F13
input-key-F14 = F14
input-key-F15 = F15
input-key-F16 = F16
input-key-F17 = F17
input-key-F18 = F18
input-key-F19 = F19
input-key-F20 = F20
input-key-F21 = F21
input-key-F22 = F22
input-key-F23 = F23
input-key-F24 = F24
input-key-Pause = Pause
input-key-Left = Left
input-key-Up = Up

View File

@@ -161,3 +161,263 @@ 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)
command-description-allcomps =
Returns all components on the given entity.
command-description-entitysystemupdateorder-tick =
Lists the tick update order of entity systems.
command-description-entitysystemupdateorder-frame =
Lists the frame update order of entity systems.
command-description-more =
Prints the contents of $more, i.e. any extras that Toolshed didn't print from the last command.
command-description-ModulusCommand =
Computes the modulus of two values.
This is usually remainder, check C#'s documentation for the type.
command-description-ModVecCommand =
Performs the modulus operation over the input with the given constant right-hand value.
command-description-BitAndNotCommand =
Performs bitwise AND-NOT over the input.
command-description-BitOrNotCommand =
Performs bitwise OR-NOT over the input.
command-description-BitXnorCommand =
Performs bitwise XNOR over the input.
command-description-BitNotCommand =
Performs bitwise NOT on the input.
command-description-abs =
Computes the absolute value of the input (removing the sign)
command-description-average =
Computes the average (arithmetic mean) of the input.
command-description-bibytecount =
Returns the size of the input in bytes, given that the input implements IBinaryInteger.
This is NOT sizeof.
command-description-shortestbitlength =
Returns the minimum number of bits needed to represent the input value.
command-description-countleadzeros =
Counts the number of leading binary zeros in the input value.
command-description-counttrailingzeros =
Counts the number of trailing binary zeros in the input value.
command-description-fpi =
pi (3.14159...) as a float.
command-description-fe =
e (2.71828...) as a float.
command-description-ftau =
tau (6.28318...) as a float.
command-description-fepsilon =
The epsilon value for a float, exactly 1.4e-45.
command-description-dpi =
pi (3.14159...) as a double.
command-description-de =
e (2.71828...) as a double.
command-description-dtau =
tau (6.28318...) as a double.
command-description-depsilon =
The epsilon value for a double, exactly 4.9406564584124654E-324.
command-description-hpi =
pi (3.14...) as a half.
command-description-he =
e (2.71...) as a half.
command-description-htau =
tau (6.28...) as a half.
command-description-hepsilon =
The epsilon value for a half, exactly 5.9604645E-08.
command-description-floor =
Returns the floor of the input value (rounding toward zero).
command-description-ceil =
Returns the ceil of the input value (rounding away from zero).
command-description-round =
Rounds the input value.
command-description-trunc =
Truncates the input value.
command-description-round2frac =
Rounds the input value to the specified number of fractional digits.
command-description-exponentbytecount =
Returns the number of bytes required to store the exponent.
command-description-significandbytecount =
Returns the number of bytes required to store the significand.
command-description-significandbitcount =
Returns the exact bit length of the significand.
command-description-exponentshortestbitcount =
Returns the minimum number of bits to store the exponent.
command-description-stepnext =
Steps to the next float value, adding one to the significand with carry.
command-description-stepprev =
Steps to the previous float value, subtracting one from the significand with carry.
command-description-checkedto =
Converts from the input numeric type to the target, erroring if not possible.
command-description-saturateto =
Converts from the input numeric type to the target, saturating if the value is out of range.
For example, converting 382 to a byte would saturate to 255 (the maximum value of a byte).
command-description-truncto =
Converts from the input numeric type to the target, with truncation.
In the case of integers, this is a bit cast with sign extension.
command-description-iscanonical =
Returns whether the input is in canonical form.
command-description-iscomplex =
Returns whether the input is a complex number (by value, not by type)
command-description-iseven =
Returns whether the input is even.
Not a javascript package.
command-description-isodd =
Returns whether the input is odd.
command-description-isfinite =
Returns whether the input is finite.
command-description-isimaginary =
Returns whether the input is purely imaginary (no real part).
command-description-isinfinite =
Returns whether the input is infinite.
command-description-isinteger =
Returns whether the input is an integer (by value, not by type)
command-description-isnan =
Returns whether the input is Not a Number (NaN).
This is a special floating point value, so this is by value, not by type.
command-description-isnegative =
Returns whether the input is negative.
command-description-ispositive =
Returns whether the input is positive.
command-description-isreal =
Returns whether the input is purely real (no imaginary part).
command-description-issubnormal =
Returns whether the input is in sub-normal form.
command-description-iszero =
Returns whether the input is zero.
command-description-pow =
Computes the power of its lefthand to its righthand. x^y.
command-description-sqrt =
Computes the square root of its input.
command-description-cbrt =
Computes the cube root of its input.
command-description-root =
Computes the Nth root of its input.
command-description-hypot =
Computes the hypotenuse of a triangle with the given sides A and B.
command-description-sin =
Computes the sine of the input.
command-description-sinpi =
Computes the sine of the input multiplied by pi.
command-description-asin =
Computes the arcsine of the input.
command-description-asinpi =
Computes the arcsine of the input multiplied by pi.
command-description-cos =
Computes the cosine of the input.
command-description-cospi =
Computes the cosine of the input multiplied by pi.
command-description-acos =
Computes the arcosine of the input.
command-description-acospi =
Computes the arcosine of the input multiplied by pi.
command-description-tan =
Computes the tangent of the input.
command-description-tanpi =
Computes the tangent of the input multiplied by pi.
command-description-atan =
Computes the arctangent of the input.
command-description-atanpi =
Computes the arctangent of the input multiplied by pi.
command-description-iterate =
Iterates the given function over the input N times, returning a list of results.
Think of this like successively applying the function to a value, tracking all the intermediate values.
command-description-pick =
Picks a random value from the input.
command-description-tee =
Tees the input into the given block, ignoring the block's result.
This essentially lets you have a branch in your code to do multiple operations on one value.
command-description-cmd-info =
Returns a CommandSpec for the given command.
On it's own, this means it'll print the comamnd's help message.
command-description-comp-rm =
Removes the given component from the entity.

View File

@@ -1,5 +1,6 @@
## ViewVariablesInstanceEntity
view-variables = View Variables
view-variable-instance-entity-server-components-add-component-button-placeholder = Add Component
view-variable-instance-entity-client-variables-tab-title = Client Variables
view-variable-instance-entity-client-components-tab-title = Client Components
@@ -8,4 +9,4 @@ view-variable-instance-entity-server-components-tab-title = Server Components
view-variable-instance-entity-client-components-search-bar-placeholder = Search
view-variable-instance-entity-server-components-search-bar-placeholder = Search
view-variable-instance-entity-add-window-server-components = Add Component [S]
view-variable-instance-entity-add-window-client-components = Add Component [C]
view-variable-instance-entity-add-window-client-components = Add Component [C]

View File

@@ -0,0 +1,293 @@
#nullable enable
using System.Collections.Generic;
using System.Collections.Immutable;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Diagnostics;
namespace Robust.Analyzers;
[DiagnosticAnalyzer(LanguageNames.CSharp)]
public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
{
private const string DataDefinitionNamespace = "Robust.Shared.Serialization.Manager.Attributes.DataDefinitionAttribute";
private const string ImplicitDataDefinitionNamespace = "Robust.Shared.Serialization.Manager.Attributes.ImplicitDataDefinitionForInheritorsAttribute";
private const string DataFieldBaseNamespace = "Robust.Shared.Serialization.Manager.Attributes.DataFieldBaseAttribute";
private static readonly DiagnosticDescriptor DataDefinitionPartialRule = new(
Diagnostics.IdDataDefinitionPartial,
"Type must be partial",
"Type {0} is a DataDefinition but is not partial.",
"Usage",
DiagnosticSeverity.Error,
true,
"Make sure to mark any type that is a data definition as partial."
);
private static readonly DiagnosticDescriptor NestedDataDefinitionPartialRule = new(
Diagnostics.IdNestedDataDefinitionPartial,
"Type must be partial",
"Type {0} contains nested data definition {1} but is not partial.",
"Usage",
DiagnosticSeverity.Error,
true,
"Make sure to mark any type containing a nested data definition as partial."
);
private static readonly DiagnosticDescriptor DataFieldWritableRule = new(
Diagnostics.IdDataFieldWritable,
"Data field must not be readonly",
"Data field {0} in data definition {1} is readonly.",
"Usage",
DiagnosticSeverity.Error,
true,
"Make sure to remove the readonly modifier."
);
private static readonly DiagnosticDescriptor DataFieldPropertyWritableRule = new(
Diagnostics.IdDataFieldPropertyWritable,
"Data field property must have a setter",
"Data field property {0} in data definition {1} does not have a setter.",
"Usage",
DiagnosticSeverity.Error,
true,
"Make sure to add a setter."
);
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics => ImmutableArray.Create(
DataDefinitionPartialRule, NestedDataDefinitionPartialRule, DataFieldWritableRule, DataFieldPropertyWritableRule
);
public override void Initialize(AnalysisContext context)
{
context.ConfigureGeneratedCodeAnalysis(GeneratedCodeAnalysisFlags.Analyze | GeneratedCodeAnalysisFlags.None);
context.EnableConcurrentExecution();
context.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.ClassDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.StructDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.RecordDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.RecordStructDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.InterfaceDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataField, SyntaxKind.FieldDeclaration);
context.RegisterSyntaxNodeAction(AnalyzeDataFieldProperty, SyntaxKind.PropertyDeclaration);
}
private void AnalyzeDataDefinition(SyntaxNodeAnalysisContext context)
{
if (context.Node is not TypeDeclarationSyntax declaration)
return;
var type = context.SemanticModel.GetDeclaredSymbol(declaration)!;
if (!IsDataDefinition(type))
return;
if (!IsPartial(declaration))
{
context.ReportDiagnostic(Diagnostic.Create(DataDefinitionPartialRule, declaration.Keyword.GetLocation(), type.Name));
}
var containingType = type.ContainingType;
while (containingType != null)
{
var containingTypeDeclaration = (TypeDeclarationSyntax) containingType.DeclaringSyntaxReferences[0].GetSyntax();
if (!IsPartial(containingTypeDeclaration))
{
context.ReportDiagnostic(Diagnostic.Create(NestedDataDefinitionPartialRule, containingTypeDeclaration.Keyword.GetLocation(), containingType.Name, type.Name));
}
containingType = containingType.ContainingType;
}
}
private void AnalyzeDataField(SyntaxNodeAnalysisContext context)
{
if (context.Node is not FieldDeclarationSyntax field)
return;
var typeDeclaration = field.FirstAncestorOrSelf<TypeDeclarationSyntax>();
if (typeDeclaration == null)
return;
var type = context.SemanticModel.GetDeclaredSymbol(typeDeclaration)!;
if (!IsDataDefinition(type))
return;
foreach (var variable in field.Declaration.Variables)
{
var fieldSymbol = context.SemanticModel.GetDeclaredSymbol(variable);
if (fieldSymbol == null)
continue;
if (IsReadOnlyDataField(type, fieldSymbol))
{
context.ReportDiagnostic(Diagnostic.Create(DataFieldWritableRule, context.Node.GetLocation(), fieldSymbol.Name, type.Name));
}
}
}
private void AnalyzeDataFieldProperty(SyntaxNodeAnalysisContext context)
{
if (context.Node is not PropertyDeclarationSyntax property)
return;
var typeDeclaration = property.FirstAncestorOrSelf<TypeDeclarationSyntax>();
if (typeDeclaration == null)
return;
var type = context.SemanticModel.GetDeclaredSymbol(typeDeclaration)!;
if (!IsDataDefinition(type) || type.IsRecord || type.IsValueType)
return;
var propertySymbol = context.SemanticModel.GetDeclaredSymbol(property);
if (propertySymbol == null)
return;
if (IsReadOnlyDataField(type, propertySymbol))
{
context.ReportDiagnostic(Diagnostic.Create(DataFieldPropertyWritableRule, context.Node.GetLocation(), propertySymbol.Name, type.Name));
}
}
private static bool IsReadOnlyDataField(ITypeSymbol type, ISymbol field)
{
if (!IsDataField(field, out _, out _))
return false;
return IsReadOnlyMember(type, field);
}
private static bool IsPartial(TypeDeclarationSyntax type)
{
return type.Modifiers.IndexOf(SyntaxKind.PartialKeyword) != -1;
}
private static bool IsDataDefinition(ITypeSymbol? type)
{
if (type == null)
return false;
return HasAttribute(type, DataDefinitionNamespace) ||
IsImplicitDataDefinition(type);
}
private static bool IsDataField(ISymbol member, out ITypeSymbol type, out AttributeData attribute)
{
// TODO data records and other attributes
if (member is IFieldSymbol field)
{
foreach (var attr in field.GetAttributes())
{
if (attr.AttributeClass != null && Inherits(attr.AttributeClass, DataFieldBaseNamespace))
{
type = field.Type;
attribute = attr;
return true;
}
}
}
else if (member is IPropertySymbol property)
{
foreach (var attr in property.GetAttributes())
{
if (attr.AttributeClass != null && Inherits(attr.AttributeClass, DataFieldBaseNamespace))
{
type = property.Type;
attribute = attr;
return true;
}
}
}
type = null!;
attribute = null!;
return false;
}
private static bool Inherits(ITypeSymbol type, string parent)
{
foreach (var baseType in GetBaseTypes(type))
{
if (baseType.ToDisplayString() == parent)
return true;
}
return false;
}
private static bool IsReadOnlyMember(ITypeSymbol type, ISymbol member)
{
if (member is IFieldSymbol field)
{
return field.IsReadOnly;
}
else if (member is IPropertySymbol property)
{
if (property.SetMethod == null)
return true;
if (property.SetMethod.IsInitOnly)
return type.IsReferenceType;
return false;
}
return false;
}
private static bool HasAttribute(ITypeSymbol type, string attributeName)
{
foreach (var attribute in type.GetAttributes())
{
if (attribute.AttributeClass?.ToDisplayString() == attributeName)
return true;
}
return false;
}
private static bool IsImplicitDataDefinition(ITypeSymbol type)
{
if (HasAttribute(type, ImplicitDataDefinitionNamespace))
return true;
foreach (var baseType in GetBaseTypes(type))
{
if (HasAttribute(baseType, ImplicitDataDefinitionNamespace))
return true;
}
foreach (var @interface in type.AllInterfaces)
{
if (IsImplicitDataDefinitionInterface(@interface))
return true;
}
return false;
}
private static bool IsImplicitDataDefinitionInterface(ITypeSymbol @interface)
{
if (HasAttribute(@interface, ImplicitDataDefinitionNamespace))
return true;
foreach (var subInterface in @interface.AllInterfaces)
{
if (HasAttribute(subInterface, ImplicitDataDefinitionNamespace))
return true;
}
return false;
}
private static IEnumerable<ITypeSymbol> GetBaseTypes(ITypeSymbol type)
{
var baseType = type.BaseType;
while (baseType != null)
{
yield return baseType;
baseType = baseType.BaseType;
}
}
}

View File

@@ -0,0 +1,168 @@
#nullable enable
using System.Collections.Immutable;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CodeActions;
using Microsoft.CodeAnalysis.CodeFixes;
using Microsoft.CodeAnalysis.CSharp;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using static Microsoft.CodeAnalysis.CSharp.SyntaxKind;
using static Robust.Analyzers.Diagnostics;
namespace Robust.Analyzers;
[ExportCodeFixProvider(LanguageNames.CSharp)]
public sealed class DefinitionFixer : CodeFixProvider
{
public override ImmutableArray<string> FixableDiagnosticIds => ImmutableArray.Create(
IdDataDefinitionPartial, IdNestedDataDefinitionPartial, IdDataFieldWritable, IdDataFieldPropertyWritable
);
public override Task RegisterCodeFixesAsync(CodeFixContext context)
{
foreach (var diagnostic in context.Diagnostics)
{
switch (diagnostic.Id)
{
case IdDataDefinitionPartial:
return RegisterPartialTypeFix(context, diagnostic);
case IdNestedDataDefinitionPartial:
return RegisterPartialTypeFix(context, diagnostic);
case IdDataFieldWritable:
return RegisterDataFieldFix(context, diagnostic);
case IdDataFieldPropertyWritable:
return RegisterDataFieldPropertyFix(context, diagnostic);
}
}
return Task.CompletedTask;
}
public override FixAllProvider GetFixAllProvider()
{
return WellKnownFixAllProviders.BatchFixer;
}
private static async Task RegisterPartialTypeFix(CodeFixContext context, Diagnostic diagnostic)
{
var root = await context.Document.GetSyntaxRootAsync(context.CancellationToken);
var span = diagnostic.Location.SourceSpan;
var token = root?.FindToken(span.Start).Parent?.AncestorsAndSelf().OfType<TypeDeclarationSyntax>().First();
if (token == null)
return;
context.RegisterCodeFix(CodeAction.Create(
"Make type partial",
c => MakeDataDefinitionPartial(context.Document, token, c),
"Make type partial"
), diagnostic);
}
private static async Task<Document> MakeDataDefinitionPartial(Document document, TypeDeclarationSyntax declaration, CancellationToken cancellation)
{
var root = (CompilationUnitSyntax?) await document.GetSyntaxRootAsync(cancellation);
var token = SyntaxFactory.Token(PartialKeyword);
var newDeclaration = declaration.AddModifiers(token);
root = root!.ReplaceNode(declaration, newDeclaration);
return document.WithSyntaxRoot(root);
}
private static async Task RegisterDataFieldFix(CodeFixContext context, Diagnostic diagnostic)
{
var root = await context.Document.GetSyntaxRootAsync(context.CancellationToken);
var span = diagnostic.Location.SourceSpan;
var field = root?.FindToken(span.Start).Parent?.AncestorsAndSelf().OfType<FieldDeclarationSyntax>().FirstOrDefault();
if (field == null)
return;
context.RegisterCodeFix(CodeAction.Create(
"Make data field writable",
c => MakeFieldWritable(context.Document, field, c),
"Make data field writable"
), diagnostic);
}
private static async Task RegisterDataFieldPropertyFix(CodeFixContext context, Diagnostic diagnostic)
{
var root = await context.Document.GetSyntaxRootAsync(context.CancellationToken);
var span = diagnostic.Location.SourceSpan;
var property = root?.FindToken(span.Start).Parent?.AncestorsAndSelf().OfType<PropertyDeclarationSyntax>().FirstOrDefault();
if (property == null)
return;
context.RegisterCodeFix(CodeAction.Create(
"Make data field writable",
c => MakePropertyWritable(context.Document, property, c),
"Make data field writable"
), diagnostic);
}
private static async Task<Document> MakeFieldWritable(Document document, FieldDeclarationSyntax declaration, CancellationToken cancellation)
{
var root = (CompilationUnitSyntax?) await document.GetSyntaxRootAsync(cancellation);
var token = declaration.Modifiers.First(t => t.IsKind(ReadOnlyKeyword));
var newDeclaration = declaration.WithModifiers(declaration.Modifiers.Remove(token));
root = root!.ReplaceNode(declaration, newDeclaration);
return document.WithSyntaxRoot(root);
}
private static async Task<Document> MakePropertyWritable(Document document, PropertyDeclarationSyntax declaration, CancellationToken cancellation)
{
var root = (CompilationUnitSyntax?) await document.GetSyntaxRootAsync(cancellation);
var newDeclaration = declaration;
var privateSet = newDeclaration
.AccessorList?
.Accessors
.FirstOrDefault(s => s.IsKind(SetAccessorDeclaration) || s.IsKind(InitAccessorDeclaration));
if (newDeclaration.AccessorList != null && privateSet != null)
{
newDeclaration = newDeclaration.WithAccessorList(
newDeclaration.AccessorList.WithAccessors(
newDeclaration.AccessorList.Accessors.Remove(privateSet)
)
);
}
AccessorDeclarationSyntax setter;
if (declaration.Modifiers.Any(m => m.IsKind(PrivateKeyword)))
{
setter = SyntaxFactory.AccessorDeclaration(
SetAccessorDeclaration,
default,
default,
SyntaxFactory.Token(SetKeyword),
default,
default,
SyntaxFactory.Token(SemicolonToken)
);
}
else
{
setter = SyntaxFactory.AccessorDeclaration(
SetAccessorDeclaration,
default,
SyntaxFactory.TokenList(SyntaxFactory.Token(PrivateKeyword)),
SyntaxFactory.Token(SetKeyword),
default,
default,
SyntaxFactory.Token(SemicolonToken)
);
}
newDeclaration = newDeclaration.AddAccessorListAccessors(setter);
root = root!.ReplaceNode(declaration, newDeclaration);
return document.WithSyntaxRoot(root);
}
}

View File

@@ -21,6 +21,10 @@ public static class Diagnostics
public const string IdValueEventSubscribedByRef = "RA0014";
public const string IdByRefEventRaisedByValue = "RA0015";
public const string IdValueEventRaisedByRef = "RA0016";
public const string IdDataDefinitionPartial = "RA0017";
public const string IdNestedDataDefinitionPartial = "RA0018";
public const string IdDataFieldWritable = "RA0019";
public const string IdDataFieldPropertyWritable = "RA0020";
public static SuppressionDescriptor MeansImplicitAssignment =>
new SuppressionDescriptor("RADC1000", "CS0649", "Marked as implicitly assigned.");

View File

@@ -8,7 +8,7 @@ using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.EntityManager;
[Virtual]
public class AddRemoveComponentBenchmark
public partial class AddRemoveComponentBenchmark
{
private ISimulation _simulation = default!;
private IEntityManager _entityManager = default!;
@@ -48,7 +48,7 @@ public class AddRemoveComponentBenchmark
}
[ComponentProtoName("A")]
public sealed class A : Component
public sealed partial class A : Component
{
}
}

View File

@@ -6,7 +6,7 @@ using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.EntityManager;
public class ComponentIteratorBenchmark
public partial class ComponentIteratorBenchmark
{
private ISimulation _simulation = default!;
private IEntityManager _entityManager = default!;
@@ -69,7 +69,7 @@ public class ComponentIteratorBenchmark
}
[ComponentProtoName("A")]
public sealed class A : Component
public sealed partial class A : Component
{
}
}

View File

@@ -1,4 +1,3 @@
using System;
using BenchmarkDotNet.Attributes;
using JetBrains.Annotations;
using Robust.Shared.Analyzers;
@@ -9,7 +8,7 @@ using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.EntityManager;
[Virtual]
public class GetComponentBenchmark
public partial class GetComponentBenchmark
{
private ISimulation _simulation = default!;
private IEntityManager _entityManager = default!;
@@ -55,7 +54,7 @@ public class GetComponentBenchmark
}
[ComponentProtoName("A")]
public sealed class A : Component
public sealed partial class A : Component
{
}
}

View File

@@ -8,7 +8,7 @@ using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.EntityManager;
[Virtual]
public class SpawnDeleteEntityBenchmark
public partial class SpawnDeleteEntityBenchmark
{
private ISimulation _simulation = default!;
private IEntityManager _entityManager = default!;
@@ -56,7 +56,7 @@ public class SpawnDeleteEntityBenchmark
}
[ComponentProtoName("A")]
public sealed class A : Component
public sealed partial class A : Component
{
}
}

View File

@@ -5,9 +5,9 @@ namespace Robust.Benchmarks.Serialization.Definitions
{
[DataDefinition]
[Virtual]
public class DataDefinitionWithString
public partial class DataDefinitionWithString
{
[DataField("string")]
public string StringField { get; init; } = default!;
public string StringField { get; set; } = default!;
}
}

View File

@@ -3,9 +3,9 @@
namespace Robust.Benchmarks.Serialization.Definitions
{
[DataDefinition]
public sealed class SealedDataDefinitionWithString
public sealed partial class SealedDataDefinitionWithString
{
[DataField("string")]
public string StringField { get; init; } = default!;
public string StringField { get; private set; } = default!;
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -10,8 +11,7 @@ namespace Robust.Benchmarks.Serialization.Definitions
/// Arbitrarily large data definition for benchmarks.
/// Taken from content.
/// </summary>
[Prototype("seed")]
public sealed class SeedDataDefinition : IPrototype
public sealed partial class SeedDataDefinition : Component
{
public const string Prototype = @"
- type: seed
@@ -106,7 +106,7 @@ namespace Robust.Benchmarks.Serialization.Definitions
}
[DataDefinition]
public struct SeedChemQuantity
public partial struct SeedChemQuantity
{
[DataField("Min")]
public int Min;

View File

@@ -0,0 +1,171 @@
using System;
using System.Linq;
using System.Numerics;
using BenchmarkDotNet.Attributes;
using Robust.Server.Containers;
using Robust.Server.GameStates;
using Robust.Shared;
using Robust.Shared.Analyzers;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.UnitTesting.Server;
namespace Robust.Benchmarks.Transform;
/// <summary>
/// This benchmark tests various transform/move related functions with an entity that has many children.
/// </summary>
[Virtual, MemoryDiagnoser]
public class RecursiveMoveBenchmark
{
private ISimulation _simulation = default!;
private IEntityManager _entMan = default!;
private SharedTransformSystem _transform = default!;
private ContainerSystem _container = default!;
private PvsSystem _pvs = default!;
private EntityCoordinates _mapCoords;
private EntityCoordinates _gridCoords;
private EntityUid _ent;
private EntityUid _child;
private TransformComponent _childXform = default!;
private EntityQuery<TransformComponent> _query;
[GlobalSetup]
public void GlobalSetup()
{
_simulation = RobustServerSimulation
.NewSimulation()
.InitializeInstance();
if (!_simulation.Resolve<IConfigurationManager>().GetCVar(CVars.NetPVS))
throw new InvalidOperationException("PVS must be enabled");
_entMan = _simulation.Resolve<IEntityManager>();
_transform = _entMan.System<SharedTransformSystem>();
_container = _entMan.System<ContainerSystem>();
_pvs = _entMan.System<PvsSystem>();
_query = _entMan.GetEntityQuery<TransformComponent>();
// Create map & grid
var mapMan = _simulation.Resolve<IMapManager>();
var mapSys = _entMan.System<SharedMapSystem>();
var mapId = mapMan.CreateMap();
var map = mapMan.GetMapEntityId(mapId);
var gridComp = mapMan.CreateGrid(mapId);
var grid = gridComp.Owner;
_gridCoords = new EntityCoordinates(grid, .5f, .5f);
_mapCoords = new EntityCoordinates(map, 100, 100);
mapSys.SetTile(grid, gridComp, Vector2i.Zero, new Tile(1));
// Next, we will spawn our test entity. This entity will have a complex transform/container hierarchy.
// This is intended to be representative of a typical SS14 player entity, with organs. clothing, and a full backpack.
_ent = _entMan.Spawn();
// Quick check that SetCoordinates actually changes the parent as expected
// I.e., ensure that grid-traversal code doesn't just dump the entity on the map.
_transform.SetCoordinates(_ent, _gridCoords);
if (_query.GetComponent(_ent).ParentUid != _gridCoords.EntityId)
throw new Exception("Grid traversal error.");
_transform.SetCoordinates(_ent, _mapCoords);
if (_query.GetComponent(_ent).ParentUid != _mapCoords.EntityId)
throw new Exception("Grid traversal error.");
// Add 5 direct children in slots to represent clothing.
for (var i = 0; i < 5; i++)
{
var id = $"inventory{i}";
_container.EnsureContainer<ContainerSlot>(_ent, id);
if (!_entMan.TrySpawnInContainer(null, _ent, id, out _))
throw new Exception($"Failed to setup entity");
}
// body parts
_container.EnsureContainer<Container>(_ent, "body");
for (var i = 0; i < 5; i++)
{
// Simple organ
if (!_entMan.TrySpawnInContainer(null, _ent, "body", out _))
throw new Exception($"Failed to setup entity");
// body part that has another body part / limb
if (!_entMan.TrySpawnInContainer(null, _ent, "body", out var limb))
throw new Exception($"Failed to setup entity");
_container.EnsureContainer<ContainerSlot>(limb.Value, "limb");
if (!_entMan.TrySpawnInContainer(null, limb.Value, "limb", out _))
throw new Exception($"Failed to setup entity");
}
// Backpack
_container.EnsureContainer<ContainerSlot>(_ent, "inventory-backpack");
if (!_entMan.TrySpawnInContainer(null, _ent, "inventory-backpack", out var backpack))
throw new Exception($"Failed to setup entity");
// Misc backpack contents.
var backpackStorage = _container.EnsureContainer<Container>(backpack.Value, "storage");
for (var i = 0; i < 10; i++)
{
if (!_entMan.TrySpawnInContainer(null, backpack.Value, "storage", out _))
throw new Exception($"Failed to setup entity");
}
// Emergency box inside of the backpack
var box = backpackStorage.ContainedEntities.First();
var boxContainer = _container.EnsureContainer<Container>(box, "storage");
for (var i = 0; i < 10; i++)
{
if (!_entMan.TrySpawnInContainer(null, box, "storage", out _))
throw new Exception($"Failed to setup entity");
}
// Deepest child.
_child = boxContainer.ContainedEntities.First();
_childXform = _query.GetComponent(_child);
_pvs.ProcessCollections();
}
/// <summary>
/// This implicitly measures move events, including PVS and entity lookups. Though given that most of the entities
/// are in containers, this will bias the entity lookup aspect.
/// </summary>
[Benchmark]
public void MoveEntity()
{
_transform.SetCoordinates(_ent, _gridCoords);
_transform.SetCoordinates(_ent, _mapCoords);
}
/// <summary>
/// Like <see cref="MoveEntity"/>, but also processes queued PVS chunk updates.
/// </summary>
[Benchmark]
public void MoveAndUpdateChunks()
{
_transform.SetCoordinates(_ent, _gridCoords);
_pvs.ProcessCollections();
_transform.SetCoordinates(_ent, _mapCoords);
_pvs.ProcessCollections();
}
[Benchmark]
public Vector2 GetWorldPos()
{
return _transform.GetWorldPosition(_childXform);
}
[Benchmark]
public EntityUid GetRootUid()
{
var xform = _childXform;
while (xform.ParentUid.IsValid())
{
xform = _query.GetComponent(xform.ParentUid);
}
return xform.ParentUid;
}
}

View File

@@ -68,6 +68,7 @@ namespace Robust.Client
deps.Register<IComponentFactory, ComponentFactory>();
deps.Register<ITileDefinitionManager, ClydeTileDefinitionManager>();
deps.Register<IClydeTileDefinitionManager, ClydeTileDefinitionManager>();
deps.Register<ClydeTileDefinitionManager, ClydeTileDefinitionManager>();
deps.Register<GameController, GameController>();
deps.Register<IGameController, GameController>();
deps.Register<IGameControllerInternal, GameController>();

View File

@@ -2,11 +2,13 @@ using Robust.Client.GameObjects;
using Robust.Shared.ComponentTrees;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.ViewVariables;
namespace Robust.Client.ComponentTrees;
[RegisterComponent]
public sealed class LightTreeComponent: Component, IComponentTreeComponent<PointLightComponent>
public sealed partial class LightTreeComponent: Component, IComponentTreeComponent<PointLightComponent>
{
[ViewVariables]
public DynamicTree<ComponentTreeEntry<PointLightComponent>> Tree { get; set; } = default!;
}

View File

@@ -6,7 +6,7 @@ using Robust.Shared.Physics;
namespace Robust.Client.ComponentTrees;
[RegisterComponent]
public sealed class SpriteTreeComponent: Component, IComponentTreeComponent<SpriteComponent>
public sealed partial class SpriteTreeComponent: Component, IComponentTreeComponent<SpriteComponent>
{
public DynamicTree<ComponentTreeEntry<SpriteComponent>> Tree { get; set; } = default!;
}

View File

@@ -22,7 +22,8 @@ namespace Robust.Client.Console.Commands
return;
}
var entity = EntityUid.Parse(args[0]);
var netEntity = NetEntity.Parse(args[0]);
var entity = _entityManager.GetEntity(netEntity);
var componentName = args[1];
var component = (Component) _componentFactory.GetComponent(componentName);
@@ -49,7 +50,8 @@ namespace Robust.Client.Console.Commands
return;
}
var entityUid = EntityUid.Parse(args[0]);
var netEntity = NetEntity.Parse(args[0]);
var entityUid = _entityManager.GetEntity(netEntity);
var componentName = args[1];
var registration = _componentFactory.GetRegistration(componentName);

View File

@@ -78,14 +78,7 @@ namespace Robust.Client.Console.Commands
message.Append($"net ID: {registration.NetID}");
}
message.Append($", References:");
shell.WriteLine(message.ToString());
foreach (var type in registration.References)
{
shell.WriteLine($" {type}");
}
}
catch (UnknownComponentException)
{
@@ -296,6 +289,7 @@ namespace Robust.Client.Console.Commands
internal sealed class SnapGridGetCell : LocalizedCommands
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _map = default!;
public override string Command => "sggcell";
@@ -310,7 +304,7 @@ namespace Robust.Client.Console.Commands
string indices = args[1];
if (!EntityUid.TryParse(args[0], out var gridUid))
if (!NetEntity.TryParse(args[0], out var gridNet))
{
shell.WriteError($"{args[0]} is not a valid entity UID.");
return;
@@ -322,7 +316,7 @@ namespace Robust.Client.Console.Commands
return;
}
if (_map.TryGetGrid(gridUid, out var grid))
if (_map.TryGetGrid(_entManager.GetEntity(gridNet), out var grid))
{
foreach (var entity in grid.GetAnchoredEntities(new Vector2i(
int.Parse(indices.Split(',')[0], CultureInfo.InvariantCulture),
@@ -430,6 +424,7 @@ namespace Robust.Client.Console.Commands
internal sealed class GridTileCount : LocalizedCommands
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _map = default!;
public override string Command => "gridtc";
@@ -442,7 +437,8 @@ namespace Robust.Client.Console.Commands
return;
}
if (!EntityUid.TryParse(args[0], out var gridUid))
if (!NetEntity.TryParse(args[0], out var gridUidNet) ||
!_entManager.TryGetEntity(gridUidNet, out var gridUid))
{
shell.WriteLine($"{args[0]} is not a valid entity UID.");
return;
@@ -630,7 +626,7 @@ namespace Robust.Client.Console.Commands
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
var mousePos = _eye.ScreenToMap(_input.MouseScreenPosition);
var mousePos = _eye.PixelToMap(_input.MouseScreenPosition);
if (!_map.TryFindGridAt(mousePos, out var gridUid, out var grid))
{

View File

@@ -61,7 +61,7 @@ namespace Robust.Client.Debugging
}
var mouseSpot = _inputManager.MouseScreenPosition;
var spot = _eyeManager.ScreenToMap(mouseSpot);
var spot = _eyeManager.PixelToMap(mouseSpot);
if (!_mapManager.TryFindGridAt(spot, out var gridUid, out var grid))
{

View File

@@ -371,7 +371,7 @@ namespace Robust.Client.Debugging
if ((_debugPhysicsSystem.Flags & PhysicsDebugFlags.ShapeInfo) != 0x0)
{
var hoverBodies = new List<PhysicsComponent>();
var bounds = Box2.UnitCentered.Translated(_eyeManager.ScreenToMap(mousePos.Position).Position);
var bounds = Box2.UnitCentered.Translated(_eyeManager.PixelToMap(mousePos.Position).Position);
foreach (var physBody in _physicsSystem.GetCollidingEntities(mapId, bounds))
{
@@ -404,7 +404,7 @@ namespace Robust.Client.Debugging
if ((_debugPhysicsSystem.Flags & PhysicsDebugFlags.Distance) != 0x0)
{
var mapPos = _eyeManager.ScreenToMap(mousePos);
var mapPos = _eyeManager.PixelToMap(mousePos);
if (mapPos.MapId != args.MapId)
return;

View File

@@ -167,7 +167,6 @@ namespace Robust.Client
_reflectionManager.Initialize();
_prototypeManager.Initialize();
_prototypeManager.LoadDefaultPrototypes();
_prototypeManager.ResolveResults();
_userInterfaceManager.Initialize();
_eyeManager.Initialize();
_entityManager.Initialize();

View File

@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Robust.Client.GameObjects;
public sealed partial class ClientEntityManager
{
protected override NetEntity GenerateNetEntity() => new(NextNetworkId++ | NetEntity.ClientEntity);
/// <summary>
/// If the client fails to resolve a NetEntity then during component state handling or the likes we
/// flag that comp state as requiring re-running if that NetEntity comes in.
/// </summary>
/// <returns></returns>
internal readonly Dictionary<NetEntity, List<(Type type, EntityUid Owner)>> PendingNetEntityStates = new();
public override bool IsClientSide(EntityUid uid, MetaDataComponent? metadata = null)
{
// Can't log false because some content code relies on invalid UIDs.
if (!MetaQuery.Resolve(uid, ref metadata, false))
return false;
return metadata.NetEntity.IsClientSide();
}
public override EntityUid EnsureEntity<T>(NetEntity nEntity, EntityUid callerEntity)
{
if (!nEntity.Valid)
{
return EntityUid.Invalid;
}
if (NetEntityLookup.TryGetValue(nEntity, out var entity))
{
return entity.Item1;
}
// Flag the callerEntity to have their state potentially re-run later.
var pending = PendingNetEntityStates.GetOrNew(nEntity);
pending.Add((typeof(T), callerEntity));
return entity.Item1;
}
public override EntityCoordinates EnsureCoordinates<T>(NetCoordinates netCoordinates, EntityUid callerEntity)
{
var entity = EnsureEntity<T>(netCoordinates.NetEntity, callerEntity);
return new EntityCoordinates(entity, netCoordinates.Position);
}
}

View File

@@ -1,13 +1,12 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Diagnostics.CodeAnalysis;
using Prometheus;
using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Replays;
@@ -18,7 +17,7 @@ namespace Robust.Client.GameObjects
/// <summary>
/// Manager for entities -- controls things like template loading and instantiation
/// </summary>
public sealed class ClientEntityManager : EntityManager, IClientEntityManagerInternal
public sealed partial class ClientEntityManager : EntityManager, IClientEntityManagerInternal
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IClientNetManager _networkManager = default!;
@@ -27,8 +26,6 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IBaseClient _client = default!;
[Dependency] private readonly IReplayRecordingManager _replayRecording = default!;
protected override int NextEntityUid { get; set; } = EntityUid.ClientUid + 1;
public override void Initialize()
{
SetupNetworking();
@@ -39,13 +36,16 @@ namespace Robust.Client.GameObjects
public override void FlushEntities()
{
// Server doesn't network deletions on client shutdown so we need to
// manually clear these out or risk stale data getting used.
PendingNetEntityStates.Clear();
using var _ = _gameTiming.StartStateApplicationArea();
base.FlushEntities();
}
EntityUid IClientEntityManagerInternal.CreateEntity(string? prototypeName, EntityUid uid)
EntityUid IClientEntityManagerInternal.CreateEntity(string? prototypeName, out MetaDataComponent metadata)
{
return base.CreateEntity(prototypeName, uid);
return base.CreateEntity(prototypeName, out metadata);
}
void IClientEntityManagerInternal.InitializeEntity(EntityUid entity, MetaDataComponent? meta)
@@ -66,9 +66,12 @@ namespace Robust.Client.GameObjects
base.DirtyEntity(uid, meta);
}
public override void QueueDeleteEntity(EntityUid uid)
public override void QueueDeleteEntity(EntityUid? uid)
{
if (uid.IsClientSide())
if (uid == null)
return;
if (IsClientSide(uid.Value))
{
base.QueueDeleteEntity(uid);
return;
@@ -79,7 +82,7 @@ namespace Robust.Client.GameObjects
// Client-side entity deletion is not supported and will cause errors.
if (_client.RunLevel == ClientRunLevel.Connected || _client.RunLevel == ClientRunLevel.InGame)
LogManager.RootSawmill.Error($"Predicting the queued deletion of a networked entity: {ToPrettyString(uid)}. Trace: {Environment.StackTrace}");
LogManager.RootSawmill.Error($"Predicting the queued deletion of a networked entity: {ToPrettyString(uid.Value)}. Trace: {Environment.StackTrace}");
}
/// <inheritdoc />
@@ -90,12 +93,12 @@ namespace Robust.Client.GameObjects
base.Dirty(uid, component, meta);
}
public override EntityStringRepresentation ToPrettyString(EntityUid uid)
public override EntityStringRepresentation ToPrettyString(EntityUid uid, MetaDataComponent? metaDataComponent = null)
{
if (_playerManager.LocalPlayer?.ControlledEntity == uid)
return base.ToPrettyString(uid) with { Session = _playerManager.LocalPlayer.Session };
else
return base.ToPrettyString(uid);
return base.ToPrettyString(uid);
}
public override void RaisePredictiveEvent<T>(T msg)

View File

@@ -11,7 +11,7 @@ namespace Robust.Client.GameObjects
/// Plays back <see cref="Animation"/>s on entities.
/// </summary>
[RegisterComponent]
public sealed class AnimationPlayerComponent : Component
public sealed partial class AnimationPlayerComponent : Component
{
// TODO: Give this component a friend someday. Way too much content shit to change atm ._.

View File

@@ -11,7 +11,7 @@ namespace Robust.Client.GameObjects;
/// </summary>
[RegisterComponent]
[Access(typeof(GenericVisualizerSystem))]
public sealed class GenericVisualizerComponent : Component
public sealed partial class GenericVisualizerComponent : Component
{
/// <summary>
/// This is a nested dictionary that maps appearance data keys -> sprite layer keys -> appearance data values -> layer data.

View File

@@ -1,136 +0,0 @@
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent, ComponentReference(typeof(SharedEyeComponent))]
public sealed class EyeComponent : SharedEyeComponent
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[ViewVariables] internal Eye? _eye = default!;
// Horrible hack to get around ordering issues.
internal bool _setCurrentOnInitialize;
[DataField("drawFov")] internal bool _setDrawFovOnInitialize = true;
[DataField("zoom")] internal Vector2 _setZoomOnInitialize = Vector2.One;
/// <summary>
/// If not null, this entity is used to update the eye's position instead of just using the component's owner.
/// </summary>
/// <remarks>
/// This is useful for things like vehicles that effectively need to hijack the eye. This allows them to do
/// that without messing with the main viewport's eye. This is important as there are some overlays that are
/// only be drawn if that viewport's eye belongs to the currently controlled entity.
/// </remarks>
[ViewVariables]
public EntityUid? Target;
public IEye? Eye => _eye;
[ViewVariables(VVAccess.ReadWrite)]
public bool Current
{
get => _eyeManager.CurrentEye == _eye;
set
{
if (_eye == null)
{
_setCurrentOnInitialize = value;
return;
}
if (_eyeManager.CurrentEye == _eye == value)
return;
if (value)
{
_eyeManager.CurrentEye = _eye;
}
else
{
_eyeManager.ClearCurrentEye();
}
}
}
public override Vector2 Zoom
{
get => _eye?.Zoom ?? _setZoomOnInitialize;
set
{
if (_eye == null)
{
_setZoomOnInitialize = value;
}
else
{
_eye.Zoom = value;
}
}
}
public override Angle Rotation
{
get => _eye?.Rotation ?? Angle.Zero;
set
{
if (_eye != null)
_eye.Rotation = value;
}
}
public override Vector2 Offset
{
get => _eye?.Offset ?? default;
set
{
if (_eye != null)
_eye.Offset = value;
}
}
public override bool DrawFov
{
get => _eye?.DrawFov ?? _setDrawFovOnInitialize;
set
{
if (_eye == null)
{
_setDrawFovOnInitialize = value;
}
else
{
_eye.DrawFov = value;
}
}
}
[ViewVariables]
public MapCoordinates? Position => _eye?.Position;
/// <summary>
/// Updates the Eye of this entity with the transform position. This has to be called every frame to
/// keep the view following the entity.
/// </summary>
public void UpdateEyePosition()
{
if (_eye == null) return;
if (!_entityManager.TryGetComponent(Target, out TransformComponent? xform))
{
xform = _entityManager.GetComponent<TransformComponent>(Owner);
Target = null;
}
_eye.Position = xform.MapPosition;
}
}
}

View File

@@ -16,8 +16,8 @@ namespace Robust.Client.GameObjects;
/// updated.
/// </remarks>
[RegisterComponent]
public sealed class IconComponent : Component
public sealed partial class IconComponent : Component
{
[IncludeDataField]
public readonly SpriteSpecifier.Rsi Icon = default!;
public SpriteSpecifier.Rsi Icon = default!;
}

View File

@@ -9,7 +9,7 @@ namespace Robust.Client.GameObjects
/// Defines data fields used in the <see cref="InputSystem"/>.
/// </summary>
[RegisterComponent]
public sealed class InputComponent : Component
public sealed partial class InputComponent : Component
{
/// <summary>
/// The context that will be made active for a client that attaches to this entity.

View File

@@ -1,85 +0,0 @@
using Robust.Client.Graphics;
using Robust.Shared.Animations;
using Robust.Shared.ComponentTrees;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
[ComponentReference(typeof(SharedPointLightComponent))]
public sealed class PointLightComponent : SharedPointLightComponent, IComponentTreeEntry<PointLightComponent>
{
public EntityUid? TreeUid { get; set; }
public DynamicTree<ComponentTreeEntry<PointLightComponent>>? Tree { get; set; }
public bool AddToTree => Enabled && !ContainerOccluded;
public bool TreeUpdateQueued { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public override Color Color
{
get => _color;
set => base.Color = value;
}
[Access(typeof(PointLightSystem))]
public bool ContainerOccluded;
/// <summary>
/// Determines if the light mask should automatically rotate with the entity. (like a flashlight)
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool MaskAutoRotate
{
get => _maskAutoRotate;
set => _maskAutoRotate = value;
}
/// <summary>
/// Local rotation of the light mask around the center origin
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Animatable]
public Angle Rotation
{
get => _rotation;
set => _rotation = value;
}
/// <summary>
/// The resource path to the mask texture the light will use.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public string? MaskPath
{
get => _maskPath;
set
{
if (_maskPath?.Equals(value) != false) return;
_maskPath = value;
EntitySystem.Get<PointLightSystem>().UpdateMask(this);
}
}
/// <summary>
/// Set a mask texture that will be applied to the light while rendering.
/// The mask's red channel will be linearly multiplied.p
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Texture? Mask { get; set; }
[DataField("autoRot")]
private bool _maskAutoRotate;
private Angle _rotation;
[DataField("mask")]
internal string? _maskPath;
}
}

View File

@@ -0,0 +1,38 @@
using Robust.Client.Graphics;
using Robust.Shared.ComponentTrees;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.ViewVariables;
namespace Robust.Client.GameObjects;
[RegisterComponent]
public sealed partial class PointLightComponent : SharedPointLightComponent, IComponentTreeEntry<PointLightComponent>
{
#region Component Tree
/// <inheritdoc />
[ViewVariables]
public EntityUid? TreeUid { get; set; }
/// <inheritdoc />
[ViewVariables]
public DynamicTree<ComponentTreeEntry<PointLightComponent>>? Tree { get; set; }
/// <inheritdoc />
[ViewVariables]
public bool AddToTree => Enabled && !ContainerOccluded;
/// <inheritdoc />
[ViewVariables]
public bool TreeUpdateQueued { get; set; }
#endregion
/// <summary>
/// Set a mask texture that will be applied to the light while rendering.
/// The mask's red channel will be linearly multiplied.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
internal Texture? Mask;
}

View File

@@ -4,7 +4,7 @@ using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
{
public interface IRenderableComponent : IComponent
public partial interface IRenderableComponent : IComponent
{
int DrawDepth { get; set; }
float Bottom { get; }

View File

@@ -1,5 +1,7 @@
using System.Numerics;
using Robust.Client.Graphics;
using Robust.Shared.Graphics;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects
@@ -24,7 +26,7 @@ namespace Robust.Client.GameObjects
int AnimationFrame { get; }
bool AutoAnimated { get; set; }
RSI.State.Direction EffectiveDirection(Angle worldRotation);
RsiDirection EffectiveDirection(Angle worldRotation);
/// <summary>
/// Layer size in pixels.

View File

@@ -12,6 +12,8 @@ using Robust.Shared;
using Robust.Shared.Animations;
using Robust.Shared.ComponentTrees;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.Graphics.RSI;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
@@ -26,13 +28,13 @@ using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Robust.Client.ComponentTrees.SpriteTreeSystem;
using DrawDepthTag = Robust.Shared.GameObjects.DrawDepth;
using RSIDirection = Robust.Client.Graphics.RSI.State.Direction;
using static Robust.Shared.Serialization.TypeSerializers.Implementations.SpriteSpecifierSerializer;
using Direction = Robust.Shared.Maths.Direction;
namespace Robust.Client.GameObjects
{
[RegisterComponent]
public sealed class SpriteComponent : Component, IComponentDebug, ISerializationHooks, IComponentTreeEntry<SpriteComponent>, IAnimationProperties
public sealed partial class SpriteComponent : Component, IComponentDebug, ISerializationHooks, IComponentTreeEntry<SpriteComponent>, IAnimationProperties
{
[Dependency] private readonly IResourceCache resourceCache = default!;
[Dependency] private readonly IPrototypeManager prototypes = default!;
@@ -1347,11 +1349,11 @@ namespace Robust.Client.GameObjects
state = GetFallbackState(resourceCache);
}
return state.Directions switch
return state.RsiDirections switch
{
RSI.State.DirectionType.Dir1 => 1,
RSI.State.DirectionType.Dir4 => 4,
RSI.State.DirectionType.Dir8 => 8,
RsiDirectionType.Dir1 => 1,
RsiDirectionType.Dir4 => 4,
RsiDirectionType.Dir8 => 8,
_ => throw new ArgumentOutOfRangeException()
};
}
@@ -1389,7 +1391,7 @@ namespace Robust.Client.GameObjects
builder.AppendFormat(
"vis/depth/scl/rot/ofs/col/norot/override/dir: {0}/{1}/{2}/{3}/{4}/{5}/{6}/{8}/{7}\n",
Visible, DrawDepth, Scale, Rotation, Offset,
Color, NoRotation, entities.GetComponent<TransformComponent>(Owner).WorldRotation.ToRsiDirection(RSI.State.DirectionType.Dir8),
Color, NoRotation, entities.GetComponent<TransformComponent>(Owner).WorldRotation.ToRsiDirection(RsiDirectionType.Dir8),
DirectionOverride
);
@@ -1689,7 +1691,7 @@ namespace Robust.Client.GameObjects
int ISpriteLayer.AnimationFrame => AnimationFrame;
public RSIDirection EffectiveDirection(Angle worldRotation)
public RsiDirection EffectiveDirection(Angle worldRotation)
{
if (State == default)
{
@@ -1710,23 +1712,23 @@ namespace Robust.Client.GameObjects
return default;
}
public RSIDirection EffectiveDirection(RSI.State state, Angle worldRotation,
public RsiDirection EffectiveDirection(RSI.State state, Angle worldRotation,
Direction? overrideDirection)
{
if (state.Directions == RSI.State.DirectionType.Dir1)
if (state.RsiDirections == RsiDirectionType.Dir1)
{
return RSIDirection.South;
return RsiDirection.South;
}
else
{
RSIDirection dir;
RsiDirection dir;
if (overrideDirection != null)
{
dir = overrideDirection.Value.Convert(state.Directions);
dir = overrideDirection.Value.Convert(state.RsiDirections);
}
else
{
dir = worldRotation.ToRsiDirection(state.Directions);
dir = worldRotation.ToRsiDirection(state.RsiDirections);
}
return dir.OffsetRsiDir(DirOffset);
@@ -1882,20 +1884,20 @@ namespace Robust.Client.GameObjects
else if (_parent.SnapCardinals && (!_parent.GranularLayersRendering || RenderingStrategy == LayerRenderingStrategy.UseSpriteStrategy)
|| _parent.GranularLayersRendering && RenderingStrategy == LayerRenderingStrategy.SnapToCardinals)
{
DebugTools.Assert(_actualState == null || _actualState.Directions == RSI.State.DirectionType.Dir1);
DebugTools.Assert(_actualState == null || _actualState.RsiDirections == RsiDirectionType.Dir1);
size = new Vector2(longestSide, longestSide);
}
else
{
// Build the bounding box based on how many directions the sprite has
size = (_actualState?.Directions) switch
size = (_actualState?.RsiDirections) switch
{
// If we have four cardinal directions, take the longest side of our texture and square it, then turn that into our bounding box.
// This accounts for all possible rotations.
RSI.State.DirectionType.Dir4 => new Vector2(longestSide, longestSide),
RsiDirectionType.Dir4 => new Vector2(longestSide, longestSide),
// If we have eight directions, find the maximum length of the texture (accounting for rotation), then square it to make
RSI.State.DirectionType.Dir8 => new Vector2(longestRotatedSide, longestRotatedSide),
RsiDirectionType.Dir8 => new Vector2(longestRotatedSide, longestRotatedSide),
// If we have only one direction or an invalid RSI state, create a simple bounding box with the size of the texture.
_ => textureSize
@@ -1929,9 +1931,9 @@ namespace Robust.Client.GameObjects
/// Given the apparent rotation of an entity on screen (world + eye rotation), get layer's matrix for drawing &
/// relevant RSI direction.
/// </summary>
public void GetLayerDrawMatrix(RSIDirection dir, out Matrix3 layerDrawMatrix)
public void GetLayerDrawMatrix(RsiDirection dir, out Matrix3 layerDrawMatrix)
{
if (_parent.NoRotation || dir == RSIDirection.South)
if (_parent.NoRotation || dir == RsiDirection.South)
layerDrawMatrix = LocalMatrix;
else
{
@@ -1956,11 +1958,11 @@ namespace Robust.Client.GameObjects
/// Converts an angle (between 0 and 2pi) to an RSI direction. This will slightly bias the angle to avoid flickering for
/// 4-directional sprites.
/// </summary>
public static RSIDirection GetDirection(RSI.State.DirectionType dirType, Angle angle)
public static RsiDirection GetDirection(RsiDirectionType dirType, Angle angle)
{
if (dirType == RSI.State.DirectionType.Dir1)
return RSIDirection.South;
else if (dirType == RSI.State.DirectionType.Dir8)
if (dirType == RsiDirectionType.Dir1)
return RsiDirection.South;
else if (dirType == RsiDirectionType.Dir8)
return angle.GetDir().Convert(dirType);
// For 4-directional sprites, as entities are often moving & facing diagonally, we will slightly bias the
@@ -1973,10 +1975,10 @@ namespace Robust.Client.GameObjects
return ((int)Math.Round(modTheta / MathHelper.PiOver2) % 4) switch
{
0 => RSIDirection.South,
1 => RSIDirection.East,
2 => RSIDirection.North,
_ => RSIDirection.West,
0 => RsiDirection.South,
1 => RsiDirection.East,
2 => RsiDirection.North,
_ => RsiDirection.West,
};
}
@@ -1988,7 +1990,7 @@ namespace Robust.Client.GameObjects
if (!Visible || Blank)
return;
var dir = _actualState == null ? RSIDirection.South : GetDirection(_actualState.Directions, angle);
var dir = _actualState == null ? RsiDirection.South : GetDirection(_actualState.RsiDirections, angle);
// Set the drawing transform for this layer
GetLayerDrawMatrix(dir, out var layerMatrix);
@@ -1998,7 +2000,7 @@ namespace Robust.Client.GameObjects
// The direction used to draw the sprite can differ from the one that the angle would naively suggest,
// due to direction overrides or offsets.
if (overrideDirection != null && _actualState != null)
dir = overrideDirection.Value.Convert(_actualState.Directions);
dir = overrideDirection.Value.Convert(_actualState.RsiDirections);
dir = dir.OffsetRsiDir(DirOffset);
// Get the correct directional texture from the state, and draw it!
@@ -2021,7 +2023,7 @@ namespace Robust.Client.GameObjects
drawingHandle.UseShader(null);
}
private Texture GetRenderTexture(RSI.State? state, RSIDirection dir)
private Texture GetRenderTexture(RSI.State? state, RsiDirection dir)
{
if (state == null)
return Texture ?? _parent.resourceCache.GetFallback<TextureResource>().Texture;

View File

@@ -4,7 +4,6 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
using TerraFX.Interop.Windows;
namespace Robust.Client.GameObjects
{
@@ -117,7 +116,7 @@ namespace Robust.Client.GameObjects
if (compTrack.ComponentType == null)
{
_sawmill.Error($"Attempted to play a component animation without any component specified.");
_sawmill.Error("Attempted to play a component animation without any component specified.");
return;
}
@@ -128,7 +127,7 @@ namespace Robust.Client.GameObjects
return;
}
if (component.Owner.IsClientSide() || !animatedComp.NetSyncEnabled)
if (IsClientSide(component.Owner) || !animatedComp.NetSyncEnabled)
continue;
var reg = _compFact.GetRegistration(animatedComp);
@@ -136,8 +135,14 @@ namespace Robust.Client.GameObjects
// In principle there is nothing wrong with this, as long as the property of the component being
// animated is not part of the networked state and setting it does not dirty the component. Hence only a
// warning in debug mode.
if (reg.NetID != null)
_sawmill.Warning($"Playing a component animation on a networked component {reg.Name} belonging to {ToPrettyString(component.Owner)}");
if (reg.NetID != null && compTrack.Property != null)
{
if (animatedComp.GetType().GetProperty(compTrack.Property) is { } property &&
property.HasCustomAttribute<AutoNetworkedFieldAttribute>())
{
_sawmill.Warning($"Playing a component animation on a networked component {reg.Name} belonging to {ToPrettyString(component.Owner)}");
}
}
}
#endif

View File

@@ -81,9 +81,13 @@ public sealed class AudioSystem : SharedAudioSystem
#region Event Handlers
private void PlayAudioEntityHandler(PlayAudioEntityMessage ev)
{
var stream = EntityManager.EntityExists(ev.EntityUid)
? (PlayingStream?) Play(ev.FileName, ev.EntityUid, ev.FallbackCoordinates, ev.AudioParams, false)
: (PlayingStream?) Play(ev.FileName, ev.Coordinates, ev.FallbackCoordinates, ev.AudioParams, false);
var uid = GetEntity(ev.NetEntity);
var coords = GetCoordinates(ev.Coordinates);
var fallback = GetCoordinates(ev.FallbackCoordinates);
var stream = EntityManager.EntityExists(uid)
? (PlayingStream?) Play(ev.FileName, uid, fallback, ev.AudioParams, false)
: (PlayingStream?) Play(ev.FileName, coords, fallback, ev.AudioParams, false);
if (stream != null)
stream.NetIdentifier = ev.Identifier;
@@ -98,7 +102,10 @@ public sealed class AudioSystem : SharedAudioSystem
private void PlayAudioPositionalHandler(PlayAudioPositionalMessage ev)
{
var stream = (PlayingStream?) Play(ev.FileName, ev.Coordinates, ev.FallbackCoordinates, ev.AudioParams, false);
var coords = GetCoordinates(ev.Coordinates);
var fallback = GetCoordinates(ev.FallbackCoordinates);
var stream = (PlayingStream?) Play(ev.FileName, coords, fallback, ev.AudioParams, false);
if (stream != null)
stream.NetIdentifier = ev.Identifier;
}
@@ -383,8 +390,8 @@ public sealed class AudioSystem : SharedAudioSystem
_replayRecording.RecordReplayMessage(new PlayAudioEntityMessage
{
FileName = filename,
EntityUid = entity,
FallbackCoordinates = fallbackCoordinates ?? default,
NetEntity = GetNetEntity(entity),
FallbackCoordinates = GetNetCoordinates(fallbackCoordinates) ?? default,
AudioParams = audioParams ?? AudioParams.Default
});
}
@@ -437,8 +444,8 @@ public sealed class AudioSystem : SharedAudioSystem
_replayRecording.RecordReplayMessage(new PlayAudioPositionalMessage
{
FileName = filename,
Coordinates = coordinates,
FallbackCoordinates = fallbackCoordinates,
Coordinates = GetNetCoordinates(coordinates),
FallbackCoordinates = GetNetCoordinates(fallbackCoordinates),
AudioParams = audioParams ?? AudioParams.Default
});
}

View File

@@ -1,3 +1,4 @@
using System;
using Robust.Shared.Collections;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -5,13 +6,11 @@ using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Robust.Shared.Physics.Components;
using Robust.Shared.Serialization;
using static Robust.Shared.Containers.ContainerManagerComponent;
namespace Robust.Client.GameObjects
@@ -23,14 +22,20 @@ namespace Robust.Client.GameObjects
[Dependency] private readonly IDynamicTypeFactoryInternal _dynFactory = default!;
[Dependency] private readonly PointLightSystem _lightSys = default!;
private EntityQuery<PointLightComponent> _pointLightQuery;
private EntityQuery<SpriteComponent> _spriteQuery;
private readonly HashSet<EntityUid> _updateQueue = new();
public readonly Dictionary<EntityUid, IContainer> ExpectedEntities = new();
public readonly Dictionary<NetEntity, BaseContainer> ExpectedEntities = new();
public override void Initialize()
{
base.Initialize();
_pointLightQuery = GetEntityQuery<PointLightComponent>();
_spriteQuery = GetEntityQuery<SpriteComponent>();
EntityManager.EntityInitialized += HandleEntityInitialized;
SubscribeLocalEvent<ContainerManagerComponent, ComponentHandleState>(HandleComponentState);
@@ -43,20 +48,18 @@ namespace Robust.Client.GameObjects
base.Shutdown();
}
protected override void ValidateMissingEntity(EntityUid uid, IContainer cont, EntityUid missing)
protected override void ValidateMissingEntity(EntityUid uid, BaseContainer cont, EntityUid missing)
{
DebugTools.Assert(ExpectedEntities.TryGetValue(missing, out var expectedContainer) && expectedContainer == cont && cont.ExpectedEntities.Contains(missing));
var netEntity = GetNetEntity(missing);
DebugTools.Assert(ExpectedEntities.TryGetValue(netEntity, out var expectedContainer) && expectedContainer == cont && cont.ExpectedEntities.Contains(netEntity));
}
private void HandleEntityInitialized(EntityUid uid)
{
if (!RemoveExpectedEntity(uid, out var container))
if (!RemoveExpectedEntity(GetNetEntity(uid), out var container))
return;
if (container.Deleted)
return;
container.Insert(uid);
container.Insert(uid, EntityManager, transform: TransformQuery.GetComponent(uid), meta: MetaQuery.GetComponent(uid));
}
private void HandleComponentState(EntityUid uid, ContainerManagerComponent component, ref ComponentHandleState args)
@@ -64,23 +67,24 @@ namespace Robust.Client.GameObjects
if (args.Current is not ContainerManagerComponentState cast)
return;
var metaQuery = GetEntityQuery<MetaDataComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(uid);
var xform = TransformQuery.GetComponent(uid);
// Delete now-gone containers.
var toDelete = new ValueList<string>();
foreach (var (id, container) in component.Containers)
{
if (cast.Containers.ContainsKey(id))
{
DebugTools.Assert(cast.Containers[id].ContainerType == container.GetType().Name);
continue;
}
foreach (var entity in container.ContainedEntities.ToArray())
{
container.Remove(entity,
EntityManager,
xformQuery.GetComponent(entity),
metaQuery.GetComponent(entity),
TransformQuery.GetComponent(entity),
MetaQuery.GetComponent(entity),
force: true,
reparent: false);
@@ -98,26 +102,32 @@ namespace Robust.Client.GameObjects
// Add new containers and update existing contents.
foreach (var (containerType, id, showEnts, occludesLight, entityUids) in cast.Containers.Values)
foreach (var (id, data) in cast.Containers)
{
if (!component.Containers.TryGetValue(id, out var container))
{
container = ContainerFactory(component, containerType, id);
var type = _serializer.FindSerializedType(typeof(BaseContainer), data.ContainerType);
container = _dynFactory.CreateInstanceUnchecked<BaseContainer>(type!, inject:false);
container.Init(id, uid, component);
component.Containers.Add(id, container);
}
// sync show flag
container.ShowContents = showEnts;
container.OccludesLight = occludesLight;
DebugTools.Assert(container.ID == id);
container.ShowContents = data.ShowContents;
container.OccludesLight = data.OccludesLight;
// Remove gone entities.
var toRemove = new ValueList<EntityUid>();
DebugTools.Assert(!container.Contains(EntityUid.Invalid));
var stateNetEnts = data.ContainedEntities;
var stateEnts = GetEntityArray(stateNetEnts); // No need to ensure entities.
foreach (var entity in container.ContainedEntities)
{
if (!entityUids.Contains(entity))
{
if (!stateEnts.Contains(entity))
toRemove.Add(entity);
}
}
foreach (var entity in toRemove)
@@ -125,8 +135,8 @@ namespace Robust.Client.GameObjects
container.Remove(
entity,
EntityManager,
xformQuery.GetComponent(entity),
metaQuery.GetComponent(entity),
TransformQuery.GetComponent(entity),
MetaQuery.GetComponent(entity),
force: true,
reparent: false);
@@ -134,13 +144,11 @@ namespace Robust.Client.GameObjects
}
// Remove entities that were expected, but have been removed from the container.
var removedExpected = new ValueList<EntityUid>();
foreach (var entityUid in container.ExpectedEntities)
var removedExpected = new ValueList<NetEntity>();
foreach (var netEntity in container.ExpectedEntities)
{
if (!entityUids.Contains(entityUid))
{
removedExpected.Add(entityUid);
}
if (!stateNetEnts.Contains(netEntity))
removedExpected.Add(netEntity);
}
foreach (var entityUid in removedExpected)
@@ -149,14 +157,20 @@ namespace Robust.Client.GameObjects
}
// Add new entities.
foreach (var entity in entityUids)
for (var i = 0; i < stateNetEnts.Length; i++)
{
if (!EntityManager.TryGetComponent(entity, out MetaDataComponent? meta))
var entity = stateEnts[i];
var netEnt = stateNetEnts[i];
if (!entity.IsValid())
{
AddExpectedEntity(entity, container);
DebugTools.Assert(netEnt.IsValid());
AddExpectedEntity(netEnt, container);
continue;
}
var meta = MetaData(entity);
DebugTools.Assert(meta.NetEntity == netEnt);
// If an entity is currently in the shadow realm, it means we probably left PVS and are now getting
// back into range. We do not want to directly insert this entity, as IF the container and entity
// transform states did not get sent simultaneously, the entity's transform will be modified by the
@@ -166,18 +180,18 @@ namespace Robust.Client.GameObjects
// containers/players.
if ((meta.Flags & MetaDataFlags.Detached) != 0)
{
AddExpectedEntity(entity, container);
AddExpectedEntity(netEnt, container);
continue;
}
if (container.Contains(entity))
continue;
RemoveExpectedEntity(entity, out _);
RemoveExpectedEntity(netEnt, out _);
container.Insert(entity, EntityManager,
xformQuery.GetComponent(entity),
TransformQuery.GetComponent(entity),
xform,
metaQuery.GetComponent(entity),
MetaQuery.GetComponent(entity),
force: true);
DebugTools.Assert(container.Contains(entity));
@@ -198,7 +212,7 @@ namespace Robust.Client.GameObjects
if (message.OldParent != null && message.OldParent.Value.IsValid())
return;
if (!RemoveExpectedEntity(message.Entity, out var container))
if (!RemoveExpectedEntity(GetNetEntity(message.Entity), out var container))
return;
if (xform.ParentUid != container.Owner)
@@ -208,84 +222,69 @@ namespace Robust.Client.GameObjects
return;
}
if (container.Deleted)
return;
container.Insert(message.Entity, EntityManager);
}
private IContainer ContainerFactory(ContainerManagerComponent component, string containerType, string id)
public void AddExpectedEntity(NetEntity netEntity, BaseContainer container)
{
var type = _serializer.FindSerializedType(typeof(IContainer), containerType);
if (type is null) throw new ArgumentException($"Container of type {containerType} for id {id} cannot be found.");
#if DEBUG
var uid = GetEntity(netEntity);
var newContainer = _dynFactory.CreateInstanceUnchecked<BaseContainer>(type);
newContainer.ID = id;
newContainer.Manager = component;
return newContainer;
}
if (TryComp<MetaDataComponent>(uid, out var meta))
{
DebugTools.Assert((meta.Flags & ( MetaDataFlags.Detached | MetaDataFlags.InContainer) ) == MetaDataFlags.Detached,
$"Adding entity {ToPrettyString(uid)} to list of expected entities for container {container.ID} in {ToPrettyString(container.Owner)}, despite it already being in a container.");
}
#endif
public void AddExpectedEntity(EntityUid uid, IContainer container)
{
DebugTools.Assert(!TryComp(uid, out MetaDataComponent? meta) ||
(meta.Flags & ( MetaDataFlags.Detached | MetaDataFlags.InContainer) ) == MetaDataFlags.Detached,
$"Adding entity {ToPrettyString(uid)} to list of expected entities for container {container.ID} in {ToPrettyString(container.Owner)}, despite it already being in a container.");
if (!ExpectedEntities.TryAdd(uid, container))
if (!ExpectedEntities.TryAdd(netEntity, container))
{
// It is possible that we were expecting this entity in one container, but it has now moved to another
// container, and this entity's state is just being applied before the old container is getting updated.
var oldContainer = ExpectedEntities[uid];
ExpectedEntities[uid] = container;
DebugTools.Assert(oldContainer.ExpectedEntities.Contains(uid),
$"Entity {ToPrettyString(uid)} is expected, but not expected in the given container? Container: {oldContainer.ID} in {ToPrettyString(oldContainer.Owner)}");
oldContainer.ExpectedEntities.Remove(uid);
var oldContainer = ExpectedEntities[netEntity];
ExpectedEntities[netEntity] = container;
DebugTools.Assert(oldContainer.ExpectedEntities.Contains(netEntity),
$"Entity {netEntity} is expected, but not expected in the given container? Container: {oldContainer.ID} in {ToPrettyString(oldContainer.Owner)}");
oldContainer.ExpectedEntities.Remove(netEntity);
}
DebugTools.Assert(!container.ExpectedEntities.Contains(uid),
$"Contained entity {ToPrettyString(uid)} was not yet expected by the system, but was already expected by the container: {container.ID} in {ToPrettyString(container.Owner)}");
container.ExpectedEntities.Add(uid);
DebugTools.Assert(!container.ExpectedEntities.Contains(netEntity),
$"Contained entity {netEntity} was not yet expected by the system, but was already expected by the container: {container.ID} in {ToPrettyString(container.Owner)}");
container.ExpectedEntities.Add(netEntity);
}
public bool RemoveExpectedEntity(EntityUid uid, [NotNullWhen(true)] out IContainer? container)
public bool RemoveExpectedEntity(NetEntity netEntity, [NotNullWhen(true)] out BaseContainer? container)
{
if (!ExpectedEntities.Remove(uid, out container))
if (!ExpectedEntities.Remove(netEntity, out container))
return false;
DebugTools.Assert(container.ExpectedEntities.Contains(uid),
$"While removing expected contained entity {ToPrettyString(uid)}, the entity was missing from the container expected set. Container: {container.ID} in {ToPrettyString(container.Owner)}");
container.ExpectedEntities.Remove(uid);
DebugTools.Assert(container.ExpectedEntities.Contains(netEntity),
$"While removing expected contained entity {ToPrettyString(netEntity)}, the entity was missing from the container expected set. Container: {container.ID} in {ToPrettyString(container.Owner)}");
container.ExpectedEntities.Remove(netEntity);
return true;
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
var pointQuery = EntityManager.GetEntityQuery<PointLightComponent>();
var spriteQuery = EntityManager.GetEntityQuery<SpriteComponent>();
var xformQuery = EntityManager.GetEntityQuery<TransformComponent>();
foreach (var toUpdate in _updateQueue)
{
if (Deleted(toUpdate))
continue;
UpdateEntityRecursively(toUpdate, xformQuery, pointQuery, spriteQuery);
UpdateEntityRecursively(toUpdate);
}
_updateQueue.Clear();
}
private void UpdateEntityRecursively(
EntityUid entity,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<PointLightComponent> pointQuery,
EntityQuery<SpriteComponent> spriteQuery)
private void UpdateEntityRecursively(EntityUid entity)
{
// Recursively go up parents and containers to see whether both sprites and lights need to be occluded
// Could maybe optimise this more by checking nearest parent that has sprite / light and whether it's container
// occluded but this probably isn't a big perf issue.
var xform = xformQuery.GetComponent(entity);
var xform = TransformQuery.GetComponent(entity);
var parent = xform.ParentUid;
var child = entity;
var spriteOccluded = false;
@@ -293,7 +292,7 @@ namespace Robust.Client.GameObjects
while (parent.IsValid() && (!spriteOccluded || !lightOccluded))
{
var parentXform = xformQuery.GetComponent(parent);
var parentXform = TransformQuery.GetComponent(parent);
if (TryComp<ContainerManagerComponent>(parent, out var manager) && manager.TryGetContainer(child, out var container))
{
spriteOccluded = spriteOccluded || !container.ShowContents;
@@ -308,24 +307,21 @@ namespace Robust.Client.GameObjects
// This is the CBT bit.
// The issue is we need to go through the children and re-check whether they are or are not contained.
// if they are contained then the occlusion values may need updating for all those children
UpdateEntity(entity, xform, xformQuery, pointQuery, spriteQuery, spriteOccluded, lightOccluded);
UpdateEntity(entity, xform, spriteOccluded, lightOccluded);
}
private void UpdateEntity(
EntityUid entity,
TransformComponent xform,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<PointLightComponent> pointQuery,
EntityQuery<SpriteComponent> spriteQuery,
bool spriteOccluded,
bool lightOccluded)
{
if (spriteQuery.TryGetComponent(entity, out var sprite))
if (_spriteQuery.TryGetComponent(entity, out var sprite))
{
sprite.ContainerOccluded = spriteOccluded;
}
if (pointQuery.TryGetComponent(entity, out var light))
if (_pointLightQuery.TryGetComponent(entity, out var light))
_lightSys.SetContainerOccluded(entity, lightOccluded, light);
var childEnumerator = xform.ChildEnumerator;
@@ -346,14 +342,14 @@ namespace Robust.Client.GameObjects
childLightOccluded = childLightOccluded || container.OccludesLight;
}
UpdateEntity(child.Value, xformQuery.GetComponent(child.Value), xformQuery, pointQuery, spriteQuery, childSpriteOccluded, childLightOccluded);
UpdateEntity(child.Value, TransformQuery.GetComponent(child.Value), childSpriteOccluded, childLightOccluded);
}
}
else
{
while (childEnumerator.MoveNext(out var child))
{
UpdateEntity(child.Value, xformQuery.GetComponent(child.Value), xformQuery, pointQuery, spriteQuery, spriteOccluded, lightOccluded);
UpdateEntity(child.Value, TransformQuery.GetComponent(child.Value), spriteOccluded, lightOccluded);
}
}
}

View File

@@ -1,6 +1,8 @@
using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
namespace Robust.Client.GameObjects;
@@ -13,8 +15,35 @@ public sealed class EyeSystem : SharedEyeSystem
{
base.Initialize();
SubscribeLocalEvent<EyeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<EyeComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<EyeComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<EyeComponent, PlayerDetachedEvent>(OnEyeDetached);
SubscribeLocalEvent<EyeComponent, PlayerAttachedEvent>(OnEyeAttached);
SubscribeLocalEvent<EyeComponent, AfterAutoHandleStateEvent>(OnEyeAutoState);
// Make sure this runs *after* entities have been moved by interpolation and movement.
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
}
private void OnEyeAutoState(EntityUid uid, EyeComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateEye(component);
}
private void OnEyeAttached(EntityUid uid, EyeComponent component, PlayerAttachedEvent args)
{
// TODO: This probably shouldn't be nullable bruv.
if (component._eye != null)
{
_eyeManager.CurrentEye = component._eye;
}
var ev = new EyeAttachedEvent(uid, component);
RaiseLocalEvent(uid, ref ev, true);
}
private void OnEyeDetached(EntityUid uid, EyeComponent component, PlayerDetachedEvent args)
{
_eyeManager.ClearCurrentEye();
}
private void OnInit(EntityUid uid, EyeComponent component, ComponentInit args)
@@ -22,39 +51,35 @@ public sealed class EyeSystem : SharedEyeSystem
component._eye = new Eye
{
Position = Transform(uid).MapPosition,
Zoom = component._setZoomOnInitialize,
DrawFov = component._setDrawFovOnInitialize
Zoom = component.Zoom,
DrawFov = component.DrawFov,
Rotation = component.Rotation,
};
if ((_eyeManager.CurrentEye == component._eye) != component._setCurrentOnInitialize)
{
if (component._setCurrentOnInitialize)
{
_eyeManager.ClearCurrentEye();
}
else
{
_eyeManager.CurrentEye = component._eye;
}
}
}
private void OnRemove(EntityUid uid, EyeComponent component, ComponentRemove args)
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
component.Current = false;
}
var query = AllEntityQuery<EyeComponent>();
private void OnHandleState(EntityUid uid, EyeComponent component, ref ComponentHandleState args)
{
if (args.Current is not EyeComponentState state)
while (query.MoveNext(out var uid, out var eyeComponent))
{
return;
}
if (eyeComponent._eye == null)
continue;
component.DrawFov = state.DrawFov;
// TODO: Should be a way for content to override lerping and lerp the zoom
component.Zoom = state.Zoom;
component.Offset = state.Offset;
component.VisibilityMask = state.VisibilityMask;
if (!TryComp<TransformComponent>(eyeComponent.Target, out var xform))
{
xform = Transform(uid);
eyeComponent.Target = null;
}
eyeComponent._eye.Position = xform.MapPosition;
}
}
}
/// <summary>
/// Raised on an entity when it is attached to one with an <see cref="EyeComponent"/>
/// </summary>
[ByRefEvent]
public readonly record struct EyeAttachedEvent(EntityUid Entity, EyeComponent Component);

View File

@@ -1,43 +0,0 @@
using System;
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.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
#nullable enable
namespace Robust.Client.GameObjects
{
/// <summary>
/// Updates the position of every Eye every frame, so that the camera follows the player around.
/// </summary>
[UsedImplicitly]
public sealed class EyeUpdateSystem : EntitySystem
{
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// Make sure this runs *after* entities have been moved by interpolation and movement.
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(PhysicsSystem));
}
/// <inheritdoc />
public override void FrameUpdate(float frameTime)
{
foreach (var eyeComponent in EntityManager.EntityQuery<EyeComponent>(true))
{
eyeComponent.UpdateEyePosition();
}
}
}
}

View File

@@ -81,7 +81,7 @@ namespace Robust.Client.GameObjects
while (chunkEnumerator.MoveNext(out var chunk))
{
foreach (var fixture in chunk.Fixtures)
foreach (var fixture in chunk.Fixtures.Values)
{
var poly = (PolygonShape) fixture.Shape;

View File

@@ -52,7 +52,7 @@ namespace Robust.Client.GameObjects
/// <param name="message">Arguments for this event.</param>
/// <param name="replay">if true, current cmd state will not be checked or updated - use this for "replaying" an
/// old input that was saved or buffered until further processing could be done</param>
public bool HandleInputCommand(ICommonSession? session, BoundKeyFunction function, FullInputCmdMessage message, bool replay = false)
public bool HandleInputCommand(ICommonSession? session, BoundKeyFunction function, IFullInputCmdMessage message, bool replay = false)
{
#if DEBUG
@@ -78,14 +78,27 @@ namespace Robust.Client.GameObjects
continue;
// local handlers can block sending over the network.
if (handler.HandleCmdMessage(session, message))
if (handler.HandleCmdMessage(EntityManager, session, message))
{
return true;
}
}
// send it off to the server
DispatchInputCommand(message);
var clientMsg = (ClientFullInputCmdMessage)message;
var fullMsg = new FullInputCmdMessage(
clientMsg.Tick,
clientMsg.SubTick,
(int)clientMsg.InputSequence,
clientMsg.InputFunctionId,
clientMsg.State,
GetNetCoordinates(clientMsg.Coordinates),
clientMsg.ScreenCoordinates)
{
Uid = GetNetEntity(clientMsg.Uid)
};
DispatchInputCommand(clientMsg, fullMsg);
return false;
}
@@ -93,7 +106,7 @@ namespace Robust.Client.GameObjects
/// Handle a predicted input command.
/// </summary>
/// <param name="inputCmd">Input command to handle as predicted.</param>
public void PredictInputCommand(FullInputCmdMessage inputCmd)
public void PredictInputCommand(IFullInputCmdMessage inputCmd)
{
DebugTools.AssertNotNull(_playerManager.LocalPlayer);
@@ -103,15 +116,16 @@ namespace Robust.Client.GameObjects
var session = _playerManager.LocalPlayer!.Session;
foreach (var handler in BindRegistry.GetHandlers(keyFunc))
{
if (handler.HandleCmdMessage(session, inputCmd)) break;
if (handler.HandleCmdMessage(EntityManager, session, inputCmd))
break;
}
Predicted = false;
}
private void DispatchInputCommand(FullInputCmdMessage message)
private void DispatchInputCommand(ClientFullInputCmdMessage clientMsg, FullInputCmdMessage message)
{
_stateManager.InputCommandDispatched(message);
_stateManager.InputCommandDispatched(clientMsg, message);
EntityManager.EntityNetManager?.SendSystemNetworkMessage(message, message.InputSequence);
}
@@ -152,7 +166,7 @@ namespace Robust.Client.GameObjects
var funcId = _inputManager.NetworkBindMap.KeyFunctionID(keyFunction);
var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, state,
coords, new ScreenCoordinates(0, 0, default), EntityUid.Invalid);
GetNetCoordinates(coords), new ScreenCoordinates(0, 0, default), NetEntity.Invalid);
HandleInputCommand(localPlayer.Session, keyFunction, message);
}
@@ -206,8 +220,10 @@ namespace Robust.Client.GameObjects
SetEntityContextActive(_inputManager, controlled);
}
void IPostInjectInit.PostInject()
protected override void PostInject()
{
base.PostInject();
_sawmillInputContext = _logManager.GetSawmill("input.context");
}
}

View File

@@ -1,6 +1,8 @@
using System.Diagnostics.CodeAnalysis;
using Robust.Client.ComponentTrees;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
@@ -15,59 +17,108 @@ namespace Robust.Client.GameObjects
{
base.Initialize();
SubscribeLocalEvent<PointLightComponent, ComponentInit>(HandleInit);
SubscribeLocalEvent<PointLightComponent, ComponentHandleState>(OnLightHandleState);
}
private void OnLightHandleState(EntityUid uid, PointLightComponent component, ref ComponentHandleState args)
{
if (args.Current is not PointLightComponentState state)
return;
component.Enabled = state.Enabled;
component.Offset = state.Offset;
component.Softness = state.Softness;
component.CastShadows = state.CastShadows;
component.Energy = state.Energy;
component.Radius = state.Radius;
component.Color = state.Color;
_lightTree.QueueTreeUpdate(uid, component);
}
public override SharedPointLightComponent EnsureLight(EntityUid uid)
{
return EnsureComp<PointLightComponent>(uid);
}
public override bool ResolveLight(EntityUid uid, [NotNullWhen(true)] ref SharedPointLightComponent? component)
{
if (component is not null)
return true;
TryComp<PointLightComponent>(uid, out var comp);
component = comp;
return component != null;
}
public override bool TryGetLight(EntityUid uid, [NotNullWhen(true)] out SharedPointLightComponent? component)
{
if (TryComp<PointLightComponent>(uid, out var comp))
{
component = comp;
return true;
}
component = null;
return false;
}
public override bool RemoveLightDeferred(EntityUid uid)
{
return RemCompDeferred<PointLightComponent>(uid);
}
private void HandleInit(EntityUid uid, PointLightComponent component, ComponentInit args)
{
UpdateMask(component);
SetMask(component.MaskPath, component);
}
internal void UpdateMask(PointLightComponent component)
public void SetMask(string? maskPath, PointLightComponent component)
{
if (component._maskPath is not null)
component.Mask = _resourceCache.GetResource<TextureResource>(component._maskPath);
if (maskPath is not null)
component.Mask = _resourceCache.GetResource<TextureResource>(maskPath);
else
component.Mask = null;
}
#region Setters
public void SetContainerOccluded(EntityUid uid, bool occluded, PointLightComponent? comp = null)
public void SetContainerOccluded(EntityUid uid, bool occluded, SharedPointLightComponent? comp = null)
{
if (!Resolve(uid, ref comp) || occluded == comp.ContainerOccluded)
if (!ResolveLight(uid, ref comp) || occluded == comp.ContainerOccluded || comp is not PointLightComponent clientComp)
return;
comp.ContainerOccluded = occluded;
Dirty(uid, comp);
if (comp.Enabled)
_lightTree.QueueTreeUpdate(uid, comp);
_lightTree.QueueTreeUpdate(uid, clientComp);
}
public override void SetEnabled(EntityUid uid, bool enabled, SharedPointLightComponent? comp = null)
{
if (!Resolve(uid, ref comp) || enabled == comp.Enabled)
if (!ResolveLight(uid, ref comp) || enabled == comp.Enabled || comp is not PointLightComponent clientComp)
return;
comp._enabled = enabled;
comp.Enabled = enabled;
RaiseLocalEvent(uid, new PointLightToggleEvent(comp.Enabled));
Dirty(uid, comp);
var cast = (PointLightComponent)comp;
if (!cast.ContainerOccluded)
_lightTree.QueueTreeUpdate(uid, cast);
if (!comp.ContainerOccluded)
_lightTree.QueueTreeUpdate(uid, clientComp);
}
public override void SetRadius(EntityUid uid, float radius, SharedPointLightComponent? comp = null)
{
if (!Resolve(uid, ref comp) || MathHelper.CloseToPercent(radius, comp.Radius))
if (!ResolveLight(uid, ref comp) || MathHelper.CloseToPercent(radius, comp.Radius) ||
comp is not PointLightComponent clientComp)
return;
comp._radius = radius;
comp.Radius = radius;
Dirty(uid, comp);
var cast = (PointLightComponent)comp;
if (cast.TreeUid != null)
_lightTree.QueueTreeUpdate(uid, cast);
if (clientComp.TreeUid != null)
_lightTree.QueueTreeUpdate(uid, clientComp);
}
#endregion
}

View File

@@ -4,6 +4,7 @@ using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Client.Utility;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;

View File

@@ -1,51 +1,41 @@
using System.Numerics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects;
public sealed partial class TransformSystem
{
public override void SetLocalPosition(TransformComponent xform, Vector2 value)
public override void SetLocalPosition(EntityUid uid, Vector2 value, TransformComponent? xform = null)
{
xform.PrevPosition = xform._localPosition;
if (!XformQuery.Resolve(uid, ref xform))
return;
xform.NextPosition = value;
xform.LerpParent = xform.ParentUid;
base.SetLocalPosition(xform, value);
ActivateLerp(xform);
ActivateLerp(uid, xform);
base.SetLocalPosition(uid, value, xform);
}
public override void SetLocalPositionNoLerp(TransformComponent xform, Vector2 value)
public override void SetLocalRotation(EntityUid uid, Angle value, TransformComponent? xform = null)
{
xform.NextPosition = null;
xform.LerpParent = EntityUid.Invalid;
base.SetLocalPositionNoLerp(xform, value);
if (!XformQuery.Resolve(uid, ref xform))
return;
xform.NextRotation = value;
ActivateLerp(uid, xform);
base.SetLocalRotation(uid, value, xform);
}
public override void SetLocalRotationNoLerp(TransformComponent xform, Angle angle)
public override void SetLocalPositionRotation(EntityUid uid, Vector2 pos, Angle rot, TransformComponent? xform = null)
{
xform.NextRotation = null;
xform.LerpParent = EntityUid.Invalid;
base.SetLocalRotationNoLerp(xform, angle);
}
if (!XformQuery.Resolve(uid, ref xform))
return;
public override void SetLocalRotation(TransformComponent xform, Angle angle)
{
xform.PrevRotation = xform._localRotation;
xform.NextRotation = angle;
xform.LerpParent = xform.ParentUid;
base.SetLocalRotation(xform, angle);
ActivateLerp(xform);
}
public override void SetLocalPositionRotation(TransformComponent xform, Vector2 pos, Angle rot)
{
xform.PrevPosition = xform._localPosition;
xform.NextPosition = pos;
xform.PrevRotation = xform._localRotation;
xform.NextRotation = rot;
xform.LerpParent = xform.ParentUid;
base.SetLocalPositionRotation(xform, pos, rot);
ActivateLerp(xform);
ActivateLerp(uid, xform);
base.SetLocalPositionRotation(uid, pos, rot, xform);
}
}

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using JetBrains.Annotations;
@@ -25,11 +24,6 @@ namespace Robust.Client.GameObjects
private const float MinInterpolationDistance = 0.001f;
private const float MinInterpolationDistanceSquared = MinInterpolationDistance * MinInterpolationDistance;
private const double MinInterpolationAngle = Math.PI / 720;
// 45 degrees.
private const double MaxInterpolationAngle = Math.PI / 4;
[Dependency] private readonly IGameTiming _gameTiming = default!;
// Only keep track of transforms actively lerping.
@@ -48,21 +42,77 @@ namespace Robust.Client.GameObjects
_lerpingTransforms.Clear();
}
public override void ActivateLerp(TransformComponent xform)
public override void ActivateLerp(EntityUid uid, TransformComponent xform)
{
if (xform.ActivelyLerping)
// This lerping logic is pretty convoluted and generally assumes that the client does not mispredict.
// A more foolproof solution would be to just cache the coordinates at which any given entity was most
// recently rendered and using that as the lerp origin. However that'd require enumerating over all entities
// every tick which is pretty icky.
// The general considerations are:
// - If the client receives a server state for an entity moving from a->b and predicts nothing else, then it
// should show the entity lerping.
// - If the client predicts an entity will move while already lerping due to a state-application, it should
// clear the state's lerp, under the assumption that the client predicted the state and already rendered
// the entity in the final position.
// - If the client predicts that an entity moves, then we only lerp if this is the first time that the tick
// was predicted. I.e., we assume the entity was already rendered in it's final of that lerp.
// - If the client predicts that an entity should lerp twice in the same tick, then we need to combine them.
// I.e. moving from a->b then b->c, the client should lerp from a->c.
// If the client predicts an entity moves while already lerping, it should clear the
// predict a->b, lerp a->b
// predicted a->b, then predict b->c. Lerp b->c
// predicted a->b, then predict b->c. Lerp b->c
// predicted a->b, predicted b->c, then predict c->d. Lerp c->d
// server state a->b, then predicted b->c, lerp b->c
// server state a->b, then predicted b->c, then predict d, lerp b->c
if (_gameTiming.ApplyingState)
{
if (xform.ActivelyLerping)
{
// This should not happen, but can happen if some bad component state application code modifies an entity's coordinates.
Log.Error($"Entity {(ToPrettyString(uid))} tried to lerp twice while applying component states.");
return;
}
_lerpingTransforms.Add(xform);
xform.ActivelyLerping = true;
xform.PredictedLerp = false;
xform.LerpParent = xform.ParentUid;
xform.PrevRotation = xform._localRotation;
xform.PrevPosition = xform._localPosition;
xform.LastLerp = _gameTiming.CurTick;
return;
}
xform.ActivelyLerping = true;
_lerpingTransforms.Add(xform);
}
xform.LastLerp = _gameTiming.CurTick;
if (!_gameTiming.IsFirstTimePredicted)
{
xform.ActivelyLerping = false;
return;
}
public override void DeactivateLerp(TransformComponent component)
{
// this should cause the lerp to do nothing
component.NextPosition = null;
component.NextRotation = null;
component.LerpParent = EntityUid.Invalid;
if (!xform.ActivelyLerping)
{
_lerpingTransforms.Add(xform);
xform.ActivelyLerping = true;
xform.PredictedLerp = true;
xform.PrevRotation = xform._localRotation;
xform.PrevPosition = xform._localPosition;
xform.LerpParent = xform.ParentUid;
return;
}
if (!xform.PredictedLerp || xform.LerpParent != xform.ParentUid)
{
// Existing lerp was not due to prediction, but due to state application. That lerp should already
// have been rendered, so we will start a new lerp from the current position.
xform.PrevRotation = xform._localRotation;
xform.PrevPosition = xform._localPosition;
xform.LerpParent = xform.ParentUid;
}
}
public override void FrameUpdate(float frameTime)
@@ -74,11 +124,13 @@ namespace Robust.Client.GameObjects
for (var i = 0; i < _lerpingTransforms.Count; i++)
{
var transform = _lerpingTransforms[i];
var uid = transform.Owner;
var found = false;
// Only lerp if parent didn't change.
// E.g. entering lockers would do it.
if (transform.LerpParent == transform.ParentUid
if (transform.ActivelyLerping
&& transform.LerpParent == transform.ParentUid
&& transform.ParentUid.IsValid()
&& !transform.Deleted)
{
@@ -90,8 +142,7 @@ namespace Robust.Client.GameObjects
if (distance is > MinInterpolationDistanceSquared and < MaxInterpolationDistanceSquared)
{
transform.LocalPosition = Vector2.Lerp(lerpSource, lerpDest, step);
// Setting LocalPosition clears LerpPosition so fix that.
SetLocalPositionNoLerp(uid, Vector2.Lerp(lerpSource, lerpDest, step), transform);
transform.NextPosition = lerpDest;
found = true;
}
@@ -101,15 +152,9 @@ namespace Robust.Client.GameObjects
{
var lerpDest = transform.NextRotation.Value;
var lerpSource = transform.PrevRotation;
var distance = Math.Abs(Angle.ShortestDistance(lerpDest, lerpSource));
if (distance is > MinInterpolationAngle and < MaxInterpolationAngle)
{
transform.LocalRotation = Angle.Lerp(lerpSource, lerpDest, step);
// Setting LocalRotation clears LerpAngle so fix that.
transform.NextRotation = lerpDest;
found = true;
}
SetLocalRotationNoLerp(uid, Angle.Lerp(lerpSource, lerpDest, step), transform);
transform.NextRotation = lerpDest;
found = true;
}
}

View File

@@ -1,13 +1,12 @@
using JetBrains.Annotations;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Reflection;
using System;
using UserInterfaceComponent = Robust.Shared.GameObjects.UserInterfaceComponent;
namespace Robust.Client.GameObjects
{
[UsedImplicitly]
public sealed class UserInterfaceSystem : SharedUserInterfaceSystem
{
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
@@ -19,41 +18,22 @@ namespace Robust.Client.GameObjects
base.Initialize();
SubscribeNetworkEvent<BoundUIWrapMessage>(MessageReceived);
SubscribeLocalEvent<ClientUserInterfaceComponent, ComponentInit>(OnUserInterfaceInit);
SubscribeLocalEvent<ClientUserInterfaceComponent, ComponentShutdown>(OnUserInterfaceShutdown);
}
private void OnUserInterfaceInit(EntityUid uid, ClientUserInterfaceComponent component, ComponentInit args)
{
component._interfaces.Clear();
foreach (var data in component._interfaceData)
{
component._interfaces[data.UiKey] = data;
}
}
private void OnUserInterfaceShutdown(EntityUid uid, ClientUserInterfaceComponent component, ComponentShutdown args)
{
foreach (var bui in component.OpenInterfaces.Values)
{
bui.Dispose();
}
}
private void MessageReceived(BoundUIWrapMessage ev)
{
var uid = ev.Entity;
if (!TryComp<ClientUserInterfaceComponent>(uid, out var cmp))
var uid = GetEntity(ev.Entity);
if (!TryComp<UserInterfaceComponent>(uid, out var cmp))
return;
var uiKey = ev.UiKey;
var message = ev.Message;
// This should probably not happen at this point, but better make extra sure!
if(_playerManager.LocalPlayer != null)
if (_playerManager.LocalPlayer != null)
message.Session = _playerManager.LocalPlayer.Session;
message.Entity = uid;
message.Entity = GetNetEntity(uid);
message.UiKey = uiKey;
// Raise as object so the correct type is used.
@@ -66,7 +46,7 @@ namespace Robust.Client.GameObjects
break;
case CloseBoundInterfaceMessage _:
TryCloseUi(uid, uiKey, remoteCall: true, uiComp: cmp);
TryCloseUi(message.Session, uid, uiKey, remoteCall: true, uiComp: cmp);
break;
default:
@@ -77,7 +57,7 @@ namespace Robust.Client.GameObjects
}
}
private bool TryOpenUi(EntityUid uid, Enum uiKey, ClientUserInterfaceComponent? uiComp = null)
private bool TryOpenUi(EntityUid uid, Enum uiKey, UserInterfaceComponent? uiComp = null)
{
if (!Resolve(uid, ref uiComp))
return false;
@@ -85,7 +65,7 @@ namespace Robust.Client.GameObjects
if (uiComp.OpenInterfaces.ContainsKey(uiKey))
return false;
var data = uiComp._interfaces[uiKey];
var data = uiComp.MappedInterfaceData[uiKey];
// TODO: This type should be cached, but I'm too lazy.
var type = _reflectionManager.LooseGetType(data.ClientType);
@@ -96,36 +76,13 @@ namespace Robust.Client.GameObjects
uiComp.OpenInterfaces[uiKey] = boundInterface;
var playerSession = _playerManager.LocalPlayer?.Session;
if(playerSession != null)
if (playerSession != null)
{
uiComp.Interfaces[uiKey]._subscribedSessions.Add(playerSession);
RaiseLocalEvent(uid, new BoundUIOpenedEvent(uiKey, uid, playerSession), true);
}
return true;
}
internal bool TryCloseUi(EntityUid uid, Enum uiKey, bool remoteCall = false, ClientUserInterfaceComponent? uiComp = null)
{
if (!Resolve(uid, ref uiComp))
return false;
if (!uiComp.OpenInterfaces.TryGetValue(uiKey, out var boundUserInterface))
return false;
if (!remoteCall)
SendUiMessage(boundUserInterface, new CloseBoundInterfaceMessage());
uiComp.OpenInterfaces.Remove(uiKey);
boundUserInterface.Dispose();
var playerSession = _playerManager.LocalPlayer?.Session;
if(playerSession != null)
RaiseLocalEvent(uid, new BoundUIClosedEvent(uiKey, uid, playerSession), true);
return true;
}
internal void SendUiMessage(BoundUserInterface bui, BoundUserInterfaceMessage msg)
{
RaiseNetworkEvent(new BoundUIWrapMessage(bui.Owner, msg, bui.UiKey));
}
}
}

View File

@@ -6,7 +6,7 @@ namespace Robust.Client.GameObjects
{
// These methods are used by the Game State Manager.
EntityUid CreateEntity(string? prototypeName, EntityUid uid = default);
EntityUid CreateEntity(string? prototypeName, out MetaDataComponent metadata);
void InitializeEntity(EntityUid entity, MetaDataComponent? meta = null);

View File

@@ -1,7 +1,6 @@
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Utility;
using System;
using System.Collections.Generic;
@@ -15,7 +14,7 @@ public sealed class ClientDirtySystem : EntitySystem
{
[Dependency] private readonly IClientGameTiming _timing = default!;
[Dependency] private readonly IComponentFactory _compFact = default!;
// Entities that have removed networked components
// could pool the ushort sets, but predicted component changes are rare... soo...
internal readonly Dictionary<EntityUid, HashSet<ushort>> RemovedComponents = new();
@@ -40,11 +39,11 @@ public sealed class ClientDirtySystem : EntitySystem
private void OnTerminate(ref EntityTerminatingEvent ev)
{
if (!_timing.InPrediction || ev.Entity.IsClientSide())
if (!_timing.InPrediction || IsClientSide(ev.Entity))
return;
// Client-side entity deletion is not supported and will cause errors.
Logger.Error($"Predicting the deletion of a networked entity: {ToPrettyString(ev.Entity)}. Trace: {Environment.StackTrace}");
Log.Error($"Predicting the deletion of a networked entity: {ToPrettyString(ev.Entity)}. Trace: {Environment.StackTrace}");
}
private void OnCompRemoved(RemovedComponentEventArgs args)
@@ -52,8 +51,9 @@ public sealed class ClientDirtySystem : EntitySystem
if (args.Terminating)
return;
var uid = args.BaseArgs.Owner;
var comp = args.BaseArgs.Component;
if (!_timing.InPrediction || comp.Owner.IsClientSide() || !comp.NetSyncEnabled)
if (!_timing.InPrediction || !comp.NetSyncEnabled || IsClientSide(uid, args.Meta))
return;
// Was this component added during prediction? If yes, then there is no need to re-add it when resetting.
@@ -62,7 +62,7 @@ public sealed class ClientDirtySystem : EntitySystem
var netId = _compFact.GetRegistration(comp).NetID;
if (netId != null)
RemovedComponents.GetOrNew(comp.Owner).Add(netId.Value);
RemovedComponents.GetOrNew(uid).Add(netId.Value);
}
public void Reset()
@@ -73,7 +73,7 @@ public sealed class ClientDirtySystem : EntitySystem
private void OnEntityDirty(EntityUid e)
{
if (_timing.InPrediction && !e.IsClientSide())
if (_timing.InPrediction && !IsClientSide(e))
DirtyEntities.Add(e);
}
}

View File

@@ -4,7 +4,9 @@ using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.InteropServices;
using JetBrains.Annotations;
using Microsoft.Extensions.ObjectPool;
using Robust.Client.GameObjects;
using Robust.Client.Input;
using Robust.Client.Physics;
@@ -47,8 +49,18 @@ namespace Robust.Client.GameStates
= new();
// Game state dictionaries that get used every tick.
private readonly Dictionary<EntityUid, (bool EnteringPvs, GameTick LastApplied, EntityState? curState, EntityState?nextState)> _toApply = new();
private readonly Dictionary<EntityUid, EntityState> _toCreate = new();
private readonly Dictionary<EntityUid, (NetEntity NetEntity, MetaDataComponent Meta, bool EnteringPvs, GameTick LastApplied, EntityState? curState, EntityState? nextState)> _toApply = new();
private readonly Dictionary<NetEntity, EntityState> _toCreate = new();
private readonly Dictionary<ushort, (IComponent Component, ComponentState? curState, ComponentState? nextState)> _compStateWork = new();
private readonly Dictionary<EntityUid, HashSet<Type>> _pendingReapplyNetStates = new();
private readonly HashSet<NetEntity> _stateEnts = new();
private readonly List<EntityUid> _toDelete = new();
private readonly List<Component> _toRemove = new();
private readonly Dictionary<NetEntity, Dictionary<ushort, ComponentState>> _outputData = new();
private readonly List<(EntityUid, TransformComponent)> _queuedBroadphaseUpdates = new();
private readonly ObjectPool<Dictionary<ushort, ComponentState>> _compDataPool =
new DefaultObjectPool<Dictionary<ushort, ComponentState>>(new DictPolicy<ushort, ComponentState>(), 256);
private uint _metaCompNetId;
@@ -99,6 +111,13 @@ namespace Robust.Client.GameStates
public event Action<MsgStateLeavePvs>? PvsLeave;
#if DEBUG
/// <summary>
/// If true, this will cause received game states to be ignored. Used by integration tests.
/// </summary>
public bool DropStates;
#endif
/// <inheritdoc />
public void Initialize()
{
@@ -157,7 +176,7 @@ namespace Robust.Client.GameStates
}
}
public void InputCommandDispatched(FullInputCmdMessage message)
public void InputCommandDispatched(ClientFullInputCmdMessage clientMessage, FullInputCmdMessage message)
{
if (!IsPredictionEnabled)
{
@@ -191,6 +210,10 @@ namespace Robust.Client.GameStates
private void HandleStateMessage(MsgState message)
{
#if DEBUG
if (DropStates)
return;
#endif
// We ONLY ack states that are definitely going to get applied. Otherwise the sever might assume that we
// applied a state containing entity-creation information, which it would then no longer send to us when
// we re-encounter this entity
@@ -201,7 +224,7 @@ namespace Robust.Client.GameStates
public void UpdateFullRep(GameState state, bool cloneDelta = false)
=> _processor.UpdateFullRep(state, cloneDelta);
public Dictionary<EntityUid, Dictionary<ushort, ComponentState>> GetFullRep()
public Dictionary<NetEntity, Dictionary<ushort, ComponentState>> GetFullRep()
=> _processor.GetFullRep();
private void HandlePvsLeaveMessage(MsgStateLeavePvs message)
@@ -210,7 +233,7 @@ namespace Robust.Client.GameStates
PvsLeave?.Invoke(message);
}
public void QueuePvsDetach(List<EntityUid> entities, GameTick tick)
public void QueuePvsDetach(List<NetEntity> entities, GameTick tick)
{
_processor.AddLeavePvsMessage(entities, tick);
if (_replayRecording.IsRecording)
@@ -265,18 +288,15 @@ namespace Robust.Client.GameStates
continue;
}
if (PredictionNeedsResetting)
try
{
try
{
ResetPredictedEntities();
}
catch (Exception e)
{
// avoid exception spam from repeatedly trying to reset the same entity.
_entitySystemManager.GetEntitySystem<ClientDirtySystem>().Reset();
_runtimeLog.LogException(e, "ResetPredictedEntities");
}
ResetPredictedEntities();
}
catch (Exception e)
{
// avoid exception spam from repeatedly trying to reset the same entity.
_entitySystemManager.GetEntitySystem<ClientDirtySystem>().Reset();
_runtimeLog.LogException(e, "ResetPredictedEntities");
}
// If we were waiting for a new state, we are now applying it.
@@ -298,7 +318,7 @@ namespace Robust.Client.GameStates
_processor.UpdateFullRep(curState);
}
IEnumerable<EntityUid> createdEntities;
IEnumerable<NetEntity> createdEntities;
using (_prof.Group("ApplyGameState"))
{
if (_timing.LastProcessedTick < targetProcessedTick && nextState != null)
@@ -323,7 +343,7 @@ namespace Robust.Client.GameStates
catch (MissingMetadataException e)
{
// Something has gone wrong. Probably a missing meta-data component. Perhaps a full server state will fix it.
RequestFullState(e.Uid);
RequestFullState(e.NetEntity);
throw;
}
#endif
@@ -392,10 +412,10 @@ namespace Robust.Client.GameStates
}
}
public void RequestFullState(EntityUid? missingEntity = null)
public void RequestFullState(NetEntity? missingEntity = null)
{
_sawmill.Info("Requesting full server state");
_network.ClientSendMessage(new MsgStateRequestFull { Tick = _timing.LastRealTick , MissingEntity = missingEntity ?? EntityUid.Invalid });
_network.ClientSendMessage(new MsgStateRequestFull { Tick = _timing.LastRealTick , MissingEntity = missingEntity ?? NetEntity.Invalid });
_processor.RequestFullState();
}
@@ -465,20 +485,22 @@ namespace Robust.Client.GameStates
public void ResetPredictedEntities()
{
PredictionNeedsResetting = false;
using var _ = _prof.Group("ResetPredictedEntities");
using var __ = _timing.StartStateApplicationArea();
var countReset = 0;
var system = _entitySystemManager.GetEntitySystem<ClientDirtySystem>();
var query = _entityManager.GetEntityQuery<MetaDataComponent>();
RemQueue<Component> toRemove = new();
// This is terrible, and I hate it.
// This is terrible, and I hate it. This also needs to run even when prediction is disabled.
_entitySystemManager.GetEntitySystem<SharedGridTraversalSystem>().QueuedEvents.Clear();
_entitySystemManager.GetEntitySystem<TransformSystem>().Reset();
if (!PredictionNeedsResetting)
return;
PredictionNeedsResetting = false;
var countReset = 0;
var system = _entitySystemManager.GetEntitySystem<ClientDirtySystem>();
var metaQuery = _entityManager.GetEntityQuery<MetaDataComponent>();
RemQueue<Component> toRemove = new();
foreach (var entity in system.DirtyEntities)
{
DebugTools.Assert(toRemove.Count == 0);
@@ -486,7 +508,8 @@ namespace Robust.Client.GameStates
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($"Entity {entity} was made dirty.");
if (!_processor.TryGetLastServerStates(entity, out var last))
if (!metaQuery.TryGetComponent(entity, out var meta) ||
!_processor.TryGetLastServerStates(meta.NetEntity, out var last))
{
// Entity was probably deleted on the server so do nothing.
continue;
@@ -494,13 +517,8 @@ namespace Robust.Client.GameStates
countReset += 1;
var netComps = _entityManager.GetNetComponentsOrNull(entity);
if (netComps == null)
continue;
foreach (var (netId, comp) in netComps.Value)
foreach (var (netId, comp) in meta.NetComponents)
{
DebugTools.AssertNotNull(netId);
if (!comp.NetSyncEnabled)
continue;
@@ -547,13 +565,13 @@ namespace Robust.Client.GameStates
{
foreach (var netId in netIds)
{
if (_entities.HasComponent(entity, netId))
if (meta.NetComponents.ContainsKey(netId))
continue;
if (!last.TryGetValue(netId, out var state))
continue;
var comp = _entityManager.AddComponent(entity, netId);
var comp = _entityManager.AddComponent(entity, netId, meta);
if (_sawmill.Level <= LogLevel.Debug)
_sawmill.Debug($" A component was removed: {comp.GetType()}");
@@ -565,7 +583,6 @@ namespace Robust.Client.GameStates
}
}
var meta = query.GetComponent(entity);
DebugTools.Assert(meta.EntityLastModifiedTick > _timing.LastRealTick);
meta.EntityLastModifiedTick = _timing.LastRealTick;
}
@@ -589,17 +606,17 @@ namespace Robust.Client.GameStates
/// initial server state for any newly created entity. It does this by simply using the standard <see
/// cref="IEntityManager.GetComponentState(IEventBus, IComponent)"/>.
/// </remarks>
private void MergeImplicitData(IEnumerable<EntityUid> createdEntities)
private void MergeImplicitData(IEnumerable<NetEntity> createdEntities)
{
var outputData = new Dictionary<EntityUid, Dictionary<ushort, ComponentState>>();
var bus = _entityManager.EventBus;
foreach (var createdEntity in createdEntities)
foreach (var netEntity in createdEntities)
{
var compData = new Dictionary<ushort, ComponentState>();
outputData.Add(createdEntity, compData);
var (createdEntity, meta) = _entityManager.GetEntityData(netEntity);
var compData = _compDataPool.Get();
_outputData.Add(netEntity, compData);
foreach (var (netId, component) in _entityManager.GetNetComponents(createdEntity))
foreach (var (netId, component) in meta.NetComponents)
{
if (!component.NetSyncEnabled)
continue;
@@ -610,7 +627,14 @@ namespace Robust.Client.GameStates
}
}
_processor.MergeImplicitData(outputData);
_processor.MergeImplicitData(_outputData);
foreach (var data in _outputData.Values)
{
_compDataPool.Return(data);
}
_outputData.Clear();
}
private void AckGameState(GameTick sequence)
@@ -618,7 +642,7 @@ namespace Robust.Client.GameStates
_network.ClientSendMessage(new MsgStateAck() { Sequence = sequence });
}
public IEnumerable<EntityUid> ApplyGameState(GameState curState, GameState? nextState)
public IEnumerable<NetEntity> ApplyGameState(GameState curState, GameState? nextState)
{
using var _ = _timing.StartStateApplicationArea();
@@ -638,7 +662,7 @@ namespace Robust.Client.GameStates
_config.TickProcessMessages();
}
(IEnumerable<EntityUid> Created, List<EntityUid> Detached) output;
(IEnumerable<NetEntity> Created, List<NetEntity> Detached) output;
using (_prof.Group("Entity"))
{
output = ApplyEntityStates(curState, nextState);
@@ -657,7 +681,7 @@ namespace Robust.Client.GameStates
return output.Created;
}
private (IEnumerable<EntityUid> Created, List<EntityUid> Detached) ApplyEntityStates(GameState curState, GameState? nextState)
private (IEnumerable<NetEntity> Created, List<NetEntity> Detached) ApplyEntityStates(GameState curState, GameState? nextState)
{
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xforms = _entities.GetEntityQuery<TransformComponent>();
@@ -666,6 +690,7 @@ namespace Robust.Client.GameStates
var enteringPvs = 0;
_toApply.Clear();
_toCreate.Clear();
_pendingReapplyNetStates.Clear();
var curSpan = curState.EntityStates.Span;
// Create new entities
@@ -676,21 +701,40 @@ namespace Robust.Client.GameStates
foreach (var es in curSpan)
{
if (metas.HasComponent(es.Uid))
if (_entityManager.TryGetEntity(es.NetEntity, out var nUid))
{
DebugTools.Assert(_entityManager.EntityExists(nUid));
continue;
}
count++;
var uid = es.Uid;
var metaState = (MetaDataComponentState?)es.ComponentChanges.Value?.FirstOrDefault(c => c.NetID == _metaCompNetId).State;
if (metaState == null)
throw new MissingMetadataException(uid);
throw new MissingMetadataException(es.NetEntity);
_entities.CreateEntity(metaState.PrototypeId, uid);
_toCreate.Add(uid, es);
_toApply.Add(uid, (false, GameTick.Zero, es, null));
var uid = _entities.CreateEntity(metaState.PrototypeId, out var newMeta);
_toCreate.Add(es.NetEntity, es);
_toApply.Add(uid, (es.NetEntity, newMeta, false, GameTick.Zero, es, null));
var newMeta = metas.GetComponent(uid);
// Client creates a client-side net entity for the newly created entity.
// We need to clear this mapping before assigning the real net id.
// TODO NetEntity Jank: prevent the client from creating this in the first place.
_entityManager.ClearNetEntity(newMeta.NetEntity);
_entityManager.SetNetEntity(uid, es.NetEntity, newMeta);
newMeta.LastStateApplied = curState.ToSequence;
// Check if there's any component states awaiting this entity.
if (_entityManager.PendingNetEntityStates.TryGetValue(es.NetEntity, out var value))
{
foreach (var (type, owner) in value)
{
var pending = _pendingReapplyNetStates.GetOrNew(owner);
pending.Add(type);
}
_entityManager.PendingNetEntityStates.Remove(es.NetEntity);
}
}
_prof.WriteValue("Count", ProfData.Int32(count));
@@ -698,10 +742,11 @@ namespace Robust.Client.GameStates
foreach (var es in curSpan)
{
if (!metas.TryGetComponent(es.Uid, out var meta) || _toCreate.ContainsKey(es.Uid))
{
if (_toCreate.ContainsKey(es.NetEntity))
continue;
if (!_entityManager.TryGetEntityData(es.NetEntity, out var uid, out var meta))
continue;
}
bool isEnteringPvs = (meta.Flags & MetaDataFlags.Detached) != 0;
if (isEnteringPvs)
@@ -715,7 +760,7 @@ namespace Robust.Client.GameStates
continue;
}
_toApply.Add(es.Uid, (isEnteringPvs, meta.LastStateApplied, es, null));
_toApply.Add(uid.Value, (es.NetEntity, meta, isEnteringPvs, meta.LastStateApplied, es, null));
meta.LastStateApplied = curState.ToSequence;
}
@@ -729,30 +774,46 @@ namespace Robust.Client.GameStates
{
foreach (var es in nextState.EntityStates.Span)
{
var uid = es.Uid;
if (!metas.TryGetComponent(uid, out var meta))
if (!_entityManager.TryGetEntityData(es.NetEntity, out var uid, out var meta))
continue;
// Does the next state actually have any future information about this entity that could be used for interpolation?
if (es.EntityLastModified != nextState.ToSequence)
continue;
if (_toApply.TryGetValue(uid, out var state))
_toApply[uid] = (state.EnteringPvs, state.LastApplied, state.curState, es);
ref var state = ref CollectionsMarshal.GetValueRefOrAddDefault(_toApply, uid.Value, out var exists);
if (exists)
state = (es.NetEntity, meta, state.EnteringPvs, state.LastApplied, state.curState, es);
else
_toApply[uid] = (false, GameTick.Zero, null, es);
state = (es.NetEntity, meta, false, GameTick.Zero, null, es);
}
}
var queuedBroadphaseUpdates = new List<(EntityUid, TransformComponent)>(enteringPvs);
// Check pending states and see if we need to force any entities to re-run component states.
foreach (var uid in _pendingReapplyNetStates.Keys)
{
// Original entity referencing the NetEntity may have been deleted.
if (!metas.TryGetComponent(uid, out var meta))
continue;
// State already being re-applied so don't bulldoze it.
ref var state = ref CollectionsMarshal.GetValueRefOrAddDefault(_toApply, uid, out var exists);
if (exists)
continue;
state = (meta.NetEntity, meta, false, GameTick.Zero, null, null);
}
_queuedBroadphaseUpdates.Clear();
// Apply entity states.
using (_prof.Group("Apply States"))
{
foreach (var (entity, data) in _toApply)
{
HandleEntityState(entity, _entities.EventBus, data.curState,
HandleEntityState(entity, data.NetEntity, data.Meta, _entities.EventBus, data.curState,
data.nextState, data.LastApplied, curState.ToSequence, data.EnteringPvs);
if (!data.EnteringPvs)
@@ -765,8 +826,9 @@ namespace Robust.Client.GameStates
DebugTools.Assert(xform.Broadphase == BroadphaseData.Invalid);
xform.Broadphase = null;
if (!_toApply.TryGetValue(xform.ParentUid, out var parent) || !parent.EnteringPvs)
queuedBroadphaseUpdates.Add((entity, xform));
_queuedBroadphaseUpdates.Add((entity, xform));
}
_prof.WriteValue("Count", ProfData.Int32(_toApply.Count));
}
@@ -775,7 +837,7 @@ namespace Robust.Client.GameStates
{
try
{
foreach (var (uid, xform) in queuedBroadphaseUpdates)
foreach (var (uid, xform) in _queuedBroadphaseUpdates)
{
lookupSys.FindAndAddToEntityTree(uid, true, xform);
}
@@ -792,7 +854,7 @@ namespace Robust.Client.GameStates
{
try
{
ProcessDeletions(delSpan, xforms, metas, xformSys);
ProcessDeletions(delSpan, xforms, xformSys);
}
catch (Exception e)
{
@@ -829,38 +891,40 @@ namespace Robust.Client.GameStates
_sawmill.Info($"Resetting all entity states to tick {state.ToSequence}.");
// Construct hashset for set.Contains() checks.
_stateEnts.Clear();
var entityStates = state.EntityStates.Span;
var stateEnts = new HashSet<EntityUid>(entityStates.Length);
foreach (var entState in entityStates)
{
stateEnts.Add(entState.Uid);
_stateEnts.Add(entState.NetEntity);
}
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xforms = _entities.GetEntityQuery<TransformComponent>();
var xformSys = _entitySystemManager.GetEntitySystem<SharedTransformSystem>();
var currentEnts = _entities.GetEntities();
var toDelete = new List<EntityUid>(Math.Max(64, _entities.EntityCount - stateEnts.Count));
foreach (var ent in currentEnts)
_toDelete.Clear();
// Client side entities won't need the transform, but that should always be a tiny minority of entities
var metaQuery = _entityManager.AllEntityQueryEnumerator<MetaDataComponent, TransformComponent>();
while (metaQuery.MoveNext(out var ent, out var metadata, out var xform))
{
if (ent.IsClientSide())
var netEnt = metadata.NetEntity;
if (metadata.NetEntity.IsClientSide())
{
if (deleteClientEntities)
toDelete.Add(ent);
_toDelete.Add(ent);
continue;
}
if (stateEnts.Contains(ent) && metas.TryGetComponent(ent, out var meta))
if (_stateEnts.Contains(netEnt))
{
if (resetAllEntities || meta.LastStateApplied > state.ToSequence)
meta.LastStateApplied = GameTick.Zero; // TODO track last-state-applied for individual components? Is it even worth it?
if (resetAllEntities || metadata.LastStateApplied > state.ToSequence)
metadata.LastStateApplied = GameTick.Zero; // TODO track last-state-applied for individual components? Is it even worth it?
continue;
}
if (!xforms.TryGetComponent(ent, out var xform))
continue;
// This entity is going to get deleted, but maybe some if its children won't be, so lets detach them to
// null. First we will detach the parent in order to reduce the number of broadphase/lookup updates.
xformSys.DetachParentToNull(ent, xform);
@@ -873,24 +937,24 @@ namespace Robust.Client.GameStates
if (deleteClientChildren
&& !deleteClientEntities // don't add duplicates
&& child.Value.IsClientSide())
&& _entities.IsClientSide(child.Value))
{
toDelete.Add(child.Value);
_toDelete.Add(child.Value);
}
}
toDelete.Add(ent);
_toDelete.Add(ent);
}
foreach (var ent in toDelete)
foreach (var ent in _toDelete)
{
_entities.DeleteEntity(ent);
}
}
private void ProcessDeletions(
ReadOnlySpan<EntityUid> delSpan,
ReadOnlySpan<NetEntity> delSpan,
EntityQuery<TransformComponent> xforms,
EntityQuery<MetaDataComponent> metas,
SharedTransformSystem xformSys)
{
// Processing deletions is non-trivial, because by default deletions will also delete all child entities.
@@ -905,13 +969,19 @@ namespace Robust.Client.GameStates
using var _ = _prof.Group("Deletion");
foreach (var id in delSpan)
foreach (var netEntity in delSpan)
{
// Don't worry about this for later.
_entityManager.PendingNetEntityStates.Remove(netEntity);
if (!_entityManager.TryGetEntity(netEntity, out var id))
continue;
if (!xforms.TryGetComponent(id, out var xform))
continue; // Already deleted? or never sent to us?
// First, a single recursive map change
xformSys.DetachParentToNull(id, xform);
xformSys.DetachParentToNull(id.Value, xform);
// Then detach all children.
var childEnumerator = xform.ChildEnumerator;
@@ -921,12 +991,12 @@ namespace Robust.Client.GameStates
}
// Finally, delete the entity.
_entities.DeleteEntity(id);
_entities.DeleteEntity(id.Value);
}
_prof.WriteValue("Count", ProfData.Int32(delSpan.Length));
}
public void DetachImmediate(List<EntityUid> entities)
public void DetachImmediate(List<NetEntity> entities)
{
var metas = _entities.GetEntityQuery<MetaDataComponent>();
var xforms = _entities.GetEntityQuery<TransformComponent>();
@@ -936,7 +1006,7 @@ namespace Robust.Client.GameStates
Detach(GameTick.MaxValue, null, entities, metas, xforms, xformSys, containerSys, lookupSys);
}
private List<EntityUid> ProcessPvsDeparture(
private List<NetEntity> ProcessPvsDeparture(
GameTick toTick,
EntityQuery<MetaDataComponent> metas,
EntityQuery<TransformComponent> xforms,
@@ -945,7 +1015,7 @@ namespace Robust.Client.GameStates
EntityLookupSystem lookupSys)
{
var toDetach = _processor.GetEntitiesToDetach(toTick, _pvsDetachBudget);
var detached = new List<EntityUid>();
var detached = new List<NetEntity>();
if (toDetach.Count == 0)
return detached;
@@ -955,6 +1025,7 @@ namespace Robust.Client.GameStates
// things like container insertion and ejection.
using var _ = _prof.Group("Leave PVS");
detached.EnsureCapacity(toDetach.Count);
foreach (var (tick, ents) in toDetach)
{
@@ -967,17 +1038,17 @@ namespace Robust.Client.GameStates
private void Detach(GameTick maxTick,
GameTick? lastStateApplied,
List<EntityUid> entities,
List<NetEntity> entities,
EntityQuery<MetaDataComponent> metas,
EntityQuery<TransformComponent> xforms,
SharedTransformSystem xformSys,
ContainerSystem containerSys,
EntityLookupSystem lookupSys,
List<EntityUid>? detached = null)
List<NetEntity>? detached = null)
{
foreach (var ent in entities)
foreach (var netEntity in entities)
{
if (!metas.TryGetComponent(ent, out var meta))
if (!_entityManager.TryGetEntityData(netEntity, out var ent, out var meta))
continue;
if (meta.LastStateApplied > maxTick)
@@ -993,57 +1064,60 @@ namespace Robust.Client.GameStates
if (lastStateApplied.HasValue)
meta.LastStateApplied = lastStateApplied.Value;
var xform = xforms.GetComponent(ent);
var xform = xforms.GetComponent(ent.Value);
if (xform.ParentUid.IsValid())
{
lookupSys.RemoveFromEntityTree(ent, xform);
lookupSys.RemoveFromEntityTree(ent.Value, xform);
xform.Broadphase = BroadphaseData.Invalid;
// In some cursed scenarios an entity inside of a container can leave PVS without the container itself leaving PVS.
// In those situations, we need to add the entity back to the list of expected entities after detaching.
IContainer? container = null;
BaseContainer? container = null;
if ((meta.Flags & MetaDataFlags.InContainer) != 0 &&
metas.TryGetComponent(xform.ParentUid, out var containerMeta) &&
(containerMeta.Flags & MetaDataFlags.Detached) == 0 &&
containerSys.TryGetContainingContainer(xform.ParentUid, ent, out container, null, true))
containerSys.TryGetContainingContainer(xform.ParentUid, ent.Value, out container, null, true))
{
container.Remove(ent, _entities, xform, meta, false, true);
container.Remove(ent.Value, _entities, xform, meta, false, true);
}
meta._flags |= MetaDataFlags.Detached;
xformSys.DetachParentToNull(ent, xform);
xformSys.DetachParentToNull(ent.Value, xform);
DebugTools.Assert((meta.Flags & MetaDataFlags.InContainer) == 0);
if (container != null)
containerSys.AddExpectedEntity(ent, container);
containerSys.AddExpectedEntity(netEntity, container);
}
detached?.Add(ent);
detached?.Add(netEntity);
}
}
private void InitializeAndStart(Dictionary<EntityUid, EntityState> toCreate)
private void InitializeAndStart(Dictionary<NetEntity, EntityState> toCreate)
{
var metaQuery = _entityManager.GetEntityQuery<MetaDataComponent>();
#if EXCEPTION_TOLERANCE
HashSet<EntityUid> brokenEnts = new HashSet<EntityUid>();
var brokenEnts = new List<EntityUid>();
#endif
using (_prof.Group("Initialize Entity"))
{
foreach (var entity in toCreate.Keys)
foreach (var netEntity in toCreate.Keys)
{
var entity = _entityManager.GetEntity(netEntity);
#if EXCEPTION_TOLERANCE
try
{
#endif
_entities.InitializeEntity(entity);
_entities.InitializeEntity(entity, metaQuery.GetComponent(entity));
#if EXCEPTION_TOLERANCE
}
catch (Exception e)
{
_sawmill.Error($"Server entity threw in Init: ent={_entityManager.ToPrettyString(entity)}");
_sawmill.Error($"Server entity threw in Init: ent={_entities.ToPrettyString(entity)}");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(InitializeAndStart)}");
brokenEnts.Add(entity);
toCreate.Remove(entity);
toCreate.Remove(netEntity);
}
#endif
}
@@ -1051,8 +1125,9 @@ namespace Robust.Client.GameStates
using (_prof.Group("Start Entity"))
{
foreach (var entity in toCreate.Keys)
foreach (var netEntity in toCreate.Keys)
{
var entity = _entityManager.GetEntity(netEntity);
#if EXCEPTION_TOLERANCE
try
{
@@ -1065,7 +1140,7 @@ namespace Robust.Client.GameStates
_sawmill.Error($"Server entity threw in Start: ent={_entityManager.ToPrettyString(entity)}");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(InitializeAndStart)}");
brokenEnts.Add(entity);
toCreate.Remove(entity);
toCreate.Remove(netEntity);
}
#endif
}
@@ -1079,25 +1154,25 @@ namespace Robust.Client.GameStates
#endif
}
private void HandleEntityState(EntityUid uid, IEventBus bus, EntityState? curState,
private void HandleEntityState(EntityUid uid, NetEntity netEntity, MetaDataComponent meta, IEventBus bus, EntityState? curState,
EntityState? nextState, GameTick lastApplied, GameTick toTick, bool enteringPvs)
{
var size = (curState?.ComponentChanges.Span.Length ?? 0) + (nextState?.ComponentChanges.Span.Length ?? 0);
var compStateWork = new Dictionary<ushort, (IComponent Component, ComponentState? curState, ComponentState? nextState)>(size);
_compStateWork.Clear();
// First remove any deleted components
if (curState?.NetComponents != null)
{
RemQueue<Component> toRemove = new();
foreach (var (id, comp) in _entities.GetNetComponents(uid))
_toRemove.Clear();
foreach (var (id, comp) in meta.NetComponents)
{
if (comp.NetSyncEnabled && !curState.NetComponents.Contains(id))
toRemove.Add(comp);
_toRemove.Add(comp);
}
foreach (var comp in toRemove)
foreach (var comp in _toRemove)
{
_entities.RemoveComponent(uid, comp);
_entities.RemoveComponent(uid, comp, meta);
}
}
@@ -1108,34 +1183,32 @@ namespace Robust.Client.GameStates
//
// as to why we need to reset: because in the process of detaching to null-space, we will have dirtied
// the entity. most notably, all entities will have been ejected from their containers.
foreach (var (id, state) in _processor.GetLastServerStates(uid))
foreach (var (id, state) in _processor.GetLastServerStates(netEntity))
{
if (!_entityManager.TryGetComponent(uid, id, out var comp))
if (!meta.NetComponents.TryGetValue(id, out var comp))
{
comp = _compFactory.GetComponent(id);
var newComp = (Component)comp;
newComp.Owner = uid;
_entityManager.AddComponent(uid, newComp, true);
comp = (Component) _compFactory.GetComponent(id);
comp.Owner = uid;
_entityManager.AddComponent(uid, comp, true, metadata: meta);
}
compStateWork[id] = (comp, state, null);
_compStateWork[id] = (comp, state, null);
}
}
else if (curState != null)
{
foreach (var compChange in curState.ComponentChanges.Span)
{
if (!_entityManager.TryGetComponent(uid, compChange.NetID, out var comp))
if (!meta.NetComponents.TryGetValue(compChange.NetID, out var comp))
{
comp = _compFactory.GetComponent(compChange.NetID);
var newComp = (Component)comp;
newComp.Owner = uid;
_entityManager.AddComponent(uid, newComp, true);
comp = (Component) _compFactory.GetComponent(compChange.NetID);
comp.Owner = uid;
_entityManager.AddComponent(uid, comp, true, metadata:meta);
}
else if (compChange.LastModifiedTick <= lastApplied && lastApplied != GameTick.Zero)
continue;
compStateWork[compChange.NetID] = (comp, compChange.State, null);
_compStateWork[compChange.NetID] = (comp, compChange.State, null);
}
}
@@ -1146,21 +1219,53 @@ namespace Robust.Client.GameStates
if (compState.LastModifiedTick != toTick + 1)
continue;
if (!_entityManager.TryGetComponent(uid, compState.NetID, out var comp))
if (!meta.NetComponents.TryGetValue(compState.NetID, out var comp))
{
// The component can be null here due to interp, because the NEXT state will have a new
// component, but the component does not yet exist.
continue;
}
if (compStateWork.TryGetValue(compState.NetID, out var state))
compStateWork[compState.NetID] = (comp, state.curState, compState.State);
ref var state =
ref CollectionsMarshal.GetValueRefOrAddDefault(_compStateWork, compState.NetID, out var exists);
if (exists)
state = (comp, state.curState, compState.State);
else
compStateWork[compState.NetID] = (comp, null, compState.State);
state = (comp, null, compState.State);
}
}
foreach (var (comp, cur, next) in compStateWork.Values)
// If we have a NetEntity we reference come in then apply their state.
if (_pendingReapplyNetStates.TryGetValue(uid, out var reapplyTypes))
{
var lastState = _processor.GetLastServerStates(netEntity);
foreach (var type in reapplyTypes)
{
var compRef = _compFactory.GetRegistration(type);
var netId = compRef.NetID;
if (netId == null)
continue;
if (!meta.NetComponents.TryGetValue(netId.Value, out var comp) ||
!lastState.TryGetValue(netId.Value, out var lastCompState))
{
continue;
}
ref var compState =
ref CollectionsMarshal.GetValueRefOrAddDefault(_compStateWork, netId.Value, out var exists);
if (exists)
continue;
compState = (comp, lastCompState, null);
}
}
foreach (var (comp, cur, next) in _compStateWork.Values)
{
try
{
@@ -1170,10 +1275,10 @@ namespace Robust.Client.GameStates
catch (Exception e)
{
#if EXCEPTION_TOLERANCE
_sawmill.Error($"Failed to apply comp state: entity={comp.Owner}, comp={comp.GetType()}");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(HandleEntityState)}");
_sawmill.Error($"Failed to apply comp state: entity={_entities.ToPrettyString(uid)}, comp={comp.GetType()}");
_runtimeLog.LogException(e, $"{nameof(ClientGameStateManager)}.{nameof(HandleEntityState)}");
#else
_sawmill.Error($"Failed to apply comp state: entity={uid}, comp={comp.GetType()}");
_sawmill.Error($"Failed to apply comp state: entity={_entities.ToPrettyString(uid)}, comp={comp.GetType()}");
throw;
#endif
}
@@ -1181,6 +1286,7 @@ namespace Robust.Client.GameStates
}
#region Debug Commands
private bool TryParseUid(IConsoleShell shell, string[] args, out EntityUid uid, [NotNullWhen(true)] out MetaDataComponent? meta)
{
if (args.Length != 1)
@@ -1239,7 +1345,7 @@ namespace Robust.Client.GameStates
var xform = _entities.GetComponent<TransformComponent>(uid);
if (xform.ParentUid.IsValid())
{
IContainer? container = null;
BaseContainer? container = null;
if ((meta.Flags & MetaDataFlags.InContainer) != 0 &&
_entities.TryGetComponent(xform.ParentUid, out MetaDataComponent? containerMeta) &&
(containerMeta.Flags & MetaDataFlags.Detached) == 0)
@@ -1250,7 +1356,7 @@ namespace Robust.Client.GameStates
_entities.EntitySysManager.GetEntitySystem<TransformSystem>().DetachParentToNull(uid, xform);
if (container != null)
containerSys.AddExpectedEntity(uid, container);
containerSys.AddExpectedEntity(_entities.GetNetEntity(uid), container);
}
}
@@ -1267,18 +1373,21 @@ namespace Robust.Client.GameStates
// If this is not a client-side entity, it also needs to be removed from the full-server state dictionary to
// avoid errors. This has to be done recursively for all children.
void _recursiveRemoveState(TransformComponent xform, EntityQuery<TransformComponent> query)
void _recursiveRemoveState(NetEntity netEntity, TransformComponent xform, EntityQuery<MetaDataComponent> metaQuery, EntityQuery<TransformComponent> xformQuery)
{
_processor._lastStateFullRep.Remove(xform.Owner);
_processor._lastStateFullRep.Remove(netEntity);
foreach (var child in xform.ChildEntities)
{
if (query.TryGetComponent(child, out var childXform))
_recursiveRemoveState(childXform, query);
if (xformQuery.TryGetComponent(child, out var childXform) &&
metaQuery.TryGetComponent(child, out var childMeta))
{
_recursiveRemoveState(childMeta.NetEntity, childXform, metaQuery, xformQuery);
}
}
}
if (!uid.IsClientSide() && _entities.TryGetComponent(uid, out TransformComponent? xform))
_recursiveRemoveState(xform, _entities.GetEntityQuery<TransformComponent>());
if (!_entities.IsClientSide(uid) && _entities.TryGetComponent(uid, out TransformComponent? xform))
_recursiveRemoveState(meta.NetEntity, xform, _entities.GetEntityQuery<MetaDataComponent>(), _entities.GetEntityQuery<TransformComponent>());
// Set ApplyingState to true to avoid logging errors about predicting the deletion of networked entities.
using (_timing.StartStateApplicationArea())
@@ -1312,17 +1421,16 @@ namespace Robust.Client.GameStates
meta.Flags &= ~MetaDataFlags.Detached;
if (!_processor.TryGetLastServerStates(uid, out var lastState))
if (!_processor.TryGetLastServerStates(meta.NetEntity, out var lastState))
return;
foreach (var (id, state) in lastState)
{
if (!_entityManager.TryGetComponent(uid, id, out var comp))
if (!meta.NetComponents.TryGetValue(id, out var comp))
{
comp = _compFactory.GetComponent(id);
var newComp = (Component)comp;
newComp.Owner = uid;
_entityManager.AddComponent(uid, newComp, true);
comp = (Component) _compFactory.GetComponent(id);
comp.Owner = uid;
_entityManager.AddComponent(uid, comp, true, meta);
}
var handleState = new ComponentHandleState(state, null);
@@ -1330,20 +1438,24 @@ namespace Robust.Client.GameStates
}
// ensure we don't have any extra components
RemQueue<Component> toRemove = new();
foreach (var (id, comp) in _entities.GetNetComponents(uid))
_toRemove.Clear();
foreach (var (id, comp) in meta.NetComponents)
{
if (comp.NetSyncEnabled && !lastState.ContainsKey(id))
toRemove.Add(comp);
_toRemove.Add(comp);
}
foreach (var comp in toRemove)
foreach (var comp in _toRemove)
{
_entities.RemoveComponent(uid, comp);
}
}
#endregion
public bool IsQueuedForDetach(NetEntity entity)
=> _processor.IsQueuedForDetach(entity);
void IPostInjectInit.PostInject()
{
_sawmill = _logMan.GetSawmill(CVars.NetPredict.Name);
@@ -1353,9 +1465,9 @@ namespace Robust.Client.GameStates
public sealed class GameStateAppliedArgs : EventArgs
{
public GameState AppliedState { get; }
public readonly List<EntityUid> Detached;
public readonly List<NetEntity> Detached;
public GameStateAppliedArgs(GameState appliedState, List<EntityUid> detached)
public GameStateAppliedArgs(GameState appliedState, List<NetEntity> detached)
{
AppliedState = appliedState;
Detached = detached;
@@ -1364,12 +1476,12 @@ namespace Robust.Client.GameStates
public sealed class MissingMetadataException : Exception
{
public readonly EntityUid Uid;
public readonly NetEntity NetEntity;
public MissingMetadataException(EntityUid uid)
: base($"Server state is missing the metadata component for a new entity: {uid}.")
public MissingMetadataException(NetEntity netEntity)
: base($"Server state is missing the metadata component for a new entity: {netEntity}.")
{
Uid = uid;
NetEntity = netEntity;
}
}
}

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using Robust.Client.Timing;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
@@ -20,7 +21,7 @@ namespace Robust.Client.GameStates
private readonly List<GameState> _stateBuffer = new();
private readonly Dictionary<GameTick, List<EntityUid>> _pvsDetachMessages = new();
private readonly Dictionary<GameTick, List<NetEntity>> _pvsDetachMessages = new();
private ISawmill _logger = default!;
private ISawmill _stateLogger = default!;
@@ -44,7 +45,7 @@ namespace Robust.Client.GameStates
/// <summary>
/// This dictionary stores the full most recently received server state of any entity. This is used whenever predicted entities get reset.
/// </summary>
internal readonly Dictionary<EntityUid, Dictionary<ushort, ComponentState>> _lastStateFullRep
internal readonly Dictionary<NetEntity, Dictionary<ushort, ComponentState>> _lastStateFullRep
= new();
/// <inheritdoc />
@@ -178,10 +179,10 @@ namespace Robust.Client.GameStates
foreach (var entityState in state.EntityStates.Span)
{
if (!_lastStateFullRep.TryGetValue(entityState.Uid, out var compData))
if (!_lastStateFullRep.TryGetValue(entityState.NetEntity, out var compData))
{
compData = new Dictionary<ushort, ComponentState>();
_lastStateFullRep.Add(entityState.Uid, compData);
_lastStateFullRep.Add(entityState.NetEntity, compData);
}
foreach (var change in entityState.ComponentChanges.Span)
@@ -263,7 +264,7 @@ namespace Robust.Client.GameStates
return false;
}
internal void AddLeavePvsMessage(List<EntityUid> entities, GameTick tick)
internal void AddLeavePvsMessage(List<NetEntity> entities, GameTick tick)
{
// Late message may still need to be processed,
DebugTools.Assert(entities.Count > 0);
@@ -272,9 +273,9 @@ namespace Robust.Client.GameStates
public void ClearDetachQueue() => _pvsDetachMessages.Clear();
public List<(GameTick Tick, List<EntityUid> Entities)> GetEntitiesToDetach(GameTick toTick, int budget)
public List<(GameTick Tick, List<NetEntity> Entities)> GetEntitiesToDetach(GameTick toTick, int budget)
{
var result = new List<(GameTick Tick, List<EntityUid> Entities)>();
var result = new List<(GameTick Tick, List<NetEntity> Entities)>();
foreach (var (tick, entities) in _pvsDetachMessages)
{
if (tick > toTick)
@@ -353,17 +354,19 @@ namespace Robust.Client.GameStates
LastFullStateRequested = _timing.LastRealTick;
}
public void MergeImplicitData(Dictionary<EntityUid, Dictionary<ushort, ComponentState>> implicitData)
public void MergeImplicitData(Dictionary<NetEntity, Dictionary<ushort, ComponentState>> implicitData)
{
foreach (var (uid, implicitEntState) in implicitData)
foreach (var (netEntity, implicitEntState) in implicitData)
{
var fullRep = _lastStateFullRep[uid];
var fullRep = _lastStateFullRep[netEntity];
foreach (var (netId, implicitCompState) in implicitEntState)
{
if (!fullRep.TryGetValue(netId, out var serverState))
ref var serverState = ref CollectionsMarshal.GetValueRefOrAddDefault(fullRep, netId, out var exists);
if (!exists)
{
fullRep.Add(netId, implicitCompState);
serverState = implicitCompState;
continue;
}
@@ -374,33 +377,45 @@ namespace Robust.Client.GameStates
// state from the entity prototype.
if (implicitCompState is not IComponentDeltaState implicitDelta || !implicitDelta.FullState)
{
_logger.Error($"Server sent delta state and client failed to construct an implicit full state for entity {uid}");
_logger.Error($"Server sent delta state and client failed to construct an implicit full state for entity {netEntity}");
continue;
}
serverDelta.ApplyToFullState(implicitCompState);
fullRep[netId] = implicitCompState;
serverState = implicitCompState;
DebugTools.Assert(implicitCompState is IComponentDeltaState d && d.FullState);
}
}
}
public Dictionary<ushort, ComponentState> GetLastServerStates(EntityUid entity)
public Dictionary<ushort, ComponentState> GetLastServerStates(NetEntity netEntity)
{
return _lastStateFullRep[entity];
return _lastStateFullRep[netEntity];
}
public Dictionary<EntityUid, Dictionary<ushort, ComponentState>> GetFullRep()
public Dictionary<NetEntity, Dictionary<ushort, ComponentState>> GetFullRep()
{
return _lastStateFullRep;
}
public bool TryGetLastServerStates(EntityUid entity,
public bool TryGetLastServerStates(NetEntity entity,
[NotNullWhen(true)] out Dictionary<ushort, ComponentState>? dictionary)
{
return _lastStateFullRep.TryGetValue(entity, out dictionary);
}
public bool IsQueuedForDetach(NetEntity entity)
{
// This isn't fast, but its just meant for use in tests & debug asserts.
foreach (var msg in _pvsDetachMessages.Values)
{
if (msg.Contains(entity))
return true;
}
return false;
}
public int CalculateBufferSize(GameTick fromTick)
{
bool foundState;

View File

@@ -75,7 +75,7 @@ namespace Robust.Client.GameStates
/// <summary>
/// Applies a given set of game states.
/// </summary>
IEnumerable<EntityUid> ApplyGameState(GameState curState, GameState? nextState);
IEnumerable<NetEntity> ApplyGameState(GameState curState, GameState? nextState);
/// <summary>
/// Resets any entities that have changed while predicting future ticks.
@@ -86,12 +86,12 @@ namespace Robust.Client.GameStates
/// An input command has been dispatched.
/// </summary>
/// <param name="message">Message being dispatched.</param>
void InputCommandDispatched(FullInputCmdMessage message);
void InputCommandDispatched(ClientFullInputCmdMessage clientMsg, FullInputCmdMessage message);
/// <summary>
/// Requests a full state from the server. This should override even implicit entity data.
/// </summary>
void RequestFullState(EntityUid? missingEntity = null);
void RequestFullState(NetEntity? missingEntity = null);
uint SystemMessageDispatched<T>(T message) where T : EntityEventArgs;
@@ -105,7 +105,7 @@ namespace Robust.Client.GameStates
/// <summary>
/// Returns the full collection of cached game states that are used to reset predicted entities.
/// </summary>
Dictionary<EntityUid, Dictionary<ushort, ComponentState>> GetFullRep();
Dictionary<NetEntity, Dictionary<ushort, ComponentState>> GetFullRep();
/// <summary>
/// This will perform some setup in order to reset the game to an earlier state. To fully reset the state
@@ -144,12 +144,12 @@ namespace Robust.Client.GameStates
/// Queue a collection of entities that are to be detached to null-space & marked as PVS-detached.
/// This store and modify the list given to it.
/// </summary>
void QueuePvsDetach(List<EntityUid> entities, GameTick tick);
void QueuePvsDetach(List<NetEntity> entities, GameTick tick);
/// <summary>
/// Immediately detach several entities.
/// </summary>
void DetachImmediate(List<EntityUid> entities);
void DetachImmediate(List<NetEntity> entities);
/// <summary>
/// Clears the PVS detach queue.

View File

@@ -83,13 +83,13 @@ namespace Robust.Client.GameStates
/// The data to merge.
/// It's a dictionary of entity ID -> (component net ID -> ComponentState)
/// </param>
void MergeImplicitData(Dictionary<EntityUid, Dictionary<ushort, ComponentState>> data);
void MergeImplicitData(Dictionary<NetEntity, Dictionary<ushort, ComponentState>> data);
/// <summary>
/// Get the last state data from the server for an entity.
/// </summary>
/// <returns>Dictionary (net ID -> ComponentState)</returns>
Dictionary<ushort, ComponentState> GetLastServerStates(EntityUid entity);
Dictionary<ushort, ComponentState> GetLastServerStates(NetEntity entity);
/// <summary>
/// Calculate the number of applicable states in the game state buffer from a given tick.
@@ -98,7 +98,7 @@ namespace Robust.Client.GameStates
/// <param name="fromTick">The tick to calculate from.</param>
int CalculateBufferSize(GameTick fromTick);
bool TryGetLastServerStates(EntityUid entity,
bool TryGetLastServerStates(NetEntity entity,
[NotNullWhen(true)] out Dictionary<ushort, ComponentState>? dictionary);
}
}

View File

@@ -35,7 +35,7 @@ namespace Robust.Client.GameStates
private readonly Font _font;
private readonly int _lineHeight;
private readonly Dictionary<EntityUid, NetEntData> _netEnts = new();
private readonly Dictionary<NetEntity, NetEntData> _netEnts = new();
public NetEntityOverlay()
{
@@ -77,12 +77,12 @@ namespace Robust.Client.GameStates
foreach (var entityState in gameState.EntityStates.Span)
{
if (!_netEnts.TryGetValue(entityState.Uid, out var netEnt))
if (!_netEnts.TryGetValue(entityState.NetEntity, out var netEnt))
{
if (_netEnts.Count >= _maxEnts)
continue;
_netEnts[entityState.Uid] = netEnt = new();
_netEnts[entityState.NetEntity] = netEnt = new();
}
if (!netEnt.InPVS && netEnt.LastUpdate < gameState.ToSequence)
@@ -119,11 +119,13 @@ namespace Robust.Client.GameStates
var screenHandle = args.ScreenHandle;
int i = 0;
foreach (var (uid, netEnt) in _netEnts)
foreach (var (nent, netEnt) in _netEnts)
{
var uid = _entityManager.GetEntity(nent);
if (!_entityManager.EntityExists(uid))
{
_netEnts.Remove(uid);
_netEnts.Remove(nent);
continue;
}

View File

@@ -26,6 +26,7 @@ namespace Robust.Client.GameStates
[Dependency] private readonly IClientNetManager _netManager = default!;
[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IEntityManager _entManager = default!;
private const int HistorySize = 60 * 5; // number of ticks to keep in history.
private const int TargetPayloadBps = 56000 / 8; // Target Payload size in Bytes per second. A mind-numbing fifty-six thousand bits per second, who would ever need more?
@@ -73,7 +74,7 @@ namespace Robust.Client.GameStates
_history.Add((toSeq, sz, lag, buffer));
// not watching an ent
if(!WatchEntId.IsValid() || WatchEntId.IsClientSide())
if(!WatchEntId.IsValid() || _entManager.IsClientSide(WatchEntId))
return;
string? entStateString = null;
@@ -86,7 +87,9 @@ namespace Robust.Client.GameStates
var sb = new StringBuilder();
foreach (var entState in entStates.Span)
{
if (entState.Uid != WatchEntId)
var uid = _entManager.GetEntity(entState.NetEntity);
if (uid != WatchEntId)
continue;
if (!entState.ComponentChanges.HasContents)
@@ -115,7 +118,9 @@ namespace Robust.Client.GameStates
foreach (var ent in args.Detached)
{
if (ent != WatchEntId)
var uid = _entManager.GetEntity(ent);
if (uid != WatchEntId)
continue;
conShell.WriteLine($"watchEnt: Left PVS at tick {args.AppliedState.ToSequence}, eid={WatchEntId}" + "\n");
@@ -126,7 +131,9 @@ namespace Robust.Client.GameStates
{
foreach (var entDelete in entDeletes.Span)
{
if (entDelete == WatchEntId)
var uid = _entManager.GetEntity(entDelete);
if (uid == WatchEntId)
entDelString = "\n Deleted";
}
}
@@ -294,30 +301,33 @@ namespace Robust.Client.GameStates
private sealed class NetWatchEntCommand : LocalizedCommands
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override string Command => "net_watchent";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
EntityUid eValue;
EntityUid? entity;
if (args.Length == 0)
{
eValue = IoCManager.Resolve<IPlayerManager>().LocalPlayer?.ControlledEntity ?? EntityUid.Invalid;
entity = _playerManager.LocalPlayer?.ControlledEntity ?? EntityUid.Invalid;
}
else if (!EntityUid.TryParse(args[0], out eValue))
else if (!NetEntity.TryParse(args[0], out var netEntity) || !_entManager.TryGetEntity(netEntity, out entity))
{
shell.WriteError("Invalid argument: Needs to be 0 or an entityId.");
return;
}
var overlayMan = IoCManager.Resolve<IOverlayManager>();
if (!overlayMan.TryGetOverlay(out NetGraphOverlay? overlay))
if (!_overlayManager.TryGetOverlay(out NetGraphOverlay? overlay))
{
overlay = new();
overlayMan.AddOverlay(overlay);
overlay = new NetGraphOverlay();
_overlayManager.AddOverlay(overlay);
}
overlay.WatchEntId = eValue;
overlay.WatchEntId = entity.Value;
}
}
}

View File

@@ -1,19 +1,19 @@
using System;
using Robust.Shared.Enums;
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 Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Robust.Client.GameStates
{
internal sealed class NetInterpOverlay : Overlay
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -24,6 +24,11 @@ namespace Robust.Client.GameStates
private readonly SharedContainerSystem _container;
private readonly SharedTransformSystem _xform;
/// <summary>
/// When an entity stops lerping the overlay will continue to draw a box around the entity for this amount of time.
/// </summary>
public static readonly TimeSpan Delay = TimeSpan.FromSeconds(2f);
public NetInterpOverlay(EntityLookupSystem lookup)
{
IoCManager.InjectDependencies(this);
@@ -40,8 +45,8 @@ namespace Robust.Client.GameStates
var worldHandle = (DrawingHandleWorld) handle;
var viewport = args.WorldAABB;
var query = _entityManager.AllEntityQueryEnumerator<PhysicsComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var physics, out var transform))
var query = _entityManager.AllEntityQueryEnumerator<TransformComponent>();
while (query.MoveNext(out var uid, out var transform))
{
// if not on the same map, continue
if (transform.MapID != _eyeManager.CurrentMap || _container.IsEntityInContainer(uid))
@@ -50,8 +55,8 @@ namespace Robust.Client.GameStates
if (transform.GridUid == uid)
continue;
// This entity isn't lerping, no need to draw debug info for it
if(transform.NextPosition == null)
var delta = (_timing.CurTick.Value - transform.LastLerp.Value) * _timing.TickPeriod;
if(!transform.ActivelyLerping && delta > Delay)
continue;
var aabb = _lookup.GetWorldAABB(uid);
@@ -61,7 +66,9 @@ namespace Robust.Client.GameStates
continue;
var (pos, rot) = _xform.GetWorldPositionRotation(transform, _entityManager.GetEntityQuery<TransformComponent>());
var boxOffset = transform.NextPosition.Value - transform.LocalPosition;
var boxOffset = transform.NextPosition != null
? transform.NextPosition.Value - transform.LocalPosition
: default;
var worldOffset = (rot - transform.LocalRotation).RotateVec(boxOffset);
var nextPos = pos + worldOffset;

View File

@@ -1,4 +1,5 @@
using JetBrains.Annotations;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;

View File

@@ -2,6 +2,7 @@ using System.Numerics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
@@ -24,6 +25,7 @@ namespace Robust.Client.Graphics
[Dependency] private readonly IClyde _displayManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
private ISawmill _logMill = default!;
// We default to this when we get set to a null eye.
private readonly FixedEye _defaultEye = new();
@@ -53,6 +55,7 @@ namespace Robust.Client.Graphics
void IEyeManager.Initialize()
{
MainViewport = _uiManager.MainViewport;
_logMill = IoCManager.Resolve<ILogManager>().RootSawmill;
}
/// <inheritdoc />
@@ -129,14 +132,14 @@ namespace Robust.Client.Graphics
/// <inheritdoc />
public ScreenCoordinates CoordinatesToScreen(EntityCoordinates point)
{
return MapToScreen(point.ToMap(_entityManager));
return MapToScreen(point.ToMap(_entityManager, _entityManager.System<SharedTransformSystem>()));
}
public ScreenCoordinates MapToScreen(MapCoordinates point)
{
if (CurrentEye.Position.MapId != point.MapId)
{
Logger.Error($"Attempted to convert map coordinates ({point}) to screen coordinates with an eye on another map ({CurrentEye.Position.MapId})");
_logMill.Error($"Attempted to convert map coordinates ({point}) to screen coordinates with an eye on another map ({CurrentEye.Position.MapId})");
return new(default, WindowId.Invalid);
}
@@ -146,12 +149,10 @@ namespace Robust.Client.Graphics
/// <inheritdoc />
public MapCoordinates ScreenToMap(ScreenCoordinates point)
{
var (pos, window) = point;
if (_uiManager.MouseGetControl(point) is not IViewportControl viewport)
return default;
return viewport.ScreenToMap(pos);
return viewport.ScreenToMap(point.Position);
}
/// <inheritdoc />
@@ -159,6 +160,21 @@ namespace Robust.Client.Graphics
{
return MainViewport.ScreenToMap(point);
}
/// <inheritdoc />
public MapCoordinates PixelToMap(ScreenCoordinates point)
{
if (_uiManager.MouseGetControl(point) is not IViewportControl viewport)
return default;
return viewport.PixelToMap(point.Position);
}
/// <inheritdoc />
public MapCoordinates PixelToMap(Vector2 point)
{
return MainViewport.PixelToMap(point);
}
}
public sealed class CurrentEyeChangedEvent : EntityEventArgs

View File

@@ -1,4 +1,6 @@
namespace Robust.Client.Graphics
using Robust.Shared.Graphics;
namespace Robust.Client.Graphics
{
/// <summary>
/// A fixed eye is an eye which is fixed to one point, its position.

View File

@@ -1,5 +1,6 @@
using System.Numerics;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
@@ -79,6 +80,16 @@ namespace Robust.Client.Graphics
/// <returns>Corresponding point in the world.</returns>
MapCoordinates ScreenToMap(Vector2 point);
/// <summary>
/// Similar to <see cref="ScreenToMap(ScreenCoordinates)"/>, except it should compensate for the effects of shaders on viewports.
/// </summary>
MapCoordinates PixelToMap(ScreenCoordinates point);
/// <summary>
/// Similar to <see cref="ScreenToMap(Vector2)"/>, except it should compensate for the effects of shaders on viewports.
/// </summary>
MapCoordinates PixelToMap(Vector2 point);
void ClearCurrentEye();
void Initialize();
}

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;

View File

@@ -9,6 +9,7 @@ using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Profiling;

View File

@@ -3,6 +3,7 @@ using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using ES20 = OpenToolkit.Graphics.ES20;

View File

@@ -16,8 +16,10 @@ using OGLTextureWrapMode = OpenToolkit.Graphics.OpenGL.TextureWrapMode;
using TKStencilOp = OpenToolkit.Graphics.OpenGL4.StencilOp;
using Robust.Shared.Physics;
using Robust.Client.ComponentTrees;
using Robust.Shared.Graphics;
using static Robust.Shared.GameObjects.OccluderComponent;
using Robust.Shared.Utility;
using TextureWrapMode = Robust.Shared.Graphics.TextureWrapMode;
using Vector4 = Robust.Shared.Maths.Vector4;
namespace Robust.Client.Graphics.Clyde
@@ -336,10 +338,12 @@ namespace Robust.Client.Graphics.Clyde
}
var mapId = eye.Position.MapId;
if (mapId == MapId.Nullspace)
return;
// If this map has lighting disabled, return
var mapUid = _mapManager.GetMapEntityId(mapId);
if (!_entityManager.GetComponent<MapComponent>(mapUid).LightingEnabled)
if (!_entityManager.TryGetComponent<MapComponent>(mapUid, out var map) || !map.LightingEnabled)
{
return;
}

View File

@@ -5,6 +5,7 @@ using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.Graphics;
namespace Robust.Client.Graphics.Clyde
{

View File

@@ -3,6 +3,7 @@ using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Utility;

View File

@@ -7,6 +7,7 @@ using System.Runtime.InteropServices;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.GameObjects;
using Robust.Client.Utility;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using TKStencilOp = OpenToolkit.Graphics.OpenGL4.StencilOp;

View File

@@ -6,6 +6,7 @@ using System.Numerics;
using System.Text;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.ResourceManagement;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;

View File

@@ -14,6 +14,7 @@ using System.Runtime.CompilerServices;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using System.Threading.Tasks;
using Robust.Shared.Graphics;
namespace Robust.Client.Graphics.Clyde;

View File

@@ -8,6 +8,8 @@ using System.Runtime.InteropServices;
using System.Threading;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.Utility;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using SixLabors.ImageSharp;
@@ -17,6 +19,7 @@ using OGLTextureWrapMode = OpenToolkit.Graphics.OpenGL.TextureWrapMode;
using PIF = OpenToolkit.Graphics.OpenGL4.PixelInternalFormat;
using PF = OpenToolkit.Graphics.OpenGL4.PixelFormat;
using PT = OpenToolkit.Graphics.OpenGL4.PixelType;
using TextureWrapMode = Robust.Shared.Graphics.TextureWrapMode;
namespace Robust.Client.Graphics.Clyde
{

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Numerics;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Enums;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;

View File

@@ -12,6 +12,7 @@ using Robust.Client.UserInterface;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
@@ -21,6 +22,7 @@ using Robust.Shared.Timing;
using SixLabors.ImageSharp;
using Color = Robust.Shared.Maths.Color;
using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
using TextureWrapMode = Robust.Shared.Graphics.TextureWrapMode;
namespace Robust.Client.Graphics.Clyde
{

View File

@@ -8,6 +8,7 @@ using Robust.Client.Audio;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;

View File

@@ -207,6 +207,15 @@ namespace Robust.Client.Graphics.Clyde
{GlfwKey.F13, Key.F13},
{GlfwKey.F14, Key.F14},
{GlfwKey.F15, Key.F15},
{GlfwKey.F16, Key.F16},
{GlfwKey.F17, Key.F17},
{GlfwKey.F18, Key.F18},
{GlfwKey.F19, Key.F19},
{GlfwKey.F20, Key.F20},
{GlfwKey.F21, Key.F21},
{GlfwKey.F22, Key.F22},
{GlfwKey.F23, Key.F23},
{GlfwKey.F24, Key.F24},
{GlfwKey.Pause, Key.Pause},
{GlfwKey.World1, Key.World1},
};

View File

@@ -191,6 +191,15 @@ internal partial class Clyde
MapKey(SDL_SCANCODE_F13, Key.F13);
MapKey(SDL_SCANCODE_F14, Key.F14);
MapKey(SDL_SCANCODE_F15, Key.F15);
MapKey(SDL_SCANCODE_F16, Key.F16);
MapKey(SDL_SCANCODE_F17, Key.F17);
MapKey(SDL_SCANCODE_F18, Key.F18);
MapKey(SDL_SCANCODE_F19, Key.F19);
MapKey(SDL_SCANCODE_F20, Key.F20);
MapKey(SDL_SCANCODE_F21, Key.F21);
MapKey(SDL_SCANCODE_F22, Key.F22);
MapKey(SDL_SCANCODE_F23, Key.F23);
MapKey(SDL_SCANCODE_F24, Key.F24);
MapKey(SDL_SCANCODE_PAUSE, Key.Pause);
KeyMapReverse = new Dictionary<Key, SDL_Scancode>();

View File

@@ -1,9 +0,0 @@
namespace Robust.Client.Graphics
{
internal enum ClydeStockTexture : byte
{
White,
Black,
Transparent
}
}

View File

@@ -3,6 +3,7 @@ using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics

View File

@@ -3,6 +3,7 @@ using System.Numerics;
using System.Text;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
@@ -154,7 +155,7 @@ namespace Robust.Client.Graphics
Vector2 scale,
Angle? worldRot,
Angle eyeRotation = default,
Direction? overrideDirection = null,
Shared.Maths.Direction? overrideDirection = null,
SpriteComponent? sprite = null,
TransformComponent? xform = null,
SharedTransformSystem? xformSystem = null);

View File

@@ -1,4 +1,5 @@
using System.Numerics;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics

View File

@@ -1,5 +1,6 @@
using System;
using System.Numerics;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;

View File

@@ -4,6 +4,7 @@ using System.IO;
using System.Text;
using JetBrains.Annotations;
using Robust.Client.Utility;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using SharpFont;

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.IO;
using System.Numerics;
using System.Threading.Tasks;
using Robust.Shared.Graphics;
using Robust.Shared.Maths;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Robust.Client.Input;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;

View File

@@ -1,6 +1,7 @@
using System;
using System.Numerics;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Graphics;
using Robust.Shared.Map;
using Robust.Shared.Maths;

View File

@@ -38,8 +38,7 @@ namespace Robust.Client.Graphics
event Action<WindowDestroyedEventArgs> Destroyed;
/// <summary>
/// Raised when the window has been definitively closed.
/// This means the window must not be used anymore (it is disposed).
/// Raised when the window has been resized.
/// </summary>
event Action<WindowResizedEventArgs> Resized;
}

View File

@@ -1,4 +1,4 @@
using Robust.Shared.Maths;
using Robust.Shared.Maths;
namespace Robust.Client.Graphics
{

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