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https://github.com/space-wizards/RobustToolbox.git
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34
.github/workflows/build-all-configurations.yml
vendored
Normal file
34
.github/workflows/build-all-configurations.yml
vendored
Normal file
@@ -0,0 +1,34 @@
|
||||
name: Build All Configurations
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
pull_request:
|
||||
branches: [master]
|
||||
|
||||
jobs:
|
||||
build:
|
||||
strategy:
|
||||
matrix:
|
||||
targetOS: [Windows, Linux, MacOS]
|
||||
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4.2.2
|
||||
with:
|
||||
submodules: true
|
||||
|
||||
- name: Setup .NET
|
||||
uses: actions/setup-dotnet@v4.1.0
|
||||
with:
|
||||
dotnet-version: 9.0.x
|
||||
|
||||
- name: Install dependencies
|
||||
run: dotnet restore
|
||||
- name: Build Debug
|
||||
run: dotnet build --no-restore --configuration Debug /p:WarningsAsErrors=nullable /p:TargetOS=${{ matrix.targetOS }}
|
||||
- name: Build Tools
|
||||
run: dotnet build --no-restore --configuration Tools /p:WarningsAsErrors=nullable /p:TargetOS=${{ matrix.targetOS }}
|
||||
- name: Build Release
|
||||
run: dotnet build --no-restore --configuration Release /p:WarningsAsErrors=nullable /p:TargetOS=${{ matrix.targetOS }}
|
||||
@@ -57,7 +57,7 @@
|
||||
<PackageVersion Include="SharpZstd.Interop" Version="1.5.2-beta2" />
|
||||
<PackageVersion Include="SixLabors.ImageSharp" Version="3.1.7" />
|
||||
<PackageVersion Include="SpaceWizards.HttpListener" Version="0.1.1" />
|
||||
<PackageVersion Include="SpaceWizards.NFluidsynth" Version="0.1.1" />
|
||||
<PackageVersion Include="SpaceWizards.NFluidsynth" Version="0.2.2" />
|
||||
<PackageVersion Include="SpaceWizards.SharpFont" Version="1.0.2" />
|
||||
<PackageVersion Include="SpaceWizards.Sodium" Version="0.2.1" />
|
||||
<PackageVersion Include="TerraFX.Interop.Windows" Version="10.0.26100.1" />
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<Project>
|
||||
|
||||
<!-- This file automatically reset by Tools/version.py -->
|
||||
<!-- This file automatically reset by Tools/version.py -->
|
||||
|
||||
|
||||
@@ -71,6 +71,6 @@
|
||||
</PropertyGroup>
|
||||
<Exec
|
||||
Condition="'$(_RobustUseExternalMSBuild)' == 'true'"
|
||||
Command=""$(DOTNET_HOST_PATH)" msbuild /nodereuse:false $(MSBuildProjectFile) /t:CompileRobustXaml /p:_RobustForceInternalMSBuild=true /p:Configuration=$(Configuration) /p:RuntimeIdentifier=$(RuntimeIdentifier) /p:TargetFramework=$(TargetFramework) /p:BuildProjectReferences=false"/>
|
||||
Command=""$(DOTNET_HOST_PATH)" msbuild /nodereuse:false $(MSBuildProjectFile) /t:CompileRobustXaml /p:_RobustForceInternalMSBuild=true /p:Configuration=$(Configuration) /p:RuntimeIdentifier=$(RuntimeIdentifier) /p:TargetFramework=$(TargetFramework) /p:BuildProjectReferences=false /p:IntermediateOutputPath="$(IntermediateOutputPath.TrimEnd('\'))/""/>
|
||||
</Target>
|
||||
</Project>
|
||||
|
||||
Submodule NetSerializer updated: 4882400f2c...ced82e76ad
395
RELEASE-NOTES.md
395
RELEASE-NOTES.md
@@ -54,6 +54,401 @@ END TEMPLATE-->
|
||||
*None yet*
|
||||
|
||||
|
||||
## 265.0.2
|
||||
|
||||
|
||||
## 265.0.1
|
||||
|
||||
|
||||
## 265.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* More members in `IntegrationInstance` now enforce that the instance is idle before accessing it.
|
||||
* `Prototype.ValidateDirectory` now requires that prototype IDs have no spaces or periods in them.
|
||||
* `IPrototypeManager.TryIndex` no longer logs errors unless using the overload with an optional parameter. Use `Resolve()` instead if error logging is desired.
|
||||
* `LocalizedCommands` now has a `Loc` property that refers to `LocalizationManager`. This can cause compile failures if you have static methods in child types that referenced static `Loc`.
|
||||
* `[AutoGenerateComponentState]` now works on parent members for inherited classes. This can cause compile failures in certain formerly silently broken cases with overriden properties.
|
||||
* `Vector3`, `Vector4`, `Quaternion`, and `Matrix4` have been removed from `Robust.Shared.Maths`. Use the `System.Numerics` types instead.
|
||||
|
||||
### New features
|
||||
|
||||
* `RobustClientPackaging.WriteClientResources()` and `RobustServerPackaging.WriteServerResources()` now have an overload taking in a set of things to ignore in the content resources directory.
|
||||
* Added `IPrototypeManager.Resolve()`, which logs an error if the resolved prototype does not exist. This is effectively the previous (but not original) default behavior of `IPrototypeManager.TryIndex`.
|
||||
* There's now a ViewVariables property editor for tuples.
|
||||
* Added `ColorNaming` helper functions for getting textual descriptions of color values.
|
||||
* Added Oklab/Oklch conversion functions for `Color`.
|
||||
* `ColorSelectorSliders` now displays textual descriptions of color values.
|
||||
* Added `TimeSpanExt.TryTimeSpan` to parse `TimeSpan`s with the `1.5h` format available in YAML.
|
||||
* Added `ITestContextLike` and related classes to allow controlling pooled integration instances better.
|
||||
* `EntProtoId` VV prop editors now don't allow setting invalid prototype IDs, inline with `ProtoId<T>`.
|
||||
* Custom VV controls can now be registered using `IViewVariableControlFactory`.
|
||||
* The entity spawn window now shows all placement modes registered with `IPlacementManager`.
|
||||
* Added `VectorHelpers.InterpolateCubic` for `System.Numerics` `Vector3` and `Vector4`.
|
||||
* Added deconstruct helpers for `System.Numerics` `Vector3` and `Vector4`.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Pooled integration instances returned by `RobustIntegrationTest` are now treated as non-idle, for consistency with non-pooled startups.
|
||||
* `SharedAudioSystem.SetState` no longer calls `DirtyField` on `PlaybackPosition`, an unnetworked field.
|
||||
* Fix loading texture files from the root directory.
|
||||
* Fix integration test pooling leaking non-reusable instances.
|
||||
* Fix multiple bugs where VV displayed the wrong property editor for remote values.
|
||||
* VV displays group headings again in member list.
|
||||
* Fix a stack overflow that could occur with `ColorSelectorSliders`.
|
||||
* `MidiRenderer` now properly handles `NoteOn` events with 0 velocity (which should actually be treated as `NoteOff` events).
|
||||
|
||||
### Other
|
||||
|
||||
* The debug assert for `RobustRandom.Next(TimeSpan, TimeSpan)` now allows for the two arguments to be equal.
|
||||
* The configuration system will now report an error instead of warning if it fails to load the config file.
|
||||
* Members in `IntegrationInstance` that enforce the instance is idle now always allow access from the instance's thread (e.g. from a callback).
|
||||
* `IPrototypeManager` methods now have `[ForbidLiteral]` where appropriate.
|
||||
* Performance improvements to physics system.
|
||||
* `[ValidatePrototypeIdAttribute]` has been marked as obsolete.
|
||||
* `ParallelManager` no longer cuts out exception information for caught job exceptions.
|
||||
* Improved logging for PVS uninitialized/deleted entity errors.
|
||||
|
||||
### Internal
|
||||
|
||||
* General code & warning cleanup.
|
||||
* Fix `VisibilityTest` being unreliable.
|
||||
* `ColorSelectorSliders` has been internally refactored.
|
||||
* Added CI workflows that test all RT build configurations.
|
||||
|
||||
## 264.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* `IPrototypeManager.Index(Type kind, string id)` now throws `UnknownPrototypeException` instead of `KeyNotFoundException`, for consistency with `IPrototypeManager.Index<T>`.
|
||||
|
||||
### New features
|
||||
|
||||
* Types can now implement the new interface `IRobustCloneable<T>` to be cloned by the component state source generator.
|
||||
* Added extra Roslyn Analyzers to detect some misuse of prototypes:
|
||||
* Network serializing prototypes (tagging them with `[Serializable, NetSerializable]`).
|
||||
* Constructing new instances of prototypes directly.
|
||||
* Add `PrototypeManagerExt.Index` helper function that takes a nullable `ProtoId<T>`, returning null if the ID is null.
|
||||
* Added an `AlwaysActive` field to `WebViewControl` to make a browser window active even when not in the UI tree.
|
||||
* Made some common dependencies accessible through `IPlacementManager`.
|
||||
* Added a new `GENITIVE()` localization helper function, which is useful for certain languages.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Sprite scale is now correctly applied to sprite boundaries in `SpriteSystem.GetLocalBounds`.
|
||||
* Fixed documentation for `IPrototypeManager.Index<T>` stating that `KeyNotFoundException` gets thrown, when in actuality `UnknownPrototypeException` gets thrown.
|
||||
|
||||
### Other
|
||||
|
||||
* More tiny optimizations to `DataDefinitionAnalyzer`.
|
||||
* NetSerializer has been updated. On debug, it will now report *where* a type that can't be serialized is referenced from.
|
||||
|
||||
### Internal
|
||||
|
||||
* Minor internal code cleanup.
|
||||
|
||||
|
||||
## 263.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* Fully removed some non-`Entity<T>` container methods.
|
||||
|
||||
### New features
|
||||
|
||||
* `IMidiRenderer.LoadSoundfont` has been split into `LoadSoundfontResource` and `LoadSoundfontUser`, the original now being deprecated.
|
||||
* Client command execution now properly catches errors instead of letting them bubble up through the input stack.
|
||||
* Added `CompletionHelper.PrototypeIdsLimited` API to allow commands to autocomplete entity prototype IDs.
|
||||
* Added `spawn:in` Toolshed command.
|
||||
* Added `MapLoaderSystem.TryLoadGeneric` overload to load from a `Stream`.
|
||||
* Added `OutputPanel.GetMessage()` and `OutputPanel.SetMessage()` to allow replacing individual messages.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fixed debug asserts when using MIDI on Windows.
|
||||
* Fixed an error getting logged on startup on macOS related to window icons.
|
||||
* `CC-BY-NC-ND-4.0` is now a valid license for the RGA validator.
|
||||
* Fixed `TabContainer.CurrentTab` clamping against the wrong value.
|
||||
* Fix culture-based parsing in `TimespanSerializer`.
|
||||
* Fixed grid rendering blowing up on tile IDs that aren't registered.
|
||||
* Fixed debug assert when loading MIDI soundfonts on Windows.
|
||||
* Make `ColorSelectorSliders` properly update the dropdown when changing `SelectorType`.
|
||||
* Fixed `tpto` allowing teleports to oneself, thereby causing them to be deleted.
|
||||
* Fix OpenAL extensions being requested incorrectly, causing an error on macOS.
|
||||
* Fixed horizontal measuring of markup controls in rich text.
|
||||
|
||||
### Other
|
||||
|
||||
* Improved logging for some audio entity errors.
|
||||
* Avoided more server stutters when using `csci`.
|
||||
* Improved physics performance.
|
||||
* Made various localization functions like `GENDER()` not throw if passed a string instead of an `EntityUid`.
|
||||
* The generic clause on `EntitySystem.AddComp<T>` has been changed to `IComponent` (from `Component`) for consistency with `IEntityManager.AddComponent<T>`.
|
||||
* `DataDefinitionAnalyzer` has been optimized somewhat.
|
||||
* Improved assert logging error message when static data fields are encountered.
|
||||
|
||||
### Internal
|
||||
|
||||
* Warning cleanup.
|
||||
* Added more tests for `DataDefinitionAnalyzer`.
|
||||
* Consistently use `EntitySystem` proxy methods in engine.
|
||||
|
||||
|
||||
## 262.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* Toolshed commands will now validate that each non-generic command argument is parseable (i.e., has a corresponding type parser). This check can be disabled by explicitly marking the argument as unparseable via `CommandArgumentAttribute.Unparseable`.
|
||||
|
||||
### New features
|
||||
|
||||
* `ToolshedManager.TryParse` now also supports nullable value types.
|
||||
* Add an ignoredComponents arg to IsDefault.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix `SpriteComponent.Layer.Visible` setter not marking a sprite's bounding box as dirty.
|
||||
* The audio params in the passed SoundSpecifier for PlayStatic(SoundSpecifier, Filter, ...) will now be used as a default like other PlayStatic overrides.
|
||||
* Fix windows not saving their positions correctly when their x position is <= 0.
|
||||
* Fix transform state handling overriding PVS detachment.
|
||||
|
||||
|
||||
## 261.2.0
|
||||
|
||||
### New features
|
||||
|
||||
* Implement IEquatable for ResolvedPathSpecifier & ResolvedCollectionSpecifier.
|
||||
* Add NearestChunkEnumerator.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix static entities not having the center of mass updated.
|
||||
* Fix TryQueueDelete.
|
||||
* Fix tpto potentially parenting grids to non-map entities.
|
||||
|
||||
### Other
|
||||
|
||||
* TileChangedEvent is now raised once in clientside grid state handling rather than per tile.
|
||||
* Removed ITileDefinition.ID as it was redundant.
|
||||
* Change the lifestage checks on predicted entity deletion to check for terminating.
|
||||
|
||||
### Internal
|
||||
|
||||
* Update some `GetComponentName<T>` uses to generic.
|
||||
|
||||
|
||||
## 261.1.0
|
||||
|
||||
### New features
|
||||
|
||||
* Automatically create logger sawmills for `UIController`s similar to `EntitySystem`s.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix physics forces not auto-clearing / respecting the cvar.
|
||||
|
||||
### Internal
|
||||
|
||||
* Cleanup more compiler warnings in unit tests.
|
||||
|
||||
|
||||
## 261.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* Remove unused TryGetContainingContainer override.
|
||||
* Stop recursive FrameUpdates for controls that are not visible.
|
||||
* Initialize LocMgr earlier in the callstack for GameController.
|
||||
* Fix FastNoiseLise fractal bounding and remove its DataField property as it should be derived on other properties updating.
|
||||
* Make RaiseMoveEvent internal.
|
||||
* MovedGridsComponent and PhysicsMapComponent are now purged and properties on `SharedPhysicsSystem`. Additionally the TransformComponent for Awake entities is stored alongside the PhysicsComponent for them.
|
||||
* TransformComponent is now stored on physics contacts.
|
||||
* Gravity2DComponent and Gravity2DController were moved to SharedPhysicsSystem.
|
||||
|
||||
### New features
|
||||
|
||||
* `IFileDialogManager` now allows specifying `FileAccess` and `FileShare` modes.
|
||||
* Add Intersects and Enlarged to Box2i in line with Box2.
|
||||
* Make `KeyFrame`s on `AnimationTrackProperty` public settable.
|
||||
* Add the spawned entities to a returned array from `SpawnEntitiesAttachedTo`.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fixed SDL3 file dialog implementation having a memory leak and not opening files read-write.
|
||||
* Fix GetMapLinearVelocity.
|
||||
|
||||
### Other
|
||||
|
||||
* `uploadfile` and `loadprototype` commands now only open files with read access.
|
||||
* Optimize `ToMapCoordinates`.
|
||||
|
||||
### Internal
|
||||
|
||||
* Cleanup on internals of `IFileDialogManager`, removing duplicate code.
|
||||
* Fix Contacts not correctly being marked as `Touching` while contact is ongoing.
|
||||
|
||||
|
||||
## 260.2.0
|
||||
|
||||
### New features
|
||||
|
||||
* Add `StringBuilder.Insert(int, string)` to sandbox.
|
||||
* Add the WorldNormal to the StartCollideEvent.
|
||||
|
||||
|
||||
## 260.1.0
|
||||
|
||||
### New features
|
||||
|
||||
* `ComponentFactory` is now exposed to `EntitySystem` as `Factory`
|
||||
|
||||
### Other
|
||||
|
||||
* Cleanup warnings in PLacementManager
|
||||
* Cleanup warnings in Clide.Sprite
|
||||
|
||||
## 260.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* Fix / change `StartCollideEvent.WorldPoint` to return all points for the collision which may be up to 2 instead of 1.
|
||||
|
||||
### New features
|
||||
|
||||
* Add SpriteSystem dependency to VisualizerSystem.
|
||||
* Add Vertical property to progress bars
|
||||
* Add some `EntProtoId` overloads for group entity spawn methods.
|
||||
|
||||
|
||||
## 259.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* TileChangedEvent now has an array of tile changed entries rather than raising an individual event for every single tile changed.
|
||||
|
||||
### Other
|
||||
|
||||
* `Entity<T>` methods were marked as `readonly` as appropriate.
|
||||
|
||||
|
||||
## 258.0.1
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix static physics bodies not generating contacts if they spawn onto sleeping bodies.
|
||||
|
||||
|
||||
## 258.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* `IMarkupTag` and related methods in `MarkupTagManager` have been obsoleted and should be replaced with the new `IMarkupTagHandler` interface. Various engine tags (e.g., `BoldTag`, `ColorTag`, etc) no longer implement the old interface.
|
||||
|
||||
### New features
|
||||
|
||||
* Add IsValidPath to ResPath and make some minor performance improvements.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* OutputPanel and RichTextLabel now remove controls associated with rich text tags when the text is updated.
|
||||
* Fix `SpriteComponent.Visible` datafield not being read from yaml.
|
||||
* Fix container state handling not forcing inserts.
|
||||
|
||||
### Other
|
||||
|
||||
* `SpriteSystem.LayerMapReserve()` no longer throws an exception if the specified layer already exists. This makes it behave like the obsoleted `SpriteComponent.LayerMapReserveBlank()`.
|
||||
|
||||
|
||||
## 257.0.2
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix unshaded sprite layers not rendering correctly.
|
||||
|
||||
|
||||
## 257.0.1
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix sprite layer bounding box calculations. This was causing various sprite rendering & render-tree lookup issues.
|
||||
|
||||
|
||||
## 257.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* The client will now automatically pause any entities that leave their PVS range.
|
||||
* Contacts for terminating entities no longer raise wake events.
|
||||
|
||||
### New features
|
||||
|
||||
* Added `IPrototypeManager.IsIgnored()` for checking whether a given prototype kind has been marked as ignored via `RegisterIgnore()`.
|
||||
* Added `PoolManager` & `TestPair` classes to `Robust.UnitTesting`. These classes make it easier to create & use pooled server/client instance pairs in integration tests.
|
||||
* Catch NotYamlSerializable DataFields with an analyzer.
|
||||
* Optimized RSI preloading and texture atlas creation.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix clients unintentionally un-pausing paused entities that re-enter pvs range
|
||||
|
||||
### Other
|
||||
|
||||
* The yaml prototype id serialiser now provides better feedback when trying to validate an id for a prototype kind that has been ignored via `IPrototypeManager.RegisterIgnore()`
|
||||
* Several SpriteComponent methods have been marked as obsolete, and should be replaced with new methods in SpriteSystem.
|
||||
* Rotation events no longer check for grid traversal.
|
||||
|
||||
|
||||
## 256.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
* `ITypeReaderWriter<TType, TNode>` has been removed due to being unused. Implement `ITypeSerializer<TType, TNode>` instead
|
||||
* Moved AsNullable extension methods to the Entity struct.
|
||||
|
||||
### New features
|
||||
|
||||
* Add DevWindow tab to show all loaded textures.
|
||||
* Add Vector2i / bitmask converfsion helpers.
|
||||
* Allow texture preload to be skipped for some textures.
|
||||
* Check audio file signatures instead of extensions.
|
||||
* Add CancellationTokenRegistration to sandbox.
|
||||
* Add the ability to serialize TimeSpan from text.
|
||||
* Add support for rotated / mirrored tiles.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fix yaml hot reloading.
|
||||
* Fix a linear dictionary lookup in PlacementManager.
|
||||
|
||||
### Other
|
||||
|
||||
* Make ItemList not run deselection callback on all items if they aren't selected.
|
||||
* Cleanup warnings for CS0649 & CS0414.
|
||||
|
||||
### Internal
|
||||
|
||||
* Move PointLight component states to shared.
|
||||
|
||||
|
||||
## 255.1.0
|
||||
|
||||
### New features
|
||||
|
||||
* The client localisation manager now supports hot-reloading ftl files.
|
||||
* TransformSystem can now raise `GridUidChangedEvent` and `MapUidChangedEvent` when a entity's grid or map changes. This event is only raised if the `ExtraTransformEvents` metadata flag is enabled.
|
||||
|
||||
### Bugfixes
|
||||
|
||||
* Fixed a server crash due to a `NullReferenceException` in PVS system when a player's local entity is also one of their view subscriptions.
|
||||
* Fix CompileRobustXamlTask for benchmarks.
|
||||
* .ftl files will now hot reload.
|
||||
* Fix placementmanager sometimes not clearing.
|
||||
|
||||
### Other
|
||||
|
||||
* Container events are now documented.
|
||||
|
||||
|
||||
## 255.0.0
|
||||
|
||||
### Breaking changes
|
||||
|
||||
@@ -21,7 +21,8 @@ zzzz-object-pronoun = { GENDER($ent) ->
|
||||
}
|
||||
|
||||
# Used internally by the DAT-OBJ() function.
|
||||
# Not used in en-US. Created for supporting other languages.
|
||||
# Not used in en-US. Created to support other languages.
|
||||
# (e.g., "to him," "for her")
|
||||
zzzz-dat-object = { GENDER($ent) ->
|
||||
[male] him
|
||||
[female] her
|
||||
@@ -29,6 +30,16 @@ zzzz-dat-object = { GENDER($ent) ->
|
||||
*[neuter] it
|
||||
}
|
||||
|
||||
# Used internally by the GENITIVE() function.
|
||||
# Not used in en-US. Created to support other languages.
|
||||
# e.g., "у него" (Russian), "seines Vaters" (German).
|
||||
zzzz-genitive = { GENDER($ent) ->
|
||||
[male] his
|
||||
[female] her
|
||||
[epicene] their
|
||||
*[neuter] its
|
||||
}
|
||||
|
||||
# Used internally by the POSS-PRONOUN() function.
|
||||
zzzz-possessive-pronoun = { GENDER($ent) ->
|
||||
[male] his
|
||||
|
||||
32
Resources/Locale/en-US/color-naming.ftl
Normal file
32
Resources/Locale/en-US/color-naming.ftl
Normal file
@@ -0,0 +1,32 @@
|
||||
color-hue-chroma-lightness = {$lightness} {$chroma} {$hue}
|
||||
color-hue-chroma = {$chroma} {$hue}
|
||||
color-hue-lightness = {$lightness} {$hue}
|
||||
color-very-dark = very dark
|
||||
color-dark = dark
|
||||
color-light = light
|
||||
color-very-light = very light
|
||||
color-mixed-hue = {$a} {$b}
|
||||
color-pale = pale
|
||||
color-gray-adjective = gray
|
||||
color-strong = strong
|
||||
color-pink = pink
|
||||
color-red = red
|
||||
color-orange = orange
|
||||
color-yellow = yellow
|
||||
color-green = green
|
||||
color-cyan = cyan
|
||||
color-blue = blue
|
||||
color-purple = purple
|
||||
color-brown = brown
|
||||
color-white = white
|
||||
color-gray = gray
|
||||
color-black = black
|
||||
|
||||
color-pink-color-red = pinkish red
|
||||
color-red-color-orange = reddish orange
|
||||
color-orange-color-yellow = orangeish yellow
|
||||
color-yellow-color-green = yellowish green
|
||||
color-green-color-cyan = greenish cyan
|
||||
color-cyan-color-blue = cyanish blue
|
||||
color-blue-color-purple = blueish purple
|
||||
color-purple-color-pink = purpleish pink
|
||||
@@ -9,6 +9,7 @@ entity-spawn-window-override-menu-tooltip = Override placement
|
||||
## TileSpawnWindow
|
||||
|
||||
tile-spawn-window-title = Place Tiles
|
||||
tile-spawn-window-mirror-button-text = Mirror Tiles
|
||||
|
||||
## Console
|
||||
|
||||
|
||||
10
Resources/Locale/en-US/dev-window.ftl
Normal file
10
Resources/Locale/en-US/dev-window.ftl
Normal file
@@ -0,0 +1,10 @@
|
||||
## "Textures" dev window tab
|
||||
|
||||
dev-window-tab-textures-title = Textures
|
||||
dev-window-tab-textures-reload = Reload
|
||||
dev-window-tab-textures-filter = Filter
|
||||
dev-window-tab-textures-summary = Total (est): { $bytes }
|
||||
dev-window-tab-textures-info = Width: { $width } Height: { $height }
|
||||
PixelType: { $pixelType } sRGB: { $srgb }
|
||||
Name: { $name }
|
||||
Est. memory usage: { $bytes }
|
||||
@@ -195,6 +195,8 @@ 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-in =
|
||||
Spawns an entity in the given container on the given entity, dropping it at its coordinates if it doesn't fit
|
||||
command-description-spawn-attached =
|
||||
Spawns an entity attached to the given entity, at (0 0) relative to it.
|
||||
command-description-mappos =
|
||||
|
||||
@@ -21,47 +21,53 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
},
|
||||
};
|
||||
|
||||
test.TestState.Sources.Add(("TestTypeDefs.cs", TestTypeDefs));
|
||||
|
||||
// ExpectedDiagnostics cannot be set, so we need to AddRange here...
|
||||
test.TestState.ExpectedDiagnostics.AddRange(expected);
|
||||
|
||||
return test.RunAsync();
|
||||
}
|
||||
|
||||
private const string TestTypeDefs = """
|
||||
using System;
|
||||
|
||||
namespace Robust.Shared.ViewVariables
|
||||
{
|
||||
public sealed class ViewVariablesAttribute : Attribute
|
||||
{
|
||||
public readonly VVAccess Access = VVAccess.ReadOnly;
|
||||
|
||||
public ViewVariablesAttribute() { }
|
||||
|
||||
public ViewVariablesAttribute(VVAccess access)
|
||||
{
|
||||
Access = access;
|
||||
}
|
||||
}
|
||||
public enum VVAccess : byte
|
||||
{
|
||||
ReadOnly = 0,
|
||||
ReadWrite = 1,
|
||||
}
|
||||
}
|
||||
|
||||
namespace Robust.Shared.Serialization.Manager.Attributes
|
||||
{
|
||||
public class DataFieldBaseAttribute : Attribute;
|
||||
public class DataFieldAttribute(string? tag = null) : DataFieldBaseAttribute;
|
||||
public sealed class DataDefinitionAttribute : Attribute;
|
||||
public sealed class NotYamlSerializableAttribute : Attribute;
|
||||
}
|
||||
""";
|
||||
|
||||
[Test]
|
||||
public async Task Test()
|
||||
public async Task NoVVReadOnlyTest()
|
||||
{
|
||||
const string code = """
|
||||
using System;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Robust.Shared.ViewVariables
|
||||
{
|
||||
public sealed class ViewVariablesAttribute : Attribute
|
||||
{
|
||||
public readonly VVAccess Access = VVAccess.ReadOnly;
|
||||
|
||||
public ViewVariablesAttribute() { }
|
||||
|
||||
public ViewVariablesAttribute(VVAccess access)
|
||||
{
|
||||
Access = access;
|
||||
}
|
||||
}
|
||||
public enum VVAccess : byte
|
||||
{
|
||||
ReadOnly = 0,
|
||||
ReadWrite = 1,
|
||||
}
|
||||
}
|
||||
|
||||
namespace Robust.Shared.Serialization.Manager.Attributes
|
||||
{
|
||||
public class DataFieldBaseAttribute : Attribute;
|
||||
public class DataFieldAttribute : DataFieldBaseAttribute;
|
||||
public sealed class DataDefinitionAttribute : Attribute;
|
||||
}
|
||||
|
||||
[DataDefinition]
|
||||
public sealed partial class Foo
|
||||
{
|
||||
@@ -83,8 +89,8 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(35,17): info RA0028: Data field Bad in data definition Foo has ViewVariables attribute with ReadWrite access, which is redundant
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldNoVVReadWriteRule).WithSpan(35, 17, 35, 50).WithArguments("Bad", "Foo")
|
||||
// /0/Test0.cs(7,17): info RA0028: Data field Bad in data definition Foo has ViewVariables attribute with ReadWrite access, which is redundant
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldNoVVReadWriteRule).WithSpan(7, 17, 7, 50).WithArguments("Bad", "Foo")
|
||||
);
|
||||
}
|
||||
|
||||
@@ -92,16 +98,8 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
public async Task ReadOnlyFieldTest()
|
||||
{
|
||||
const string code = """
|
||||
using System;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Robust.Shared.Serialization.Manager.Attributes
|
||||
{
|
||||
public class DataFieldBaseAttribute : Attribute;
|
||||
public class DataFieldAttribute : DataFieldBaseAttribute;
|
||||
public sealed class DataDefinitionAttribute : Attribute;
|
||||
}
|
||||
|
||||
[DataDefinition]
|
||||
public sealed partial class Foo
|
||||
{
|
||||
@@ -114,8 +112,63 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(15,12): error RA0019: Data field Bad in data definition Foo is readonly
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldWritableRule).WithSpan(15, 12, 15, 20).WithArguments("Bad", "Foo")
|
||||
// /0/Test0.cs(7,12): error RA0019: Data field Bad in data definition Foo is readonly
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldWritableRule).WithSpan(7, 12, 7, 20).WithArguments("Bad", "Foo")
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task PartialDataDefinitionTest()
|
||||
{
|
||||
const string code = """
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed class Foo { }
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(4,15): error RA0017: Type Foo is a DataDefinition but is not partial
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataDefinitionPartialRule).WithSpan(4, 15, 4, 20).WithArguments("Foo")
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task NestedPartialDataDefinitionTest()
|
||||
{
|
||||
const string code = """
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
public sealed class Foo
|
||||
{
|
||||
[DataDefinition]
|
||||
public sealed partial class Nested { }
|
||||
}
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(3,15): error RA0018: Type Foo contains nested data definition Nested but is not partial
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.NestedDataDefinitionPartialRule).WithSpan(3, 15, 3, 20).WithArguments("Foo", "Nested")
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task RedundantDataFieldTagTest()
|
||||
{
|
||||
const string code = """
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
[DataDefinition]
|
||||
public sealed partial class Foo
|
||||
{
|
||||
[DataField("someValue")]
|
||||
public int SomeValue;
|
||||
}
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(6,6): info RA0027: Data field SomeValue in data definition Foo has an explicitly set tag that matches autogenerated tag
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldRedundantTagRule).WithSpan(6, 6, 6, 28).WithArguments("SomeValue", "Foo")
|
||||
);
|
||||
}
|
||||
|
||||
@@ -123,16 +176,8 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
public async Task ReadOnlyPropertyTest()
|
||||
{
|
||||
const string code = """
|
||||
using System;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Robust.Shared.Serialization.Manager.Attributes
|
||||
{
|
||||
public class DataFieldBaseAttribute : Attribute;
|
||||
public class DataFieldAttribute : DataFieldBaseAttribute;
|
||||
public sealed class DataDefinitionAttribute : Attribute;
|
||||
}
|
||||
|
||||
[DataDefinition]
|
||||
public sealed partial class Foo
|
||||
{
|
||||
@@ -145,8 +190,40 @@ public sealed class DataDefinitionAnalyzerTest
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(15,20): error RA0020: Data field property Bad in data definition Foo does not have a setter
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldPropertyWritableRule).WithSpan(15, 20, 15, 28).WithArguments("Bad", "Foo")
|
||||
// /0/Test0.cs(7,20): error RA0020: Data field property Bad in data definition Foo does not have a setter
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldPropertyWritableRule).WithSpan(7, 20, 7, 28).WithArguments("Bad", "Foo")
|
||||
);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task NotYamlSerializableTest()
|
||||
{
|
||||
const string code = """
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
[NotYamlSerializable]
|
||||
public sealed class NotSerializableClass { }
|
||||
|
||||
[DataDefinition]
|
||||
public sealed partial class Foo
|
||||
{
|
||||
[DataField]
|
||||
public NotSerializableClass BadField;
|
||||
|
||||
[DataField]
|
||||
public NotSerializableClass BadProperty { get; set; }
|
||||
|
||||
public NotSerializableClass GoodField; // Not a DataField, not a problem
|
||||
|
||||
public NotSerializableClass GoodProperty { get; set; } // Not a DataField, not a problem
|
||||
}
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(10,12): error RA0033: Data field BadField in data definition Foo is type NotSerializableClass, which is not YAML serializable
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(10, 12, 10, 32).WithArguments("BadField", "Foo", "NotSerializableClass"),
|
||||
// /0/Test0.cs(13,12): error RA0033: Data field BadProperty in data definition Foo is type NotSerializableClass, which is not YAML serializable
|
||||
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(13, 12, 13, 32).WithArguments("BadProperty", "Foo", "NotSerializableClass")
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
64
Robust.Analyzers.Tests/PrototypeInstantiationAnalyzerTest.cs
Normal file
64
Robust.Analyzers.Tests/PrototypeInstantiationAnalyzerTest.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.CodeAnalysis.Testing;
|
||||
using NUnit.Framework;
|
||||
using VerifyCS =
|
||||
Microsoft.CodeAnalysis.CSharp.Testing.CSharpAnalyzerVerifier<Robust.Analyzers.PrototypeInstantiationAnalyzer, Microsoft.CodeAnalysis.Testing.DefaultVerifier>;
|
||||
|
||||
namespace Robust.Analyzers.Tests;
|
||||
|
||||
[Parallelizable(ParallelScope.All | ParallelScope.Fixtures)]
|
||||
[TestFixture]
|
||||
[TestOf(typeof(PrototypeInstantiationAnalyzer))]
|
||||
public sealed class PrototypeInstantiationAnalyzerTest
|
||||
{
|
||||
private static Task Verifier(string code, params DiagnosticResult[] expected)
|
||||
{
|
||||
var test = new RTAnalyzerTest<PrototypeInstantiationAnalyzer>()
|
||||
{
|
||||
TestState =
|
||||
{
|
||||
Sources = { code }
|
||||
},
|
||||
};
|
||||
|
||||
TestHelper.AddEmbeddedSources(
|
||||
test.TestState,
|
||||
"Robust.Shared.Prototypes.Attributes.cs",
|
||||
"Robust.Shared.Prototypes.IPrototype.cs",
|
||||
"Robust.Shared.Serialization.Manager.Attributes.DataFieldAttribute.cs"
|
||||
);
|
||||
|
||||
// ExpectedDiagnostics cannot be set, so we need to AddRange here...
|
||||
test.TestState.ExpectedDiagnostics.AddRange(expected);
|
||||
|
||||
return test.RunAsync();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task Test()
|
||||
{
|
||||
const string code = """
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
[Prototype]
|
||||
public sealed class FooPrototype : IPrototype
|
||||
{
|
||||
[IdDataField]
|
||||
public string ID { get; private set; } = default!;
|
||||
}
|
||||
|
||||
public static class Bad
|
||||
{
|
||||
public static FooPrototype Real()
|
||||
{
|
||||
return new FooPrototype();
|
||||
}
|
||||
}
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(15,16): warning RA0039: Do not instantiate prototypes directly. Prototypes should always be instantiated by the prototype manager.
|
||||
VerifyCS.Diagnostic().WithSpan(15, 16, 15, 34));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.CodeAnalysis.Testing;
|
||||
using NUnit.Framework;
|
||||
using VerifyCS =
|
||||
Microsoft.CodeAnalysis.CSharp.Testing.CSharpAnalyzerVerifier<Robust.Analyzers.PrototypeNetSerializableAnalyzer, Microsoft.CodeAnalysis.Testing.DefaultVerifier>;
|
||||
|
||||
namespace Robust.Analyzers.Tests;
|
||||
|
||||
[Parallelizable(ParallelScope.All | ParallelScope.Fixtures)]
|
||||
[TestFixture]
|
||||
[TestOf(typeof(PrototypeNetSerializableAnalyzer))]
|
||||
public sealed class PrototypeNetSerializableAnalyzerTest
|
||||
{
|
||||
private static Task Verifier(string code, params DiagnosticResult[] expected)
|
||||
{
|
||||
var test = new RTAnalyzerTest<PrototypeNetSerializableAnalyzer>()
|
||||
{
|
||||
TestState =
|
||||
{
|
||||
Sources = { code }
|
||||
},
|
||||
};
|
||||
|
||||
TestHelper.AddEmbeddedSources(
|
||||
test.TestState,
|
||||
"Robust.Shared.Serialization.NetSerializableAttribute.cs",
|
||||
"Robust.Shared.Prototypes.Attributes.cs",
|
||||
"Robust.Shared.Prototypes.IPrototype.cs",
|
||||
"Robust.Shared.Serialization.Manager.Attributes.DataFieldAttribute.cs"
|
||||
);
|
||||
|
||||
// ExpectedDiagnostics cannot be set, so we need to AddRange here...
|
||||
test.TestState.ExpectedDiagnostics.AddRange(expected);
|
||||
|
||||
return test.RunAsync();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public async Task Test()
|
||||
{
|
||||
const string code = """
|
||||
using System;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
[Prototype]
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class FooPrototype : IPrototype
|
||||
{
|
||||
[IdDataField]
|
||||
public string ID { get; private set; } = default!;
|
||||
}
|
||||
""";
|
||||
|
||||
await Verifier(code,
|
||||
// /0/Test0.cs(7,21): warning RA0037: Type FooPrototype is a prototype and marked as [NetSerializable]. Prototypes should not be directly sent over the network, send their IDs instead.
|
||||
VerifyCS.Diagnostic(PrototypeNetSerializableAnalyzer.RuleNetSerializable).WithSpan(7, 21, 7, 33).WithArguments("FooPrototype"),
|
||||
// /0/Test0.cs(7,21): warning RA0038: Type FooPrototype is a prototype and marked as [Serializable]. Prototypes should not be directly sent over the network, send their IDs instead.
|
||||
VerifyCS.Diagnostic(PrototypeNetSerializableAnalyzer.RuleSerializable).WithSpan(7, 21, 7, 33).WithArguments("FooPrototype"));
|
||||
}
|
||||
}
|
||||
17
Robust.Analyzers.Tests/RTAnalyzerTest.cs
Normal file
17
Robust.Analyzers.Tests/RTAnalyzerTest.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using Microsoft.CodeAnalysis;
|
||||
using Microsoft.CodeAnalysis.CSharp;
|
||||
using Microsoft.CodeAnalysis.CSharp.Testing;
|
||||
using Microsoft.CodeAnalysis.Diagnostics;
|
||||
using Microsoft.CodeAnalysis.Testing;
|
||||
|
||||
namespace Robust.Analyzers.Tests;
|
||||
|
||||
public sealed class RTAnalyzerTest<TAnalyzer> : CSharpAnalyzerTest<TAnalyzer, DefaultVerifier>
|
||||
where TAnalyzer : DiagnosticAnalyzer, new()
|
||||
{
|
||||
protected override ParseOptions CreateParseOptions()
|
||||
{
|
||||
var baseOptions = (CSharpParseOptions) base.CreateParseOptions();
|
||||
return baseOptions.WithPreprocessorSymbols("ROBUST_ANALYZERS_TEST");
|
||||
}
|
||||
}
|
||||
@@ -17,6 +17,10 @@
|
||||
<EmbeddedResource Include="..\Robust.Shared\Analyzers\ObsoleteInheritanceAttribute.cs" LogicalName="Robust.Shared.Analyzers.ObsoleteInheritanceAttribute.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\IoC\DependencyAttribute.cs" LogicalName="Robust.Shared.IoC.DependencyAttribute.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\GameObjects\EventBusAttributes.cs" LogicalName="Robust.Shared.GameObjects.EventBusAttributes.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\Serialization\NetSerializableAttribute.cs" LogicalName="Robust.Shared.Serialization.NetSerializableAttribute.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\Prototypes\Attributes.cs" LogicalName="Robust.Shared.Prototypes.Attributes.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\Prototypes\IPrototype.cs" LogicalName="Robust.Shared.Prototypes.IPrototype.cs" LinkBase="Implementations" />
|
||||
<EmbeddedResource Include="..\Robust.Shared\Serialization\Manager\Attributes\DataFieldAttribute.cs" LogicalName="Robust.Shared.Serialization.Manager.Attributes.DataFieldAttribute.cs" LinkBase="Implementations" />
|
||||
</ItemGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
|
||||
@@ -18,10 +18,11 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
private const string ImplicitDataDefinitionNamespace = "Robust.Shared.Serialization.Manager.Attributes.ImplicitDataDefinitionForInheritorsAttribute";
|
||||
private const string DataFieldBaseNamespace = "Robust.Shared.Serialization.Manager.Attributes.DataFieldBaseAttribute";
|
||||
private const string ViewVariablesNamespace = "Robust.Shared.ViewVariables.ViewVariablesAttribute";
|
||||
private const string NotYamlSerializableName = "Robust.Shared.Serialization.Manager.Attributes.NotYamlSerializableAttribute";
|
||||
private const string DataFieldAttributeName = "DataField";
|
||||
private const string ViewVariablesAttributeName = "ViewVariables";
|
||||
|
||||
private static readonly DiagnosticDescriptor DataDefinitionPartialRule = new(
|
||||
public static readonly DiagnosticDescriptor DataDefinitionPartialRule = new(
|
||||
Diagnostics.IdDataDefinitionPartial,
|
||||
"Type must be partial",
|
||||
"Type {0} is a DataDefinition but is not partial",
|
||||
@@ -31,7 +32,7 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
"Make sure to mark any type that is a data definition as partial."
|
||||
);
|
||||
|
||||
private static readonly DiagnosticDescriptor NestedDataDefinitionPartialRule = new(
|
||||
public static readonly DiagnosticDescriptor NestedDataDefinitionPartialRule = new(
|
||||
Diagnostics.IdNestedDataDefinitionPartial,
|
||||
"Type must be partial",
|
||||
"Type {0} contains nested data definition {1} but is not partial",
|
||||
@@ -61,7 +62,7 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
"Make sure to add a setter."
|
||||
);
|
||||
|
||||
private static readonly DiagnosticDescriptor DataFieldRedundantTagRule = new(
|
||||
public static readonly DiagnosticDescriptor DataFieldRedundantTagRule = new(
|
||||
Diagnostics.IdDataFieldRedundantTag,
|
||||
"Data field has redundant tag specified",
|
||||
"Data field {0} in data definition {1} has an explicitly set tag that matches autogenerated tag",
|
||||
@@ -81,9 +82,19 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
"Make sure to remove the ViewVariables attribute."
|
||||
);
|
||||
|
||||
public static readonly DiagnosticDescriptor DataFieldYamlSerializableRule = new(
|
||||
Diagnostics.IdDataFieldYamlSerializable,
|
||||
"Data field type is not YAML serializable",
|
||||
"Data field {0} in data definition {1} is type {2}, which is not YAML serializable",
|
||||
"Usage",
|
||||
DiagnosticSeverity.Error,
|
||||
true,
|
||||
"Make sure to use a type that is YAML serializable."
|
||||
);
|
||||
|
||||
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics => ImmutableArray.Create(
|
||||
DataDefinitionPartialRule, NestedDataDefinitionPartialRule, DataFieldWritableRule, DataFieldPropertyWritableRule,
|
||||
DataFieldRedundantTagRule, DataFieldNoVVReadWriteRule
|
||||
DataFieldRedundantTagRule, DataFieldNoVVReadWriteRule, DataFieldYamlSerializableRule
|
||||
);
|
||||
|
||||
public override void Initialize(AnalysisContext context)
|
||||
@@ -91,23 +102,31 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
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.RegisterSymbolStartAction(symbolContext =>
|
||||
{
|
||||
if (symbolContext.Symbol is not INamedTypeSymbol typeSymbol)
|
||||
return;
|
||||
|
||||
context.RegisterSyntaxNodeAction(AnalyzeDataField, SyntaxKind.FieldDeclaration);
|
||||
context.RegisterSyntaxNodeAction(AnalyzeDataFieldProperty, SyntaxKind.PropertyDeclaration);
|
||||
if (!IsDataDefinition(typeSymbol))
|
||||
return;
|
||||
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.ClassDeclaration);
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.StructDeclaration);
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.RecordDeclaration);
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.RecordStructDeclaration);
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataDefinition, SyntaxKind.InterfaceDeclaration);
|
||||
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataField, SyntaxKind.FieldDeclaration);
|
||||
symbolContext.RegisterSyntaxNodeAction(AnalyzeDataFieldProperty, SyntaxKind.PropertyDeclaration);
|
||||
}, SymbolKind.NamedType);
|
||||
}
|
||||
|
||||
private void AnalyzeDataDefinition(SyntaxNodeAnalysisContext context)
|
||||
private static void AnalyzeDataDefinition(SyntaxNodeAnalysisContext context)
|
||||
{
|
||||
if (context.Node is not TypeDeclarationSyntax declaration)
|
||||
return;
|
||||
|
||||
var type = context.SemanticModel.GetDeclaredSymbol(declaration)!;
|
||||
if (!IsDataDefinition(type))
|
||||
if (context.ContainingSymbol is not INamedTypeSymbol type)
|
||||
return;
|
||||
|
||||
if (!IsPartial(declaration))
|
||||
@@ -118,7 +137,7 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
var containingType = type.ContainingType;
|
||||
while (containingType != null)
|
||||
{
|
||||
var containingTypeDeclaration = (TypeDeclarationSyntax) containingType.DeclaringSyntaxReferences[0].GetSyntax();
|
||||
var containingTypeDeclaration = (TypeDeclarationSyntax)containingType.DeclaringSyntaxReferences[0].GetSyntax();
|
||||
if (!IsPartial(containingTypeDeclaration))
|
||||
{
|
||||
context.ReportDiagnostic(Diagnostic.Create(NestedDataDefinitionPartialRule, containingTypeDeclaration.Keyword.GetLocation(), containingType.Name, type.Name));
|
||||
@@ -128,32 +147,31 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
}
|
||||
}
|
||||
|
||||
private void AnalyzeDataField(SyntaxNodeAnalysisContext context)
|
||||
private static 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))
|
||||
if (context.ContainingSymbol?.ContainingType is not INamedTypeSymbol type)
|
||||
return;
|
||||
|
||||
foreach (var variable in field.Declaration.Variables)
|
||||
{
|
||||
var fieldSymbol = context.SemanticModel.GetDeclaredSymbol(variable);
|
||||
|
||||
if (fieldSymbol == null)
|
||||
continue;
|
||||
|
||||
if (!IsDataField(fieldSymbol, out _, out var datafieldAttribute))
|
||||
continue;
|
||||
|
||||
if (IsReadOnlyDataField(type, fieldSymbol))
|
||||
{
|
||||
TryGetModifierLocation(field, SyntaxKind.ReadOnlyKeyword, out var location);
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldWritableRule, location, fieldSymbol.Name, type.Name));
|
||||
}
|
||||
|
||||
if (HasRedundantTag(fieldSymbol))
|
||||
if (HasRedundantTag(fieldSymbol, datafieldAttribute))
|
||||
{
|
||||
TryGetAttributeLocation(field, DataFieldAttributeName, out var location);
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldRedundantTagRule, location, fieldSymbol.Name, type.Name));
|
||||
@@ -164,33 +182,49 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
TryGetAttributeLocation(field, ViewVariablesAttributeName, out var location);
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldNoVVReadWriteRule, location, fieldSymbol.Name, type.Name));
|
||||
}
|
||||
|
||||
if (context.SemanticModel.GetSymbolInfo(field.Declaration.Type).Symbol is not ITypeSymbol fieldTypeSymbol)
|
||||
continue;
|
||||
|
||||
if (IsNotYamlSerializable(fieldSymbol, fieldTypeSymbol))
|
||||
{
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldYamlSerializableRule,
|
||||
(context.Node as FieldDeclarationSyntax)?.Declaration.Type.GetLocation(),
|
||||
fieldSymbol.Name,
|
||||
type.Name,
|
||||
fieldTypeSymbol.MetadataName
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AnalyzeDataFieldProperty(SyntaxNodeAnalysisContext context)
|
||||
private static void AnalyzeDataFieldProperty(SyntaxNodeAnalysisContext context)
|
||||
{
|
||||
if (context.Node is not PropertyDeclarationSyntax property)
|
||||
return;
|
||||
|
||||
var typeDeclaration = property.FirstAncestorOrSelf<TypeDeclarationSyntax>();
|
||||
if (typeDeclaration == null)
|
||||
if (context.ContainingSymbol is not IPropertySymbol propertySymbol)
|
||||
return;
|
||||
|
||||
var type = context.SemanticModel.GetDeclaredSymbol(typeDeclaration)!;
|
||||
if (!IsDataDefinition(type) || type.IsRecord || type.IsValueType)
|
||||
if (propertySymbol.ContainingType is not INamedTypeSymbol type)
|
||||
return;
|
||||
|
||||
if (type.IsRecord || type.IsValueType)
|
||||
return;
|
||||
|
||||
var propertySymbol = context.SemanticModel.GetDeclaredSymbol(property);
|
||||
if (propertySymbol == null)
|
||||
return;
|
||||
|
||||
if (!IsDataField(propertySymbol, out _, out var datafieldAttribute))
|
||||
return;
|
||||
|
||||
if (IsReadOnlyDataField(type, propertySymbol))
|
||||
{
|
||||
var location = property.AccessorList != null ? property.AccessorList.GetLocation() : property.GetLocation();
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldPropertyWritableRule, location, propertySymbol.Name, type.Name));
|
||||
}
|
||||
|
||||
if (HasRedundantTag(propertySymbol))
|
||||
if (HasRedundantTag(propertySymbol, datafieldAttribute))
|
||||
{
|
||||
TryGetAttributeLocation(property, DataFieldAttributeName, out var location);
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldRedundantTagRule, location, propertySymbol.Name, type.Name));
|
||||
@@ -201,13 +235,23 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
TryGetAttributeLocation(property, ViewVariablesAttributeName, out var location);
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldNoVVReadWriteRule, location, propertySymbol.Name, type.Name));
|
||||
}
|
||||
|
||||
if (context.SemanticModel.GetSymbolInfo(property.Type).Symbol is not ITypeSymbol propertyTypeSymbol)
|
||||
return;
|
||||
|
||||
if (IsNotYamlSerializable(propertySymbol, propertyTypeSymbol))
|
||||
{
|
||||
context.ReportDiagnostic(Diagnostic.Create(DataFieldYamlSerializableRule,
|
||||
(context.Node as PropertyDeclarationSyntax)?.Type.GetLocation(),
|
||||
propertySymbol.Name,
|
||||
type.Name,
|
||||
propertyTypeSymbol.Name
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsReadOnlyDataField(ITypeSymbol type, ISymbol field)
|
||||
{
|
||||
if (!IsDataField(field, out _, out _))
|
||||
return false;
|
||||
|
||||
return IsReadOnlyMember(type, field);
|
||||
}
|
||||
|
||||
@@ -332,17 +376,14 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool HasRedundantTag(ISymbol symbol)
|
||||
private static bool HasRedundantTag(ISymbol symbol, AttributeData datafieldAttribute)
|
||||
{
|
||||
if (!IsDataField(symbol, out var _, out var attribute))
|
||||
return false;
|
||||
|
||||
// No args, no problem
|
||||
if (attribute.ConstructorArguments.Length == 0)
|
||||
if (datafieldAttribute.ConstructorArguments.Length == 0)
|
||||
return false;
|
||||
|
||||
// If a tag is explicitly specified, it will be the first argument...
|
||||
var tagArgument = attribute.ConstructorArguments[0];
|
||||
var tagArgument = datafieldAttribute.ConstructorArguments[0];
|
||||
// ...but the first arg could also something else, since tag is optional
|
||||
// so we make sure that it's a string
|
||||
if (tagArgument.Value is not string explicitName)
|
||||
@@ -357,9 +398,6 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
|
||||
private static bool HasVVReadWrite(ISymbol symbol)
|
||||
{
|
||||
if (!IsDataField(symbol, out _, out _))
|
||||
return false;
|
||||
|
||||
// Make sure it has ViewVariablesAttribute
|
||||
AttributeData? viewVariablesAttribute = null;
|
||||
foreach (var attr in symbol.GetAttributes())
|
||||
@@ -383,6 +421,11 @@ public sealed class DataDefinitionAnalyzer : DiagnosticAnalyzer
|
||||
return (VVAccess)accessByte == VVAccess.ReadWrite;
|
||||
}
|
||||
|
||||
private static bool IsNotYamlSerializable(ISymbol field, ITypeSymbol type)
|
||||
{
|
||||
return HasAttribute(type, NotYamlSerializableName);
|
||||
}
|
||||
|
||||
private static bool IsImplicitDataDefinition(ITypeSymbol type)
|
||||
{
|
||||
if (HasAttribute(type, ImplicitDataDefinitionNamespace))
|
||||
|
||||
48
Robust.Analyzers/PrototypeInstantiationAnalyzer.cs
Normal file
48
Robust.Analyzers/PrototypeInstantiationAnalyzer.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
using System.Collections.Immutable;
|
||||
using Microsoft.CodeAnalysis;
|
||||
using Microsoft.CodeAnalysis.Diagnostics;
|
||||
using Microsoft.CodeAnalysis.Operations;
|
||||
using Robust.Roslyn.Shared;
|
||||
|
||||
namespace Robust.Analyzers;
|
||||
|
||||
[DiagnosticAnalyzer(LanguageNames.CSharp)]
|
||||
public sealed class PrototypeInstantiationAnalyzer : DiagnosticAnalyzer
|
||||
{
|
||||
private const string PrototypeInterfaceType = "Robust.Shared.Prototypes.IPrototype";
|
||||
|
||||
public static readonly DiagnosticDescriptor Rule = new(
|
||||
Diagnostics.IdPrototypeInstantiation,
|
||||
"Do not instantiate prototypes directly",
|
||||
"Do not instantiate prototypes directly. Prototypes should always be instantiated by the prototype manager.",
|
||||
"Usage",
|
||||
DiagnosticSeverity.Warning,
|
||||
true);
|
||||
|
||||
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics => [Rule];
|
||||
|
||||
public override void Initialize(AnalysisContext context)
|
||||
{
|
||||
context.EnableConcurrentExecution();
|
||||
context.ConfigureGeneratedCodeAnalysis(GeneratedCodeAnalysisFlags.None);
|
||||
context.RegisterCompilationStartAction(static ctx =>
|
||||
{
|
||||
var prototypeInterface = ctx.Compilation.GetTypeByMetadataName(PrototypeInterfaceType);
|
||||
if (prototypeInterface == null)
|
||||
return;
|
||||
|
||||
ctx.RegisterOperationAction(symContext => Check(prototypeInterface, symContext), OperationKind.ObjectCreation);
|
||||
});
|
||||
}
|
||||
|
||||
private static void Check(INamedTypeSymbol prototypeInterface, OperationAnalysisContext ctx)
|
||||
{
|
||||
if (ctx.Operation is not IObjectCreationOperation { Type: { } resultType } creationOp)
|
||||
return;
|
||||
|
||||
if (!TypeSymbolHelper.ImplementsInterface(resultType, prototypeInterface))
|
||||
return;
|
||||
|
||||
ctx.ReportDiagnostic(Diagnostic.Create(Rule, creationOp.Syntax.GetLocation()));
|
||||
}
|
||||
}
|
||||
76
Robust.Analyzers/PrototypeNetSerializableAnalyzer.cs
Normal file
76
Robust.Analyzers/PrototypeNetSerializableAnalyzer.cs
Normal file
@@ -0,0 +1,76 @@
|
||||
using System.Collections.Immutable;
|
||||
using Microsoft.CodeAnalysis;
|
||||
using Microsoft.CodeAnalysis.Diagnostics;
|
||||
using Robust.Roslyn.Shared;
|
||||
|
||||
namespace Robust.Analyzers;
|
||||
|
||||
[DiagnosticAnalyzer(LanguageNames.CSharp)]
|
||||
public sealed class PrototypeNetSerializableAnalyzer : DiagnosticAnalyzer
|
||||
{
|
||||
private const string PrototypeInterfaceType = "Robust.Shared.Prototypes.IPrototype";
|
||||
private const string NetSerializableAttributeType = "Robust.Shared.Serialization.NetSerializableAttribute";
|
||||
|
||||
public static readonly DiagnosticDescriptor RuleNetSerializable = new(
|
||||
Diagnostics.IdPrototypeNetSerializable,
|
||||
"Prototypes should not be [NetSerializable]",
|
||||
"Type {0} is a prototype and marked as [NetSerializable]. Prototypes should not be directly sent over the network, send their IDs instead.",
|
||||
"Usage",
|
||||
DiagnosticSeverity.Warning,
|
||||
true);
|
||||
|
||||
|
||||
public static readonly DiagnosticDescriptor RuleSerializable = new(
|
||||
Diagnostics.IdPrototypeSerializable,
|
||||
"Prototypes should not be [Serializable]",
|
||||
"Type {0} is a prototype and marked as [Serializable]. Prototypes should not be directly sent over the network, send their IDs instead.",
|
||||
"Usage",
|
||||
DiagnosticSeverity.Warning,
|
||||
true);
|
||||
|
||||
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics => [
|
||||
RuleNetSerializable,
|
||||
RuleSerializable
|
||||
];
|
||||
|
||||
public override void Initialize(AnalysisContext context)
|
||||
{
|
||||
context.EnableConcurrentExecution();
|
||||
context.ConfigureGeneratedCodeAnalysis(GeneratedCodeAnalysisFlags.None);
|
||||
|
||||
context.RegisterCompilationStartAction(static ctx =>
|
||||
{
|
||||
var prototypeInterface = ctx.Compilation.GetTypeByMetadataName(PrototypeInterfaceType);
|
||||
var netSerializableAttribute = ctx.Compilation.GetTypeByMetadataName(NetSerializableAttributeType);
|
||||
|
||||
if (prototypeInterface == null || netSerializableAttribute == null)
|
||||
return;
|
||||
|
||||
ctx.RegisterSymbolAction(symbolContext => CheckClass(prototypeInterface, netSerializableAttribute, symbolContext), SymbolKind.NamedType);
|
||||
});
|
||||
}
|
||||
|
||||
private static void CheckClass(
|
||||
INamedTypeSymbol prototypeInterface,
|
||||
INamedTypeSymbol netSerializableAttribute,
|
||||
SymbolAnalysisContext symbolContext)
|
||||
{
|
||||
if (symbolContext.Symbol is not INamedTypeSymbol symbol)
|
||||
return;
|
||||
|
||||
if (!TypeSymbolHelper.ImplementsInterface(symbol, prototypeInterface))
|
||||
return;
|
||||
|
||||
if (AttributeHelper.HasAttribute(symbol, netSerializableAttribute, out _))
|
||||
{
|
||||
symbolContext.ReportDiagnostic(
|
||||
Diagnostic.Create(RuleNetSerializable, symbol.Locations[0], symbol.ToDisplayString()));
|
||||
}
|
||||
|
||||
if (symbol.IsSerializable)
|
||||
{
|
||||
symbolContext.ReportDiagnostic(
|
||||
Diagnostic.Create(RuleSerializable, symbol.Locations[0], symbol.ToDisplayString()));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@ using Xilium.CefGlue;
|
||||
|
||||
namespace Robust.Client.WebView.Cef
|
||||
{
|
||||
public static class Program
|
||||
internal static class Program
|
||||
{
|
||||
// This was supposed to be the main entry for the subprocess program... It doesn't work.
|
||||
public static int Main(string[] args)
|
||||
|
||||
@@ -162,9 +162,10 @@ namespace Robust.Client.WebView.Cef
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsOpen => _data != null;
|
||||
public bool IsLoading => _data?.Browser.IsLoading ?? false;
|
||||
|
||||
public void EnteredTree()
|
||||
public void StartBrowser()
|
||||
{
|
||||
DebugTools.AssertNull(_data);
|
||||
|
||||
@@ -195,7 +196,7 @@ namespace Robust.Client.WebView.Cef
|
||||
_data = new LiveData(texture, client, browser, renderer);
|
||||
}
|
||||
|
||||
public void ExitedTree()
|
||||
public void CloseBrowser()
|
||||
{
|
||||
DebugTools.AssertNotNull(_data);
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@ using System.Net;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using Robust.Client.Console;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -24,6 +25,7 @@ namespace Robust.Client.WebView.Cef
|
||||
|
||||
[Dependency] private readonly IDependencyCollection _dependencyCollection = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IGameControllerInternal _gameController = default!;
|
||||
[Dependency] private readonly IResourceManagerInternal _resourceManager = default!;
|
||||
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
@@ -61,7 +63,10 @@ namespace Robust.Client.WebView.Cef
|
||||
|
||||
var cachePath = "";
|
||||
if (_resourceManager.UserData is WritableDirProvider userData)
|
||||
cachePath = userData.GetFullPath(new ResPath("/cef_cache"));
|
||||
{
|
||||
var rootDir = UserDataDir.GetRootUserDataDir(_gameController);
|
||||
cachePath = Path.Combine(rootDir, "cef_cache", "0");
|
||||
}
|
||||
|
||||
var settings = new CefSettings()
|
||||
{
|
||||
|
||||
@@ -81,11 +81,13 @@ namespace Robust.Client.WebView.Headless
|
||||
|
||||
private sealed class WebViewControlImplDummy : DummyBase, IWebViewControlImpl
|
||||
{
|
||||
public void EnteredTree()
|
||||
public bool IsOpen => false;
|
||||
|
||||
public void StartBrowser()
|
||||
{
|
||||
}
|
||||
|
||||
public void ExitedTree()
|
||||
public void CloseBrowser()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -9,8 +9,10 @@ namespace Robust.Client.WebView
|
||||
/// </summary>
|
||||
internal interface IWebViewControlImpl : IWebViewControl
|
||||
{
|
||||
void EnteredTree();
|
||||
void ExitedTree();
|
||||
public bool IsOpen { get; }
|
||||
|
||||
void StartBrowser();
|
||||
void CloseBrowser();
|
||||
void MouseMove(GUIMouseMoveEventArgs args);
|
||||
void MouseExited();
|
||||
void MouseWheel(GUIMouseWheelEventArgs args);
|
||||
|
||||
@@ -14,6 +14,7 @@ namespace Robust.Client.WebView
|
||||
[Dependency] private readonly IWebViewManagerInternal _webViewManager = default!;
|
||||
|
||||
private readonly IWebViewControlImpl _controlImpl;
|
||||
private bool _alwaysActive;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public string Url
|
||||
@@ -22,6 +23,21 @@ namespace Robust.Client.WebView
|
||||
set => _controlImpl.Url = value;
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool AlwaysActive
|
||||
{
|
||||
get => _alwaysActive;
|
||||
set
|
||||
{
|
||||
_alwaysActive = value;
|
||||
|
||||
if (_alwaysActive && !_controlImpl.IsOpen)
|
||||
_controlImpl.StartBrowser();
|
||||
else if (!_alwaysActive && _controlImpl.IsOpen && !IsInsideTree)
|
||||
_controlImpl.CloseBrowser();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables] public bool IsLoading => _controlImpl.IsLoading;
|
||||
|
||||
public WebViewControl()
|
||||
@@ -39,14 +55,16 @@ namespace Robust.Client.WebView
|
||||
{
|
||||
base.EnteredTree();
|
||||
|
||||
_controlImpl.EnteredTree();
|
||||
if (!_controlImpl.IsOpen)
|
||||
_controlImpl.StartBrowser();
|
||||
}
|
||||
|
||||
protected override void ExitedTree()
|
||||
{
|
||||
base.ExitedTree();
|
||||
|
||||
_controlImpl.ExitedTree();
|
||||
if (!_alwaysActive)
|
||||
_controlImpl.CloseBrowser();
|
||||
}
|
||||
|
||||
protected internal override void MouseMove(GUIMouseMoveEventArgs args)
|
||||
|
||||
@@ -3,8 +3,6 @@ using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using Robust.Shared.Animations;
|
||||
using Robust.Shared.Maths;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Animations
|
||||
{
|
||||
@@ -13,7 +11,7 @@ namespace Robust.Client.Animations
|
||||
/// </summary>
|
||||
public abstract class AnimationTrackProperty : AnimationTrack
|
||||
{
|
||||
public List<KeyFrame> KeyFrames { get; protected set; } = new();
|
||||
public List<KeyFrame> KeyFrames { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// How to interpolate values when between two keyframes.
|
||||
@@ -122,9 +120,9 @@ namespace Robust.Client.Animations
|
||||
case Vector2 vector2:
|
||||
return Vector2Helpers.InterpolateCubic((Vector2) preA, vector2, (Vector2) b, (Vector2) postB, t);
|
||||
case Vector3 vector3:
|
||||
return Vector3.InterpolateCubic((Vector3) preA, vector3, (Vector3) b, (Vector3) postB, t);
|
||||
return VectorHelpers.InterpolateCubic((Vector3) preA, vector3, (Vector3) b, (Vector3) postB, t);
|
||||
case Vector4 vector4:
|
||||
return Vector4.InterpolateCubic((Vector4) preA, vector4, (Vector4) b, (Vector4) postB, t);
|
||||
return VectorHelpers.InterpolateCubic((Vector4) preA, vector4, (Vector4) b, (Vector4) postB, t);
|
||||
case float f:
|
||||
return MathHelper.InterpolateCubic((float) preA, f, (float) b, (float) postB, t);
|
||||
case double d:
|
||||
|
||||
@@ -57,8 +57,8 @@ internal sealed partial class AudioManager : IAudioInternal
|
||||
_checkAlError();
|
||||
|
||||
// Load up AL context extensions.
|
||||
var s = ALC.GetString(ALDevice.Null, AlcGetString.Extensions) ?? "";
|
||||
foreach (var extension in s.Split(' '))
|
||||
var s = ALC.GetString(_openALDevice, AlcGetString.Extensions) ?? "";
|
||||
foreach (var extension in s.Split(' ', StringSplitOptions.RemoveEmptyEntries))
|
||||
{
|
||||
_alContextExtensions.Add(extension);
|
||||
}
|
||||
|
||||
@@ -582,7 +582,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
|
||||
{
|
||||
if (TerminatingOrDeleted(entity))
|
||||
{
|
||||
Log.Error($"Tried to play coordinates audio on a terminating / deleted entity {ToPrettyString(entity)}");
|
||||
LogAudioPlaybackOnInvalidEntity(specifier, entity);
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -626,7 +626,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
|
||||
{
|
||||
if (TerminatingOrDeleted(coordinates.EntityId))
|
||||
{
|
||||
Log.Error($"Tried to play coordinates audio on a terminating / deleted entity {ToPrettyString(coordinates.EntityId)}");
|
||||
LogAudioPlaybackOnInvalidEntity(specifier, coordinates.EntityId);
|
||||
return null;
|
||||
}
|
||||
|
||||
@@ -753,6 +753,12 @@ public sealed partial class AudioSystem : SharedAudioSystem
|
||||
return _resourceCache.GetResource<AudioResource>(filename).AudioStream.Length;
|
||||
}
|
||||
|
||||
private void LogAudioPlaybackOnInvalidEntity(ResolvedSoundSpecifier? specifier, EntityUid entityId)
|
||||
{
|
||||
var soundInfo = specifier?.ToString() ?? "unknown sound";
|
||||
Log.Error($"Tried to play coordinates audio on a terminating / deleted entity {ToPrettyString(entityId)}. Sound: {soundInfo}. Trace: {Environment.StackTrace}");
|
||||
}
|
||||
|
||||
#region Jobs
|
||||
|
||||
private record struct UpdateAudioJob : IParallelRobustJob
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Effects;
|
||||
|
||||
@@ -6,6 +6,7 @@ using Robust.Shared.Audio.Midi;
|
||||
using Robust.Shared.Audio.Sources;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.Audio.Midi;
|
||||
|
||||
@@ -156,8 +157,13 @@ public interface IMidiRenderer : IDisposable
|
||||
/// <summary>
|
||||
/// Loads a new soundfont into the renderer.
|
||||
/// </summary>
|
||||
[Obsolete("Use LoadSoundfontResource or LoadSoundfontUser instead")]
|
||||
void LoadSoundfont(string filename, bool resetPresets = false);
|
||||
|
||||
void LoadSoundfontResource(ResPath path, bool resetPresets = false);
|
||||
|
||||
void LoadSoundfontUser(ResPath path, bool resetPresets = false);
|
||||
|
||||
/// <summary>
|
||||
/// Invoked whenever a new midi event is registered.
|
||||
/// </summary>
|
||||
|
||||
262
Robust.Client/Audio/Midi/MidiManager.SoundFontLoad.cs
Normal file
262
Robust.Client/Audio/Midi/MidiManager.SoundFontLoad.cs
Normal file
@@ -0,0 +1,262 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using NFluidsynth;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.Audio.Midi;
|
||||
|
||||
internal sealed partial class MidiManager
|
||||
{
|
||||
// For loading sound fonts, we have to use a callback model where we can only parse a string.
|
||||
// This API, frankly, fucking sucks.
|
||||
//
|
||||
// These prefixes are used to separate the various places a file *can* be loaded from.
|
||||
//
|
||||
// We cannot prevent Fluidsynth from trying to load prefixed paths itself if they are invalid
|
||||
// So if content specifies "/foobar.sf2" to be loaded and it doesn't exist,
|
||||
// Fluidsynth *will* try to fopen("RES:/foobar.sf2"). For this reason I'm putting in some nonsense characters
|
||||
// that will pass through Fluidsynth fine, but make sure the filename is *never* a practically valid OS path.
|
||||
//
|
||||
// NOTE: Raw disk paths *cannot* be prefixed as Fluidsynth needs to load those itself.
|
||||
// Specifically, their .dls loader doesn't respect file callbacks.
|
||||
// If you're curious why this is: it's two-fold:
|
||||
// * The Fluidsynth C code for the .dls loader just doesn't use the file callbacks, period.
|
||||
// * Even if it did, we're not specifying those file callbacks, as they're per loader,
|
||||
// and we're only adding a *new* sound font loader with file callbacks, not modifying the existing ones.
|
||||
// The loader for .sfX format and .dls format are different loader objects in Fluidsynth.
|
||||
internal const string PrefixCommon = "!/ -?\x0001";
|
||||
internal const string PrefixLegacy = PrefixCommon + "LEGACY";
|
||||
internal const string PrefixUser = PrefixCommon + "USER";
|
||||
internal const string PrefixResources = PrefixCommon + "RES";
|
||||
|
||||
private void LoadSoundFontSetup(MidiRenderer renderer)
|
||||
{
|
||||
_midiSawmill.Debug($"Loading fallback soundfont {FallbackSoundfont}");
|
||||
// Since the last loaded soundfont takes priority, we load the fallback soundfont before the soundfont.
|
||||
renderer.LoadSoundfontResource(FallbackSoundfont);
|
||||
|
||||
// Load system-specific soundfonts.
|
||||
if (OperatingSystem.IsLinux())
|
||||
{
|
||||
foreach (var filepath in LinuxSoundfonts)
|
||||
{
|
||||
if (!File.Exists(filepath) || !SoundFont.IsSoundFont(filepath))
|
||||
continue;
|
||||
|
||||
try
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {filepath}");
|
||||
renderer.LoadSoundfontDisk(filepath);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (OperatingSystem.IsMacOS())
|
||||
{
|
||||
if (File.Exists(OsxSoundfont) && SoundFont.IsSoundFont(OsxSoundfont))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {OsxSoundfont}");
|
||||
renderer.LoadSoundfontDisk(OsxSoundfont);
|
||||
}
|
||||
}
|
||||
else if (OperatingSystem.IsWindows())
|
||||
{
|
||||
if (File.Exists(WindowsSoundfont) && SoundFont.IsSoundFont(WindowsSoundfont))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {WindowsSoundfont}");
|
||||
renderer.LoadSoundfontDisk(WindowsSoundfont);
|
||||
}
|
||||
}
|
||||
|
||||
// Maybe load soundfont specified in environment variable.
|
||||
// Load it here so it can override system soundfonts but not content or user data soundfonts.
|
||||
if (Environment.GetEnvironmentVariable(SoundfontEnvironmentVariable) is { } soundfontOverride)
|
||||
{
|
||||
// Just to avoid funny shit: avoid people smuggling a prefix in here.
|
||||
// I wish I could separate this properly...
|
||||
var (prefix, _) = SplitPrefix(soundfontOverride);
|
||||
if (IsValidPrefix(prefix))
|
||||
{
|
||||
_midiSawmill.Error($"Not respecting {SoundfontEnvironmentVariable} env variable: invalid file path");
|
||||
}
|
||||
else if (File.Exists(soundfontOverride) && SoundFont.IsSoundFont(soundfontOverride))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading environment variable soundfont {soundfontOverride}");
|
||||
renderer.LoadSoundfontDisk(soundfontOverride);
|
||||
}
|
||||
}
|
||||
|
||||
// Load content-specific custom soundfonts, which should override the system/fallback soundfont.
|
||||
_midiSawmill.Debug($"Loading soundfonts from content directory {ContentCustomSoundfontDirectory}");
|
||||
foreach (var file in _resourceManager.ContentFindFiles(ContentCustomSoundfontDirectory))
|
||||
{
|
||||
if (file.Extension != "sf2" && file.Extension != "dls" && file.Extension != "sf3") continue;
|
||||
_midiSawmill.Debug($"Loading content soundfont {file}");
|
||||
renderer.LoadSoundfontResource(file);
|
||||
}
|
||||
|
||||
// Load every soundfont from the user data directory last, since those may override any other soundfont.
|
||||
_midiSawmill.Debug($"Loading soundfonts from user data directory {CustomSoundfontDirectory}");
|
||||
var enumerator = _resourceManager.UserData.Find($"{CustomSoundfontDirectory.ToRelativePath()}*").Item1;
|
||||
foreach (var file in enumerator)
|
||||
{
|
||||
if (file.Extension != "sf2" && file.Extension != "dls" && file.Extension != "sf3") continue;
|
||||
_midiSawmill.Debug($"Loading user soundfont {file}");
|
||||
renderer.LoadSoundfontUser(file);
|
||||
}
|
||||
}
|
||||
|
||||
internal static string PrefixPath(string prefix, string value)
|
||||
{
|
||||
return $"{prefix}:{value}";
|
||||
}
|
||||
|
||||
internal static (string prefix, string? value) SplitPrefix(string filename)
|
||||
{
|
||||
var filenameSplit = filename.Split(':', 2);
|
||||
if (filenameSplit.Length == 1)
|
||||
return (filenameSplit[0], null);
|
||||
|
||||
return (filenameSplit[0], filenameSplit[1]);
|
||||
}
|
||||
|
||||
internal static bool IsValidPrefix(string prefix)
|
||||
{
|
||||
return prefix is PrefixLegacy or PrefixUser or PrefixResources;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This class is used to load soundfonts.
|
||||
/// </summary>
|
||||
private sealed class ResourceLoaderCallbacks : SoundFontLoaderCallbacks
|
||||
{
|
||||
private readonly MidiManager _parent;
|
||||
private readonly Dictionary<int, Stream> _openStreams = new();
|
||||
private int _nextStreamId = 1;
|
||||
|
||||
public ResourceLoaderCallbacks(MidiManager parent)
|
||||
{
|
||||
_parent = parent;
|
||||
}
|
||||
|
||||
public override IntPtr Open(string filename)
|
||||
{
|
||||
if (string.IsNullOrEmpty(filename))
|
||||
{
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
|
||||
Stream stream;
|
||||
try
|
||||
{
|
||||
stream = OpenCore(filename);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_parent._midiSawmill.Error($"Error while opening sound font: {e}");
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
|
||||
var id = _nextStreamId++;
|
||||
|
||||
_openStreams.Add(id, stream);
|
||||
|
||||
return (IntPtr) id;
|
||||
}
|
||||
|
||||
private Stream OpenCore(string filename)
|
||||
{
|
||||
var (prefix, value) = SplitPrefix(filename);
|
||||
|
||||
if (!IsValidPrefix(prefix) || value == null)
|
||||
return File.OpenRead(filename);
|
||||
|
||||
var resourceCache = _parent._resourceManager;
|
||||
var resourcePath = new ResPath(value);
|
||||
|
||||
switch (prefix)
|
||||
{
|
||||
case PrefixUser:
|
||||
return resourceCache.UserData.OpenRead(resourcePath);
|
||||
case PrefixResources:
|
||||
return resourceCache.ContentFileRead(resourcePath);
|
||||
case PrefixLegacy:
|
||||
// Try resources first, then try user data.
|
||||
if (resourceCache.TryContentFileRead(resourcePath, out var stream))
|
||||
return stream;
|
||||
|
||||
return resourceCache.UserData.OpenRead(resourcePath);
|
||||
default:
|
||||
throw new UnreachableException("Invalid prefix specified!");
|
||||
}
|
||||
}
|
||||
|
||||
public override unsafe int Read(IntPtr buf, long count, IntPtr sfHandle)
|
||||
{
|
||||
var length = (int) count;
|
||||
var span = new Span<byte>(buf.ToPointer(), length);
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
// Fluidsynth's docs state that this method should leave the buffer unmodified if it fails. (returns -1)
|
||||
try
|
||||
{
|
||||
// Fluidsynth does a LOT of tiny allocations (frankly, way too much).
|
||||
if (count < 1024)
|
||||
{
|
||||
// ReSharper disable once SuggestVarOrType_Elsewhere
|
||||
Span<byte> buffer = stackalloc byte[(int)count];
|
||||
|
||||
stream.ReadExact(buffer);
|
||||
|
||||
buffer.CopyTo(span);
|
||||
}
|
||||
else
|
||||
{
|
||||
var buffer = stream.ReadExact(length);
|
||||
|
||||
buffer.CopyTo(span);
|
||||
}
|
||||
}
|
||||
catch (EndOfStreamException)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override int Seek(IntPtr sfHandle, long offset, SeekOrigin origin)
|
||||
{
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
stream.Seek(offset, origin);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override long Tell(IntPtr sfHandle)
|
||||
{
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
return (long) stream.Position;
|
||||
}
|
||||
|
||||
public override int Close(IntPtr sfHandle)
|
||||
{
|
||||
if (!_openStreams.Remove((int) sfHandle, out var stream))
|
||||
return -1;
|
||||
|
||||
stream.Dispose();
|
||||
return 0;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -119,7 +119,7 @@ internal sealed partial class MidiManager : IMidiManager
|
||||
private const string OsxSoundfont =
|
||||
"/System/Library/Components/CoreAudio.component/Contents/Resources/gs_instruments.dls";
|
||||
|
||||
private const string FallbackSoundfont = "/Midi/fallback.sf2";
|
||||
private static readonly ResPath FallbackSoundfont = new ResPath("/Midi/fallback.sf2");
|
||||
|
||||
private const string ContentCustomSoundfontDirectory = "/Audio/MidiCustom/";
|
||||
|
||||
@@ -265,81 +265,7 @@ internal sealed partial class MidiManager : IMidiManager
|
||||
|
||||
var renderer = new MidiRenderer(_settings!, soundfontLoader, mono, this, _audio, _taskManager, _midiSawmill);
|
||||
|
||||
_midiSawmill.Debug($"Loading fallback soundfont {FallbackSoundfont}");
|
||||
// Since the last loaded soundfont takes priority, we load the fallback soundfont before the soundfont.
|
||||
renderer.LoadSoundfont(FallbackSoundfont);
|
||||
|
||||
// Load system-specific soundfonts.
|
||||
if (OperatingSystem.IsLinux())
|
||||
{
|
||||
foreach (var filepath in LinuxSoundfonts)
|
||||
{
|
||||
if (!File.Exists(filepath) || !SoundFont.IsSoundFont(filepath))
|
||||
continue;
|
||||
|
||||
try
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {filepath}");
|
||||
renderer.LoadSoundfont(filepath);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (OperatingSystem.IsMacOS())
|
||||
{
|
||||
if (File.Exists(OsxSoundfont) && SoundFont.IsSoundFont(OsxSoundfont))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {OsxSoundfont}");
|
||||
renderer.LoadSoundfont(OsxSoundfont);
|
||||
}
|
||||
}
|
||||
else if (OperatingSystem.IsWindows())
|
||||
{
|
||||
if (File.Exists(WindowsSoundfont) && SoundFont.IsSoundFont(WindowsSoundfont))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading OS soundfont {WindowsSoundfont}");
|
||||
renderer.LoadSoundfont(WindowsSoundfont);
|
||||
}
|
||||
}
|
||||
|
||||
// Maybe load soundfont specified in environment variable.
|
||||
// Load it here so it can override system soundfonts but not content or user data soundfonts.
|
||||
if (Environment.GetEnvironmentVariable(SoundfontEnvironmentVariable) is {} soundfontOverride)
|
||||
{
|
||||
if (File.Exists(soundfontOverride) && SoundFont.IsSoundFont(soundfontOverride))
|
||||
{
|
||||
_midiSawmill.Debug($"Loading environment variable soundfont {soundfontOverride}");
|
||||
renderer.LoadSoundfont(soundfontOverride);
|
||||
}
|
||||
}
|
||||
|
||||
// Load content-specific custom soundfonts, which should override the system/fallback soundfont.
|
||||
_midiSawmill.Debug($"Loading soundfonts from content directory {ContentCustomSoundfontDirectory}");
|
||||
foreach (var file in _resourceManager.ContentFindFiles(ContentCustomSoundfontDirectory))
|
||||
{
|
||||
if (file.Extension != "sf2" && file.Extension != "dls" && file.Extension != "sf3") continue;
|
||||
_midiSawmill.Debug($"Loading content soundfont {file}");
|
||||
renderer.LoadSoundfont(file.ToString());
|
||||
}
|
||||
|
||||
var userDataPath = _resourceManager.UserData.RootDir == null
|
||||
? CustomSoundfontDirectory
|
||||
: new ResPath(_resourceManager.UserData.RootDir) / CustomSoundfontDirectory.ToRelativePath();
|
||||
|
||||
// Load every soundfont from the user data directory last, since those may override any other soundfont.
|
||||
_midiSawmill.Debug($"Loading soundfonts from user data directory {userDataPath}");
|
||||
var enumerator = _resourceManager.UserData.Find($"{CustomSoundfontDirectory.ToRelativePath()}*").Item1;
|
||||
foreach (var file in enumerator)
|
||||
{
|
||||
if (file.Extension != "sf2" && file.Extension != "dls" && file.Extension != "sf3") continue;
|
||||
_midiSawmill.Debug($"Loading user soundfont {file}");
|
||||
renderer.LoadSoundfont(file.ToString());
|
||||
}
|
||||
LoadSoundFontSetup(renderer);
|
||||
|
||||
renderer.Source.Gain = _gain;
|
||||
|
||||
@@ -572,130 +498,6 @@ internal sealed partial class MidiManager : IMidiManager
|
||||
midiEvent.Velocity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This class is used to load soundfonts.
|
||||
/// </summary>
|
||||
private sealed class ResourceLoaderCallbacks : SoundFontLoaderCallbacks
|
||||
{
|
||||
private readonly MidiManager _parent;
|
||||
private readonly Dictionary<int, Stream> _openStreams = new();
|
||||
private int _nextStreamId = 1;
|
||||
|
||||
public ResourceLoaderCallbacks(MidiManager parent)
|
||||
{
|
||||
_parent = parent;
|
||||
}
|
||||
|
||||
public override IntPtr Open(string filename)
|
||||
{
|
||||
if (string.IsNullOrEmpty(filename))
|
||||
{
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
|
||||
Stream? stream;
|
||||
var resourceCache = _parent._resourceManager;
|
||||
var resourcePath = new ResPath(filename);
|
||||
|
||||
if (resourcePath.IsRooted)
|
||||
{
|
||||
// is it in content?
|
||||
if (resourceCache.ContentFileExists(filename))
|
||||
{
|
||||
if (!resourceCache.TryContentFileRead(filename, out stream))
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
// is it in userdata?
|
||||
else if (resourceCache.UserData.Exists(resourcePath))
|
||||
{
|
||||
stream = resourceCache.UserData.OpenRead(resourcePath);
|
||||
}
|
||||
else if (File.Exists(filename))
|
||||
{
|
||||
stream = File.OpenRead(filename);
|
||||
}
|
||||
else
|
||||
{
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
}
|
||||
else if (File.Exists(filename))
|
||||
{
|
||||
stream = File.OpenRead(filename);
|
||||
}
|
||||
else
|
||||
{
|
||||
return IntPtr.Zero;
|
||||
}
|
||||
|
||||
var id = _nextStreamId++;
|
||||
|
||||
_openStreams.Add(id, stream);
|
||||
|
||||
return (IntPtr) id;
|
||||
}
|
||||
|
||||
public override unsafe int Read(IntPtr buf, long count, IntPtr sfHandle)
|
||||
{
|
||||
var length = (int) count;
|
||||
var span = new Span<byte>(buf.ToPointer(), length);
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
// Fluidsynth's docs state that this method should leave the buffer unmodified if it fails. (returns -1)
|
||||
try
|
||||
{
|
||||
// Fluidsynth does a LOT of tiny allocations (frankly, way too much).
|
||||
if (count < 1024)
|
||||
{
|
||||
// ReSharper disable once SuggestVarOrType_Elsewhere
|
||||
Span<byte> buffer = stackalloc byte[(int)count];
|
||||
|
||||
stream.ReadExact(buffer);
|
||||
|
||||
buffer.CopyTo(span);
|
||||
}
|
||||
else
|
||||
{
|
||||
var buffer = stream.ReadExact(length);
|
||||
|
||||
buffer.CopyTo(span);
|
||||
}
|
||||
}
|
||||
catch (EndOfStreamException)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override int Seek(IntPtr sfHandle, long offset, SeekOrigin origin)
|
||||
{
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
stream.Seek(offset, origin);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override long Tell(IntPtr sfHandle)
|
||||
{
|
||||
var stream = _openStreams[(int) sfHandle];
|
||||
|
||||
return (long) stream.Position;
|
||||
}
|
||||
|
||||
public override int Close(IntPtr sfHandle)
|
||||
{
|
||||
if (!_openStreams.Remove((int) sfHandle, out var stream))
|
||||
return -1;
|
||||
|
||||
stream.Dispose();
|
||||
return 0;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#region Jobs
|
||||
|
||||
private record struct MidiUpdateJob : IParallelRobustJob
|
||||
|
||||
45
Robust.Client/Audio/Midi/MidiRenderer.SoundFontLoad.cs
Normal file
45
Robust.Client/Audio/Midi/MidiRenderer.SoundFontLoad.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using System;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.Audio.Midi;
|
||||
|
||||
internal sealed partial class MidiRenderer
|
||||
{
|
||||
[Obsolete("Use LoadSoundfontResource or LoadSoundfontUser instead")]
|
||||
public void LoadSoundfont(string filename, bool resetPresets = true)
|
||||
{
|
||||
LoadSoundfontCore(
|
||||
MidiManager.PrefixPath(MidiManager.PrefixLegacy, filename),
|
||||
resetPresets);
|
||||
}
|
||||
|
||||
public void LoadSoundfontResource(ResPath path, bool resetPresets = false)
|
||||
{
|
||||
LoadSoundfontCore(
|
||||
MidiManager.PrefixPath(MidiManager.PrefixResources, path.ToString()),
|
||||
resetPresets);
|
||||
}
|
||||
|
||||
public void LoadSoundfontUser(ResPath path, bool resetPresets = false)
|
||||
{
|
||||
LoadSoundfontCore(
|
||||
MidiManager.PrefixPath(MidiManager.PrefixUser, path.ToString()),
|
||||
resetPresets);
|
||||
}
|
||||
|
||||
internal void LoadSoundfontDisk(string path, bool resetPresets = false)
|
||||
{
|
||||
LoadSoundfontCore(
|
||||
path,
|
||||
resetPresets);
|
||||
}
|
||||
|
||||
private void LoadSoundfontCore(string filenameString, bool resetPresets)
|
||||
{
|
||||
lock (_playerStateLock)
|
||||
{
|
||||
_synth.LoadSoundFont(filenameString, resetPresets);
|
||||
MidiSoundfont = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,7 +16,7 @@ using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Robust.Client.Audio.Midi;
|
||||
|
||||
internal sealed class MidiRenderer : IMidiRenderer
|
||||
internal sealed partial class MidiRenderer : IMidiRenderer
|
||||
{
|
||||
private readonly IMidiManager _midiManager;
|
||||
private readonly ITaskManager _taskManager;
|
||||
@@ -435,15 +435,6 @@ internal sealed class MidiRenderer : IMidiRenderer
|
||||
_sequencer.RemoveEvents(SequencerClientId.Wildcard, SequencerClientId.Wildcard, -1);
|
||||
}
|
||||
|
||||
public void LoadSoundfont(string filename, bool resetPresets = true)
|
||||
{
|
||||
lock (_playerStateLock)
|
||||
{
|
||||
_synth.LoadSoundFont(filename, resetPresets);
|
||||
MidiSoundfont = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void IMidiRenderer.Render()
|
||||
{
|
||||
Render();
|
||||
@@ -584,18 +575,28 @@ internal sealed class MidiRenderer : IMidiRenderer
|
||||
case RobustMidiCommand.NoteOff:
|
||||
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = 0;
|
||||
_synth.NoteOff(midiEvent.Channel, midiEvent.Key);
|
||||
break;
|
||||
|
||||
break;
|
||||
case RobustMidiCommand.NoteOn:
|
||||
// Velocity 0 *can* represent a NoteOff event.
|
||||
var velocity = midiEvent.Velocity;
|
||||
if (velocity == 0)
|
||||
{
|
||||
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = 0;
|
||||
_synth.NoteOn(midiEvent.Channel, midiEvent.Key, velocity);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (FilteredChannels[midiEvent.Channel])
|
||||
break;
|
||||
|
||||
var velocity = VelocityOverride ?? midiEvent.Velocity;
|
||||
velocity = VelocityOverride ?? midiEvent.Velocity;
|
||||
|
||||
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = velocity;
|
||||
_synth.NoteOn(midiEvent.Channel, midiEvent.Key, velocity);
|
||||
break;
|
||||
|
||||
break;
|
||||
case RobustMidiCommand.AfterTouch:
|
||||
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = midiEvent.Value;
|
||||
_synth.KeyPressure(midiEvent.Channel, midiEvent.Key, midiEvent.Value);
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Client.Graphics;
|
||||
using Robust.Client.Graphics.Clyde;
|
||||
using Robust.Client.HWId;
|
||||
using Robust.Client.Input;
|
||||
using Robust.Client.Localization;
|
||||
using Robust.Client.Map;
|
||||
using Robust.Client.Placement;
|
||||
using Robust.Client.Player;
|
||||
@@ -36,6 +37,7 @@ using Robust.Shared.Console;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Physics;
|
||||
@@ -104,6 +106,8 @@ namespace Robust.Client
|
||||
deps.Register<IGamePrototypeLoadManager, GamePrototypeLoadManager>();
|
||||
deps.Register<NetworkResourceManager>();
|
||||
deps.Register<IReloadManager, ReloadManager>();
|
||||
deps.Register<ILocalizationManager, ClientLocalizationManager>();
|
||||
deps.Register<ILocalizationManagerInternal, ClientLocalizationManager>();
|
||||
|
||||
switch (mode)
|
||||
{
|
||||
@@ -140,6 +144,7 @@ namespace Robust.Client
|
||||
deps.Register<IViewVariablesManager, ClientViewVariablesManager>();
|
||||
deps.Register<IClientViewVariablesManager, ClientViewVariablesManager>();
|
||||
deps.Register<IClientViewVariablesManagerInternal, ClientViewVariablesManager>();
|
||||
deps.Register<IViewVariableControlFactory, ViewVariableControlFactory>();
|
||||
deps.Register<IClientConGroupController, ClientConGroupController>();
|
||||
deps.Register<IScriptClient, ScriptClient>();
|
||||
deps.Register<IRobustSerializer, ClientRobustSerializer>();
|
||||
|
||||
@@ -2,6 +2,7 @@ using System.Numerics;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.ComponentTrees;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
@@ -9,25 +10,7 @@ namespace Robust.Client.ComponentTrees;
|
||||
|
||||
public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent, SpriteComponent>
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<SpriteComponent, QueueSpriteTreeUpdateEvent>(OnQueueUpdate);
|
||||
}
|
||||
|
||||
private void OnQueueUpdate(EntityUid uid, SpriteComponent component, ref QueueSpriteTreeUpdateEvent args)
|
||||
=> QueueTreeUpdate(uid, component, args.Xform);
|
||||
|
||||
// TODO remove this when finally ECSing sprite components
|
||||
[ByRefEvent]
|
||||
internal readonly struct QueueSpriteTreeUpdateEvent
|
||||
{
|
||||
public readonly TransformComponent Xform;
|
||||
public QueueSpriteTreeUpdateEvent(TransformComponent xform)
|
||||
{
|
||||
Xform = xform;
|
||||
}
|
||||
}
|
||||
[Dependency] private readonly SpriteSystem _sprite = default!;
|
||||
|
||||
#region Component Tree Overrides
|
||||
protected override bool DoFrameUpdate => true;
|
||||
@@ -36,6 +19,11 @@ public sealed class SpriteTreeSystem : ComponentTreeSystem<SpriteTreeComponent,
|
||||
protected override int InitialCapacity => 1024;
|
||||
|
||||
protected override Box2 ExtractAabb(in ComponentTreeEntry<SpriteComponent> entry, Vector2 pos, Angle rot)
|
||||
=> entry.Component.CalculateRotatedBoundingBox(pos, rot, default).CalcBoundingBox();
|
||||
{
|
||||
// TODO SPRITE optimize this
|
||||
// Because the just take the BB of the rotated BB, I'm pretty sure we do a lot of unnecessary maths.
|
||||
return _sprite.CalculateBounds((entry.Uid, entry.Component), pos, rot, default).CalcBoundingBox();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -191,8 +191,16 @@ namespace Robust.Client.Console
|
||||
var shell = new ConsoleShell(this, session ?? _player.LocalSession, session == null);
|
||||
var cmdArgs = args.ToArray();
|
||||
|
||||
AnyCommandExecuted?.Invoke(shell, commandName, command, cmdArgs);
|
||||
cmd.Execute(shell, command, cmdArgs);
|
||||
try
|
||||
{
|
||||
AnyCommandExecuted?.Invoke(shell, commandName, command, cmdArgs);
|
||||
cmd.Execute(shell, command, cmdArgs);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
_conLogger.Error($"ExecuteError - {command}:\n{e}");
|
||||
shell.WriteError($"There was an error while executing the command: {e}");
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanExecute(string cmdName)
|
||||
|
||||
@@ -85,7 +85,7 @@ namespace Robust.Client.Console
|
||||
MouseFilter = MouseFilterMode.Stop;
|
||||
Result = result;
|
||||
var compl = new FormattedMessage();
|
||||
var dim = Color.FromHsl((0f, 0f, 0.8f, 1f));
|
||||
var dim = Color.FromHsl(new Vector4(0f, 0f, 0.8f, 1f));
|
||||
|
||||
// warning: ew ahead
|
||||
string basen = "default";
|
||||
|
||||
@@ -82,7 +82,7 @@ namespace Robust.Client.Debugging
|
||||
|
||||
foreach (var ent in _mapSystem.GetAnchoredEntities(gridUid, grid, spot))
|
||||
{
|
||||
if (EntityManager.TryGetComponent<MetaDataComponent>(ent, out var meta))
|
||||
if (TryComp(ent, out MetaDataComponent? meta))
|
||||
{
|
||||
text.AppendLine($"uid: {ent}, {meta.EntityName}");
|
||||
}
|
||||
|
||||
@@ -31,6 +31,7 @@ using Robust.Shared.Configuration;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.Exceptions;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Network;
|
||||
@@ -94,6 +95,7 @@ namespace Robust.Client
|
||||
[Dependency] private readonly IReplayRecordingManagerInternal _replayRecording = default!;
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
|
||||
[Dependency] private readonly IReloadManager _reload = default!;
|
||||
[Dependency] private readonly ILocalizationManager _loc = default!;
|
||||
|
||||
private IWebViewManagerHook? _webViewHook;
|
||||
|
||||
@@ -158,6 +160,7 @@ namespace Robust.Client
|
||||
}
|
||||
|
||||
_serializationManager.Initialize();
|
||||
_loc.Initialize();
|
||||
|
||||
// Call Init in game assemblies.
|
||||
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
|
||||
@@ -384,7 +387,7 @@ namespace Robust.Client
|
||||
|
||||
_prof.Initialize();
|
||||
|
||||
_resManager.Initialize(Options.LoadConfigAndUserData ? userDataDir : null);
|
||||
_resManager.Initialize(Options.LoadConfigAndUserData ? userDataDir : null, hideUserDataDir: true);
|
||||
|
||||
var mountOptions = _commandLineArgs != null
|
||||
? MountOptions.Merge(_commandLineArgs.MountOptions, Options.MountOptions)
|
||||
|
||||
@@ -296,7 +296,7 @@ namespace Robust.Client.GameObjects
|
||||
public override void PredictedDeleteEntity(Entity<MetaDataComponent?, TransformComponent?> ent)
|
||||
{
|
||||
if (!MetaQuery.Resolve(ent.Owner, ref ent.Comp1)
|
||||
|| ent.Comp1.EntityDeleted
|
||||
|| ent.Comp1.EntityLifeStage >= EntityLifeStage.Terminating
|
||||
|| !TransformQuery.Resolve(ent.Owner, ref ent.Comp2))
|
||||
{
|
||||
return;
|
||||
@@ -322,7 +322,7 @@ namespace Robust.Client.GameObjects
|
||||
{
|
||||
if (IsQueuedForDeletion(ent.Owner)
|
||||
|| !MetaQuery.Resolve(ent.Owner, ref ent.Comp1)
|
||||
|| ent.Comp1.EntityDeleted
|
||||
|| ent.Comp1.EntityLifeStage >= EntityLifeStage.Terminating
|
||||
|| !TransformQuery.Resolve(ent.Owner, ref ent.Comp2))
|
||||
{
|
||||
return;
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Robust.Client.GameObjects
|
||||
{
|
||||
[Obsolete]
|
||||
public partial interface IRenderableComponent : IComponent
|
||||
{
|
||||
int DrawDepth { get; set; }
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Graphics;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
|
||||
@@ -24,9 +24,7 @@ namespace Robust.Client.GameObjects
|
||||
|
||||
public sealed class SpriteBoundsSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
|
||||
[Dependency] private readonly IOverlayManager _overlayManager = default!;
|
||||
[Dependency] private readonly SpriteTreeSystem _spriteTree = default!;
|
||||
|
||||
private SpriteBoundsOverlay? _overlay;
|
||||
|
||||
@@ -42,7 +40,7 @@ namespace Robust.Client.GameObjects
|
||||
if (_enabled)
|
||||
{
|
||||
DebugTools.AssertNull(_overlay);
|
||||
_overlay = new SpriteBoundsOverlay(_spriteTree, _xformSystem);
|
||||
_overlay = new SpriteBoundsOverlay(EntityManager);
|
||||
_overlayManager.AddOverlay(_overlay);
|
||||
}
|
||||
else
|
||||
@@ -57,18 +55,13 @@ namespace Robust.Client.GameObjects
|
||||
private bool _enabled;
|
||||
}
|
||||
|
||||
public sealed class SpriteBoundsOverlay : Overlay
|
||||
public sealed class SpriteBoundsOverlay(IEntityManager entMan) : Overlay
|
||||
{
|
||||
public override OverlaySpace Space => OverlaySpace.WorldSpace;
|
||||
|
||||
private readonly SharedTransformSystem _xformSystem;
|
||||
private SpriteTreeSystem _renderTree;
|
||||
|
||||
public SpriteBoundsOverlay(SpriteTreeSystem renderTree, SharedTransformSystem xformSystem)
|
||||
{
|
||||
_renderTree = renderTree;
|
||||
_xformSystem = xformSystem;
|
||||
}
|
||||
private readonly SharedTransformSystem _xformSystem = entMan.System<SharedTransformSystem>();
|
||||
private readonly SpriteSystem _spriteSystem = entMan.System<SpriteSystem>();
|
||||
private readonly SpriteTreeSystem _renderTree = entMan.System<SpriteTreeSystem>();
|
||||
|
||||
protected internal override void Draw(in OverlayDrawArgs args)
|
||||
{
|
||||
@@ -76,10 +69,11 @@ namespace Robust.Client.GameObjects
|
||||
var currentMap = args.MapId;
|
||||
var viewport = args.WorldBounds;
|
||||
|
||||
foreach (var (sprite, xform) in _renderTree.QueryAabb(currentMap, viewport))
|
||||
foreach (var entry in _renderTree.QueryAabb(currentMap, viewport))
|
||||
{
|
||||
var (sprite, xform) = entry;
|
||||
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
|
||||
var bounds = sprite.CalculateRotatedBoundingBox(worldPos, worldRot, args.Viewport.Eye?.Rotation ?? default);
|
||||
var bounds = _spriteSystem.CalculateBounds((entry.Uid, sprite), worldPos, worldRot, args.Viewport.Eye?.Rotation ?? default);
|
||||
|
||||
// Get scaled down bounds used to indicate the "south" of a sprite.
|
||||
var localBound = bounds.Box;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -14,7 +14,9 @@ namespace Robust.Client.GameObjects
|
||||
private EntityQuery<AnimationPlayerComponent> _playerQuery;
|
||||
private EntityQuery<MetaDataComponent> _metaQuery;
|
||||
|
||||
#pragma warning disable CS0414
|
||||
[Dependency] private readonly IComponentFactory _compFact = default!;
|
||||
#pragma warning restore CS0414
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -95,7 +97,7 @@ namespace Robust.Client.GameObjects
|
||||
[Obsolete("Use Play(EntityUid<AnimationPlayerComponent> ent, Animation animation, string key) instead")]
|
||||
public void Play(EntityUid uid, AnimationPlayerComponent? component, Animation animation, string key)
|
||||
{
|
||||
component ??= EntityManager.EnsureComponent<AnimationPlayerComponent>(uid);
|
||||
component ??= EnsureComp<AnimationPlayerComponent>(uid);
|
||||
Play(new Entity<AnimationPlayerComponent>(uid, component), animation, key);
|
||||
}
|
||||
|
||||
@@ -156,7 +158,7 @@ namespace Robust.Client.GameObjects
|
||||
|
||||
public bool HasRunningAnimation(EntityUid uid, string key)
|
||||
{
|
||||
return EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? component) &&
|
||||
return TryComp(uid, out AnimationPlayerComponent? component) &&
|
||||
component.PlayingAnimations.ContainsKey(key);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,15 +1,14 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Robust.Shared.Collections;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Utility;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Shared.Containers.ContainerManagerComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects
|
||||
@@ -58,7 +57,7 @@ namespace Robust.Client.GameObjects
|
||||
if (!RemoveExpectedEntity(meta.NetEntity, out var container))
|
||||
return;
|
||||
|
||||
Insert((uid, TransformQuery.GetComponent(uid), MetaQuery.GetComponent(uid), null), container);
|
||||
Insert((uid, TransformQuery.GetComponent(uid), MetaQuery.GetComponent(uid), null), container, force: true);
|
||||
}
|
||||
|
||||
public override void ShutdownContainer(BaseContainer container)
|
||||
@@ -232,7 +231,7 @@ namespace Robust.Client.GameObjects
|
||||
return;
|
||||
}
|
||||
|
||||
Insert(message.Entity, container);
|
||||
Insert(message.Entity, container, force: true);
|
||||
}
|
||||
|
||||
public void AddExpectedEntity(NetEntity netEntity, BaseContainer container)
|
||||
|
||||
@@ -223,12 +223,12 @@ namespace Robust.Client.GameObjects
|
||||
|
||||
private void SetEntityContextActive(IInputManager inputMan, EntityUid entity)
|
||||
{
|
||||
if(entity == default || !EntityManager.EntityExists(entity))
|
||||
if(entity == default || !Exists(entity))
|
||||
throw new ArgumentNullException(nameof(entity));
|
||||
|
||||
if (!EntityManager.TryGetComponent(entity, out InputComponent? inputComp))
|
||||
if (!TryComp(entity, out InputComponent? inputComp))
|
||||
{
|
||||
_sawmillInputContext.Debug($"AttachedEnt has no InputComponent: entId={entity}, entProto={EntityManager.GetComponent<MetaDataComponent>(entity).EntityPrototype}. Setting default \"{InputContextContainer.DefaultContextName}\" context...");
|
||||
_sawmillInputContext.Debug($"AttachedEnt has no InputComponent: entId={entity}, entProto={Comp<MetaDataComponent>(entity).EntityPrototype}. Setting default \"{InputContextContainer.DefaultContextName}\" context...");
|
||||
inputMan.Contexts.SetActiveContext(InputContextContainer.DefaultContextName);
|
||||
return;
|
||||
}
|
||||
@@ -239,7 +239,7 @@ namespace Robust.Client.GameObjects
|
||||
}
|
||||
else
|
||||
{
|
||||
_sawmillInputContext.Error($"Unknown context: entId={entity}, entProto={EntityManager.GetComponent<MetaDataComponent>(entity).EntityPrototype}, context={inputComp.ContextName}. . Setting default \"{InputContextContainer.DefaultContextName}\" context...");
|
||||
_sawmillInputContext.Error($"Unknown context: entId={entity}, entProto={Comp<MetaDataComponent>(entity).EntityPrototype}, context={inputComp.ContextName}. . Setting default \"{InputContextContainer.DefaultContextName}\" context...");
|
||||
inputMan.Contexts.SetActiveContext(InputContextContainer.DefaultContextName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,6 +16,7 @@ namespace Robust.Client.GameObjects
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<PointLightComponent, ComponentGetState>(OnLightGetState);
|
||||
SubscribeLocalEvent<PointLightComponent, ComponentInit>(HandleInit);
|
||||
SubscribeLocalEvent<PointLightComponent, ComponentHandleState>(OnLightHandleState);
|
||||
}
|
||||
|
||||
@@ -51,7 +51,7 @@ public sealed class ShowPlayerVelocityDebugSystem : EntitySystem
|
||||
|
||||
var player = _playerManager.LocalEntity;
|
||||
|
||||
if (player == null || !EntityManager.TryGetComponent(player.Value, out PhysicsComponent? body))
|
||||
if (player == null || !TryComp(player.Value, out PhysicsComponent? body))
|
||||
{
|
||||
_label.Visible = false;
|
||||
return;
|
||||
|
||||
149
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Bounds.cs
Normal file
149
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Bounds.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains code related to updating a sprites bounding boxes and its position in the sprite tree.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Get a sprite's local bounding box. The returned bounds do factor in the sprite's scale but not the rotation or
|
||||
/// offset.
|
||||
/// </summary>
|
||||
public Box2 GetLocalBounds(Entity<SpriteComponent> sprite)
|
||||
{
|
||||
if (!sprite.Comp.BoundsDirty)
|
||||
{
|
||||
DebugTools.Assert(sprite.Comp.Layers.All(x => !x.BoundsDirty || !x.Drawn));
|
||||
return sprite.Comp._bounds;
|
||||
}
|
||||
|
||||
var bounds = new Box2();
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
if (layer.Drawn)
|
||||
bounds = bounds.Union(GetLocalBounds(layer));
|
||||
}
|
||||
|
||||
sprite.Comp._bounds = bounds.Scale(sprite.Comp.Scale);
|
||||
sprite.Comp.BoundsDirty = false;
|
||||
return sprite.Comp._bounds;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a layer's local bounding box relative to its owning sprite. Unlike the sprite variant of this method, this
|
||||
/// does account for the layer's rotation and offset.
|
||||
/// </summary>
|
||||
public Box2 GetLocalBounds(Layer layer)
|
||||
{
|
||||
if (!layer.BoundsDirty)
|
||||
{
|
||||
DebugTools.Assert(layer.Bounds.EqualsApprox(CalculateLocalBounds(layer)));
|
||||
return layer.Bounds;
|
||||
}
|
||||
|
||||
layer.Bounds = CalculateLocalBounds(layer);
|
||||
layer.BoundsDirty = false;
|
||||
return layer.Bounds;
|
||||
}
|
||||
|
||||
internal Box2 CalculateLocalBounds(Layer layer)
|
||||
{
|
||||
var textureSize = (Vector2) layer.PixelSize / EyeManager.PixelsPerMeter;
|
||||
var longestSide = MathF.Max(textureSize.X, textureSize.Y);
|
||||
var longestRotatedSide = Math.Max(longestSide, (textureSize.X + textureSize.Y) / MathF.Sqrt(2));
|
||||
|
||||
Vector2 size;
|
||||
var sprite = layer.Owner.Comp;
|
||||
|
||||
// If this layer has any form of arbitrary rotation, return a bounding box big enough to cover
|
||||
// any possible rotation.
|
||||
if (layer._rotation != 0)
|
||||
{
|
||||
size = new Vector2(longestRotatedSide, longestRotatedSide);
|
||||
return Box2.CenteredAround(layer.Offset, size * layer._scale);
|
||||
}
|
||||
|
||||
var snapToCardinals = sprite.SnapCardinals;
|
||||
if (sprite.GranularLayersRendering && layer.RenderingStrategy != LayerRenderingStrategy.UseSpriteStrategy)
|
||||
{
|
||||
snapToCardinals = layer.RenderingStrategy == LayerRenderingStrategy.SnapToCardinals;
|
||||
}
|
||||
|
||||
if (snapToCardinals)
|
||||
{
|
||||
// Snapping to cardinals only makes sense for 1-directional layers/sprites
|
||||
DebugTools.Assert(layer._actualState == null || layer._actualState.RsiDirections == RsiDirectionType.Dir1);
|
||||
|
||||
// We won't know the actual direction it snaps to, so we ahve to assume the box is given by the longest side.
|
||||
size = new Vector2(longestSide, longestSide);
|
||||
return Box2.CenteredAround(layer.Offset, size * layer._scale);
|
||||
}
|
||||
|
||||
// Build the bounding box based on how many directions the sprite has
|
||||
size = (layer._actualState?.RsiDirections) switch
|
||||
{
|
||||
RsiDirectionType.Dir4 => new Vector2(longestSide, longestSide),
|
||||
RsiDirectionType.Dir8 => new Vector2(longestRotatedSide, longestRotatedSide),
|
||||
_ => textureSize
|
||||
};
|
||||
|
||||
return Box2.CenteredAround(layer.Offset, size * layer._scale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a sprite's bounding box in world coordinates.
|
||||
/// </summary>
|
||||
public Box2Rotated CalculateBounds(Entity<SpriteComponent> sprite, Vector2 worldPos, Angle worldRot, Angle eyeRot)
|
||||
{
|
||||
// fast check for invisible sprites
|
||||
if (!sprite.Comp.Visible || sprite.Comp.Layers.Count == 0)
|
||||
return new Box2Rotated(new Box2(worldPos, worldPos), Angle.Zero, worldPos);
|
||||
|
||||
// We need to modify world rotation so that it lies between 0 and 2pi.
|
||||
// This matters for 4 or 8 directional sprites deciding which quadrant (octant?) they lie in.
|
||||
// the 0->2pi convention is set by the sprite-rendering code that selects the layers.
|
||||
// See RenderInternal().
|
||||
|
||||
worldRot = worldRot.Reduced();
|
||||
if (worldRot.Theta < 0)
|
||||
worldRot = new Angle(worldRot.Theta + Math.Tau);
|
||||
|
||||
// Next, what we do is take the box2 and apply the sprite's transform, and then the entity's transform. We
|
||||
// could do this via Matrix3.TransformBox, but that only yields bounding boxes. So instead we manually
|
||||
// transform our box by the combination of these matrices:
|
||||
|
||||
var finalRotation = sprite.Comp.NoRotation
|
||||
? sprite.Comp.Rotation - eyeRot
|
||||
: sprite.Comp.Rotation + worldRot;
|
||||
|
||||
var bounds = GetLocalBounds(sprite);
|
||||
|
||||
// slightly faster path if offset == 0 (true for 99.9% of sprites)
|
||||
if (sprite.Comp.Offset == Vector2.Zero)
|
||||
return new Box2Rotated(bounds.Translated(worldPos), finalRotation, worldPos);
|
||||
|
||||
var adjustedOffset = sprite.Comp.NoRotation
|
||||
? (-eyeRot).RotateVec(sprite.Comp.Offset)
|
||||
: worldRot.RotateVec(sprite.Comp.Offset);
|
||||
|
||||
var position = adjustedOffset + worldPos;
|
||||
return new Box2Rotated(bounds.Translated(position), finalRotation, position);
|
||||
}
|
||||
|
||||
private void DirtyBounds(Entity<SpriteComponent> sprite)
|
||||
{
|
||||
sprite.Comp.BoundsDirty = true;
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
layer.BoundsDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,8 @@
|
||||
using System.Linq;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
@@ -41,4 +45,66 @@ public sealed partial class SpriteSystem
|
||||
layer.AnimationTimeLeft = (float) -(time % state.TotalDelay);
|
||||
layer.AnimationFrame = 0;
|
||||
}
|
||||
|
||||
public void CopySprite(Entity<SpriteComponent?> source, Entity<SpriteComponent?> target)
|
||||
{
|
||||
if (!Resolve(source.Owner, ref source.Comp))
|
||||
return;
|
||||
|
||||
if (!Resolve(target.Owner, ref target.Comp))
|
||||
return;
|
||||
|
||||
target.Comp._baseRsi = source.Comp._baseRsi;
|
||||
target.Comp._bounds = source.Comp._bounds;
|
||||
target.Comp._visible = source.Comp._visible;
|
||||
target.Comp.color = source.Comp.color;
|
||||
target.Comp.offset = source.Comp.offset;
|
||||
target.Comp.rotation = source.Comp.rotation;
|
||||
target.Comp.scale = source.Comp.scale;
|
||||
target.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in target.Comp.offset,
|
||||
in target.Comp.rotation,
|
||||
in target
|
||||
.Comp.scale);
|
||||
|
||||
target.Comp.drawDepth = source.Comp.drawDepth;
|
||||
target.Comp.NoRotation = source.Comp.NoRotation;
|
||||
target.Comp.DirectionOverride = source.Comp.DirectionOverride;
|
||||
target.Comp.EnableDirectionOverride = source.Comp.EnableDirectionOverride;
|
||||
target.Comp.Layers = new List<SpriteComponent.Layer>(source.Comp.Layers.Count);
|
||||
foreach (var otherLayer in source.Comp.Layers)
|
||||
{
|
||||
var layer = new SpriteComponent.Layer(otherLayer, target.Comp);
|
||||
layer.Index = target.Comp.Layers.Count;
|
||||
layer.Owner = target!;
|
||||
target.Comp.Layers.Add(layer);
|
||||
}
|
||||
|
||||
target.Comp.IsInert = source.Comp.IsInert;
|
||||
target.Comp.LayerMap = source.Comp.LayerMap.ShallowClone();
|
||||
target.Comp.PostShader = source.Comp.PostShader is {Mutable: true}
|
||||
? source.Comp.PostShader.Duplicate()
|
||||
: source.Comp.PostShader;
|
||||
|
||||
target.Comp.RenderOrder = source.Comp.RenderOrder;
|
||||
target.Comp.GranularLayersRendering = source.Comp.GranularLayersRendering;
|
||||
|
||||
DirtyBounds(target!);
|
||||
_tree.QueueTreeUpdate(target!);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a sprite to a queue that will update <see cref="SpriteComponent.IsInert"/> next frame.
|
||||
/// </summary>
|
||||
public void QueueUpdateIsInert(Entity<SpriteComponent> sprite)
|
||||
{
|
||||
if (sprite.Comp._inertUpdateQueued)
|
||||
return;
|
||||
|
||||
sprite.Comp._inertUpdateQueued = true;
|
||||
_inertUpdateQueue.Enqueue(sprite);
|
||||
}
|
||||
|
||||
[Obsolete("Use QueueUpdateIsInert")]
|
||||
public void QueueUpdateInert(EntityUid uid, SpriteComponent sprite) => QueueUpdateIsInert(new (uid, sprite));
|
||||
}
|
||||
|
||||
@@ -1,11 +1,208 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public helper methods, including methods for extracting textures/icons from
|
||||
// sprite specifiers and entity prototypes.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
private readonly Dictionary<string, IRsiStateLike> _cachedPrototypeIcons = new();
|
||||
|
||||
public Texture Frame0(EntityPrototype prototype)
|
||||
{
|
||||
return GetPrototypeIcon(prototype).Default;
|
||||
}
|
||||
|
||||
public Texture Frame0(SpriteSpecifier specifier)
|
||||
{
|
||||
return RsiStateLike(specifier).Default;
|
||||
}
|
||||
|
||||
public IRsiStateLike RsiStateLike(SpriteSpecifier specifier)
|
||||
{
|
||||
switch (specifier)
|
||||
{
|
||||
case SpriteSpecifier.Texture tex:
|
||||
return GetTexture(tex);
|
||||
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
return GetState(rsi);
|
||||
|
||||
case SpriteSpecifier.EntityPrototype prototypeIcon:
|
||||
return GetPrototypeIcon(prototypeIcon.EntityPrototypeId);
|
||||
|
||||
default:
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
}
|
||||
|
||||
public Texture GetIcon(IconComponent icon)
|
||||
{
|
||||
return GetState(icon.Icon).Frame0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method caches the result based on the prototype identifier.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(string prototype)
|
||||
{
|
||||
if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
|
||||
{
|
||||
// The specified prototype doesn't exist, return the fallback "error" sprite.
|
||||
_sawmill.Error("Failed to load PrototypeIcon {0}", prototype);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
return GetPrototypeIcon(entityPrototype);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method does NOT cache the result.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
|
||||
{
|
||||
// This method may spawn & delete an entity to get an accruate RSI state, hence we cache the results
|
||||
if (_cachedPrototypeIcons.TryGetValue(prototype.ID, out var cachedResult))
|
||||
return cachedResult;
|
||||
|
||||
return _cachedPrototypeIcons[prototype.ID] = GetPrototypeIconInternal(prototype);
|
||||
}
|
||||
|
||||
private IRsiStateLike GetPrototypeIconInternal(EntityPrototype prototype)
|
||||
{
|
||||
// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
|
||||
if (prototype.TryGetComponent(out IconComponent? icon, _factory))
|
||||
return GetIcon(icon);
|
||||
|
||||
// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
|
||||
if (!prototype.Components.ContainsKey("Sprite"))
|
||||
{
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
// Finally, we use spawn a dummy entity to get its icon.
|
||||
var dummy = Spawn(prototype.ID, MapCoordinates.Nullspace);
|
||||
var spriteComponent = EnsureComp<SpriteComponent>(dummy);
|
||||
var result = spriteComponent.Icon ?? GetFallbackState();
|
||||
Del(dummy);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype proto) =>
|
||||
GetPrototypeTextures(proto, out _);
|
||||
|
||||
public IEnumerable<IDirectionalTextureProvider> GetPrototypeTextures(EntityPrototype proto, out bool noRot)
|
||||
{
|
||||
var results = new List<IDirectionalTextureProvider>();
|
||||
noRot = false;
|
||||
|
||||
if (proto.TryGetComponent(out IconComponent? icon, _factory))
|
||||
{
|
||||
results.Add(GetIcon(icon));
|
||||
return results;
|
||||
}
|
||||
|
||||
if (!proto.Components.ContainsKey("Sprite"))
|
||||
{
|
||||
results.Add(_resourceCache.GetFallback<TextureResource>().Texture);
|
||||
return results;
|
||||
}
|
||||
|
||||
var dummy = Spawn(proto.ID, MapCoordinates.Nullspace);
|
||||
var spriteComponent = EnsureComp<SpriteComponent>(dummy);
|
||||
|
||||
// TODO SPRITE is this needed?
|
||||
// And if it is, shouldn't GetPrototypeIconInternal also use this?
|
||||
_appearance.OnChangeData(dummy, spriteComponent);
|
||||
|
||||
foreach (var layer in spriteComponent.AllLayers)
|
||||
{
|
||||
if (!layer.Visible)
|
||||
continue;
|
||||
|
||||
if (layer.Texture != null)
|
||||
{
|
||||
results.Add(layer.Texture);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!layer.RsiState.IsValid)
|
||||
continue;
|
||||
|
||||
var rsi = layer.Rsi ?? spriteComponent.BaseRSI;
|
||||
if (rsi == null || !rsi.TryGetState(layer.RsiState, out var state))
|
||||
continue;
|
||||
|
||||
results.Add(state);
|
||||
}
|
||||
|
||||
noRot = spriteComponent.NoRotation;
|
||||
Del(dummy);
|
||||
|
||||
if (results.Count == 0)
|
||||
results.Add(_resourceCache.GetFallback<TextureResource>().Texture);
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetFallbackState()
|
||||
{
|
||||
return _resourceCache.GetFallback<RSIResource>().RSI["error"];
|
||||
}
|
||||
|
||||
public Texture GetFallbackTexture()
|
||||
{
|
||||
return _resourceCache.GetFallback<TextureResource>().Texture;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetState(SpriteSpecifier.Rsi rsiSpecifier)
|
||||
{
|
||||
if (_resourceCache.TryGetResource<RSIResource>(
|
||||
TextureRoot / rsiSpecifier.RsiPath,
|
||||
out var theRsi) &&
|
||||
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
|
||||
{
|
||||
return state;
|
||||
}
|
||||
|
||||
_sawmill.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
public Texture GetTexture(SpriteSpecifier.Texture texSpecifier)
|
||||
{
|
||||
return _resourceCache
|
||||
.GetResource<TextureResource>(TextureRoot / texSpecifier.TexturePath)
|
||||
.Texture;
|
||||
}
|
||||
|
||||
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
|
||||
{
|
||||
if (!args.TryGetModified<EntityPrototype>(out var modified))
|
||||
return;
|
||||
|
||||
// Remove all changed prototypes from the cache, if they're there.
|
||||
foreach (var prototype in modified)
|
||||
{
|
||||
// Let's be lazy and not regenerate them until something needs them again.
|
||||
_cachedPrototypeIcons.Remove(prototype);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an entity's sprite position in world terms.
|
||||
/// </summary>
|
||||
|
||||
257
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Layer.cs
Normal file
257
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Layer.cs
Normal file
@@ -0,0 +1,257 @@
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for managing a sprite's layers.
|
||||
// This setter methods for modifying a layer's properties are in a separate file.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return index > 0 && index < sprite.Comp.Layers.Count;
|
||||
}
|
||||
|
||||
public bool TryGetLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
int index,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (index >= 0 && index < sprite.Comp.Layers.Count)
|
||||
{
|
||||
layer = sprite.Comp.Layers[index];
|
||||
DebugTools.AssertEqual(layer.Owner, sprite!);
|
||||
DebugTools.AssertEqual(layer.Index, index);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer index '{index}' on entity {ToPrettyString(sprite)} does not exist! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, int index, bool logMissing = true)
|
||||
{
|
||||
return RemoveLayer(sprite.Owner, index, out _, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
int index,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!TryGetLayer(sprite, index, out layer, logMissing))
|
||||
return false;
|
||||
|
||||
sprite.Comp.Layers.RemoveAt(index);
|
||||
|
||||
foreach (var otherLayer in sprite.Comp.Layers[index..])
|
||||
{
|
||||
otherLayer.Index--;
|
||||
}
|
||||
|
||||
// TODO SPRITE track inverse-mapping?
|
||||
foreach (var (key, value) in sprite.Comp.LayerMap)
|
||||
{
|
||||
if (value == index)
|
||||
sprite.Comp.LayerMap.Remove(key);
|
||||
else if (value > index)
|
||||
{
|
||||
sprite.Comp.LayerMap[key]--;
|
||||
}
|
||||
}
|
||||
|
||||
layer.Owner = default;
|
||||
layer.Index = -1;
|
||||
|
||||
#if DEBUG
|
||||
foreach (var otherLayer in sprite.Comp.Layers)
|
||||
{
|
||||
DebugTools.AssertEqual(otherLayer, sprite.Comp.Layers[otherLayer.Index]);
|
||||
}
|
||||
#endif
|
||||
|
||||
sprite.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
QueueUpdateIsInert(sprite!);
|
||||
return true;
|
||||
}
|
||||
|
||||
#region AddLayer
|
||||
|
||||
/// <summary>
|
||||
/// Add the given sprite layer. If an index is specified, this will insert the layer with the given index, resulting
|
||||
/// in all other layers being reshuffled.
|
||||
/// </summary>
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, Layer layer, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
{
|
||||
layer.Index = -1;
|
||||
layer.Owner = default;
|
||||
return -1;
|
||||
}
|
||||
|
||||
layer.Owner = sprite!;
|
||||
|
||||
if (index is { } i && i != sprite.Comp.Layers.Count)
|
||||
{
|
||||
foreach (var otherLayer in sprite.Comp.Layers[i..])
|
||||
{
|
||||
otherLayer.Index++;
|
||||
}
|
||||
|
||||
// TODO SPRITE track inverse-mapping?
|
||||
sprite.Comp.Layers.Insert(i, layer);
|
||||
layer.Index = i;
|
||||
|
||||
foreach (var (key, value) in sprite.Comp.LayerMap)
|
||||
{
|
||||
if (value >= i)
|
||||
sprite.Comp.LayerMap[key]++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
layer.Index = sprite.Comp.Layers.Count;
|
||||
sprite.Comp.Layers.Add(layer);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
foreach (var otherLayer in sprite.Comp.Layers)
|
||||
{
|
||||
DebugTools.AssertEqual(otherLayer, sprite.Comp.Layers[otherLayer.Index]);
|
||||
}
|
||||
#endif
|
||||
|
||||
layer.BoundsDirty = true;
|
||||
if (!layer.Blank)
|
||||
{
|
||||
sprite.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
QueueUpdateIsInert(sprite!);
|
||||
}
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a layer corresponding to the given RSI state.
|
||||
/// </summary>
|
||||
/// <param name="sprite">The sprite</param>
|
||||
/// <param name="stateId">The RSI state</param>
|
||||
/// <param name="rsi">The RSI to use. If not specified, it will default to using <see cref="SpriteComponent.BaseRSI"/></param>
|
||||
/// <param name="index">The layer index to use for the new sprite.</param>
|
||||
/// <returns></returns>
|
||||
public int AddRsiLayer(Entity<SpriteComponent?> sprite, RSI.StateId stateId, RSI? rsi = null, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = AddBlankLayer(sprite!, index);
|
||||
|
||||
if (rsi != null)
|
||||
LayerSetRsi(layer, rsi, stateId);
|
||||
else
|
||||
LayerSetRsiState(layer, stateId);
|
||||
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a layer corresponding to the given RSI state.
|
||||
/// </summary>
|
||||
/// <param name="sprite">The sprite</param>
|
||||
/// <param name="state">The RSI state</param>
|
||||
/// <param name="path">The path to the RSI.</param>
|
||||
/// <param name="index">The layer index to use for the new sprite.</param>
|
||||
/// <returns></returns>
|
||||
public int AddRsiLayer(Entity<SpriteComponent?> sprite, RSI.StateId state, ResPath path, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (!_resourceCache.TryGetResource<RSIResource>(TextureRoot / path, out var res))
|
||||
Log.Error($"Unable to load RSI '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
|
||||
if (path.Extension != "rsi")
|
||||
Log.Error($"Expected rsi path but got '{path}'?");
|
||||
|
||||
return AddRsiLayer(sprite, state, res?.RSI, index);
|
||||
}
|
||||
|
||||
public int AddTextureLayer(Entity<SpriteComponent?> sprite, ResPath path, int? index = null)
|
||||
{
|
||||
if (_resourceCache.TryGetResource<TextureResource>(TextureRoot / path, out var texture))
|
||||
return AddTextureLayer(sprite, texture?.Texture, index);
|
||||
|
||||
if (path.Extension == "rsi")
|
||||
Log.Error($"Expected texture but got rsi '{path}', did you mean 'sprite:' instead of 'texture:'?");
|
||||
|
||||
Log.Error($"Unable to load texture '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
return AddTextureLayer(sprite, texture?.Texture, index);
|
||||
}
|
||||
|
||||
public int AddTextureLayer(Entity<SpriteComponent?> sprite, Texture? texture, int? index = null)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = new Layer {Texture = texture};
|
||||
return AddLayer(sprite, layer, index);
|
||||
}
|
||||
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, SpriteSpecifier specifier, int? newIndex = null)
|
||||
{
|
||||
return specifier switch
|
||||
{
|
||||
SpriteSpecifier.Texture tex => AddTextureLayer(sprite, tex.TexturePath, newIndex),
|
||||
SpriteSpecifier.Rsi rsi => AddRsiLayer(sprite, rsi.RsiState, rsi.RsiPath, newIndex),
|
||||
_ => throw new NotImplementedException()
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a new sprite layer and populate it using the provided layer data.
|
||||
/// </summary>
|
||||
public int AddLayer(Entity<SpriteComponent?> sprite, PrototypeLayerData layerDatum, int? index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
var layer = AddBlankLayer(sprite!, index);
|
||||
LayerSetData(layer, layerDatum);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a blank sprite layer.
|
||||
/// </summary>
|
||||
public Layer AddBlankLayer(Entity<SpriteComponent> sprite, int? index = null)
|
||||
{
|
||||
var layer = new Layer();
|
||||
AddLayer(sprite!, layer, index);
|
||||
return layer;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,150 @@
|
||||
using System;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
using static Robust.Client.Graphics.RSI;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for reading a layer's properties
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
#region RsiState
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the RSI state being used by the current layer. Note that the return value may be an invalid state. E.g.,
|
||||
/// this might be a texture layer that does not use RSIs.
|
||||
/// </summary>
|
||||
public StateId LayerGetRsiState(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
return layer.StateId;
|
||||
|
||||
return StateId.Invalid;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RsiState
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
TryGetLayer(sprite, index, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
TryGetLayer(sprite, key, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the RSI being used by the layer to resolve it's RSI state. If the layer does not specify an RSI, this
|
||||
/// will just be the base RSI of the owning sprite (<see cref="SpriteComponent.BaseRSI"/>).
|
||||
/// </summary>
|
||||
public RSI? LayerGetEffectiveRsi(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
TryGetLayer(sprite, key, out var layer, true);
|
||||
return layer?.ActualRsi;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Directions
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
return TryGetLayer(sprite, index, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true)
|
||||
? LayerGetDirections(layer)
|
||||
: RsiDirectionType.Dir1;
|
||||
}
|
||||
|
||||
public RsiDirectionType LayerGetDirections(Layer layer)
|
||||
{
|
||||
if (!layer.StateId.IsValid)
|
||||
return RsiDirectionType.Dir1;
|
||||
|
||||
// Pull texture from RSI state instead.
|
||||
if (layer.ActualRsi is not {} rsi || !rsi.TryGetState(layer.StateId, out var state))
|
||||
return RsiDirectionType.Dir1;
|
||||
|
||||
return state.RsiDirections;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, int index)
|
||||
{
|
||||
return TryGetLayer(sprite, index, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
return TryGetLayer(sprite, key, out var layer, true) ? LayerGetDirectionCount(layer) : 1;
|
||||
}
|
||||
|
||||
public int LayerGetDirectionCount(Layer layer)
|
||||
{
|
||||
return LayerGetDirections(layer) switch
|
||||
{
|
||||
RsiDirectionType.Dir1 => 1,
|
||||
RsiDirectionType.Dir4 => 4,
|
||||
RsiDirectionType.Dir8 => 8,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
299
Robust.Client/GameObjects/EntitySystems/SpriteSystem.LayerMap.cs
Normal file
299
Robust.Client/GameObjects/EntitySystems/SpriteSystem.LayerMap.cs
Normal file
@@ -0,0 +1,299 @@
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Robust.Shared.GameObjects;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for manipulating layer mappings.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Map an enum to a layer index.
|
||||
/// </summary>
|
||||
public void LayerMapSet(Entity<SpriteComponent?> sprite, Enum key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap[key] = index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map string to a layer index. If possible, it is preferred to use an enum key.
|
||||
/// string keys mainly exist to make it easier to define custom layer keys in yaml.
|
||||
/// </summary>
|
||||
public void LayerMapSet(Entity<SpriteComponent?> sprite, string key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap[key] = index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map an enum to a layer index.
|
||||
/// </summary>
|
||||
public void LayerMapAdd(Entity<SpriteComponent?> sprite, Enum key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap.Add(key, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Map a string to a layer index. If possible, it is preferred to use an enum key.
|
||||
/// string keys mainly exist to make it easier to define custom layer keys in yaml.
|
||||
/// </summary>
|
||||
public void LayerMapAdd(Entity<SpriteComponent?> sprite, string key, int index)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (index < 0 || index >= sprite.Comp.Layers.Count)
|
||||
throw new ArgumentOutOfRangeException(nameof(index));
|
||||
|
||||
sprite.Comp.LayerMap.Add(key, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.Remove(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.Remove(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, Enum key, out int index)
|
||||
{
|
||||
if (_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return sprite.Comp.LayerMap.Remove(key, out index);
|
||||
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapRemove(Entity<SpriteComponent?> sprite, string key, out int index)
|
||||
{
|
||||
if (_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return sprite.Comp.LayerMap.Remove(key, out index);
|
||||
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve an enum mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapTryGet(Entity<SpriteComponent?> sprite, Enum key, out int index, bool logMissing)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
{
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sprite.Comp.LayerMap.TryGetValue(key, out index))
|
||||
return true;
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer with key '{key}' does not exist on entity {ToPrettyString(sprite)}! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve a string mapping.
|
||||
/// </summary>
|
||||
public bool LayerMapTryGet(Entity<SpriteComponent?> sprite, string key, out int index, bool logMissing)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
{
|
||||
index = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sprite.Comp.LayerMap.TryGetValue(key, out index))
|
||||
return true;
|
||||
|
||||
if (logMissing)
|
||||
Log.Error($"Layer with key '{key}' does not exist on entity {ToPrettyString(sprite)}! Trace:\n{Environment.StackTrace}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve an enum mapping.
|
||||
/// </summary>
|
||||
public bool TryGetLayer(Entity<SpriteComponent?> sprite, Enum key, [NotNullWhen(true)] out Layer? layer, bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
return LayerMapTryGet(sprite, key, out var index, logMissing)
|
||||
&& TryGetLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to resolve a string mapping.
|
||||
/// </summary>
|
||||
public bool TryGetLayer(Entity<SpriteComponent?> sprite, string key, [NotNullWhen(true)] out Layer? layer, bool logMissing)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
return LayerMapTryGet(sprite, key, out var index, logMissing)
|
||||
&& TryGetLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
public int LayerMapGet(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
return sprite.Comp.LayerMap[key];
|
||||
}
|
||||
|
||||
public int LayerMapGet(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
return sprite.Comp.LayerMap[key];
|
||||
}
|
||||
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.TryGetValue(key, out var index)
|
||||
&& LayerExists(sprite, index);
|
||||
}
|
||||
|
||||
public bool LayerExists(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return false;
|
||||
|
||||
return sprite.Comp.LayerMap.TryGetValue(key, out var index)
|
||||
&& LayerExists(sprite, index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ensures that a layer with the given key exists and return the layer's index.
|
||||
/// If the layer does not yet exist, this will create and add a blank layer.
|
||||
/// </summary>
|
||||
public int LayerMapReserve(Entity<SpriteComponent?> sprite, Enum key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (LayerMapTryGet(sprite, key, out var layerIndex, false))
|
||||
return layerIndex;
|
||||
|
||||
var layer = AddBlankLayer(sprite!);
|
||||
LayerMapSet(sprite, key, layer.Index);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="LayerMapReserve(Entity{SpriteComponent?},System.Enum)"/>
|
||||
public int LayerMapReserve(Entity<SpriteComponent?> sprite, string key)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return -1;
|
||||
|
||||
if (LayerMapTryGet(sprite, key, out var layerIndex, false))
|
||||
return layerIndex;
|
||||
|
||||
var layer = AddBlankLayer(sprite!);
|
||||
LayerMapSet(sprite, key, layer.Index);
|
||||
return layer.Index;
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, string key, bool logMissing = true)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(Entity<SpriteComponent?> sprite, Enum key, bool logMissing = true)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
string key,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
|
||||
public bool RemoveLayer(
|
||||
Entity<SpriteComponent?> sprite,
|
||||
Enum key,
|
||||
[NotNullWhen(true)] out Layer? layer,
|
||||
bool logMissing = true)
|
||||
{
|
||||
layer = null;
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp, logMissing))
|
||||
return false;
|
||||
|
||||
if (!LayerMapTryGet(sprite, key, out var index, logMissing))
|
||||
return false;
|
||||
|
||||
return RemoveLayer(sprite, index, out layer, logMissing);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,605 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
using static Robust.Client.Graphics.RSI;
|
||||
|
||||
#pragma warning disable CS0618 // Type or member is obsolete
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for modifying a layer's properties.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
#region SetData
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, int index, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, string key, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Entity<SpriteComponent?> sprite, Enum key, PrototypeLayerData data)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
public void LayerSetData(Layer layer, PrototypeLayerData data)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
// TODO SPRITE ECS
|
||||
layer._parent.LayerSetData(layer, data);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region SpriteSpecifier
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, int index, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, string key, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Entity<SpriteComponent?> sprite, Enum key, SpriteSpecifier specifier)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetSprite(layer, specifier);
|
||||
}
|
||||
|
||||
public void LayerSetSprite(Layer layer, SpriteSpecifier specifier)
|
||||
{
|
||||
switch (specifier)
|
||||
{
|
||||
case SpriteSpecifier.Texture tex:
|
||||
LayerSetTexture(layer, tex.TexturePath);
|
||||
break;
|
||||
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
LayerSetRsi(layer, rsi.RsiPath, rsi.RsiState);
|
||||
break;
|
||||
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Texture
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, int index, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, string key, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, Enum key, Texture? texture)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, texture);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Layer layer, Texture? texture)
|
||||
{
|
||||
LayerSetRsiState(layer, StateId.Invalid, refresh: true);
|
||||
layer.Texture = texture;
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, int index, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, string key, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
public void LayerSetTexture(Entity<SpriteComponent?> sprite, Enum key, ResPath path)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetTexture(layer, path);
|
||||
}
|
||||
|
||||
private void LayerSetTexture(Layer layer, ResPath path)
|
||||
{
|
||||
if (!_resourceCache.TryGetResource<TextureResource>(TextureRoot / path, out var texture))
|
||||
{
|
||||
if (path.Extension == "rsi")
|
||||
Log.Error($"Expected texture but got rsi '{path}', did you mean 'sprite:' instead of 'texture:'?");
|
||||
Log.Error($"Unable to load texture '{path}'. Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
|
||||
LayerSetTexture(layer, texture?.Texture);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region RsiState
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, int index, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, string key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Entity<SpriteComponent?> sprite, Enum key, StateId state)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsiState(layer, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsiState(Layer layer, StateId state, bool refresh = false)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer.StateId == state && !refresh)
|
||||
return;
|
||||
|
||||
layer.StateId = state;
|
||||
RefreshCachedState(layer, true, null);
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rsi
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, int index, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, string key, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, Enum key, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Layer layer, RSI? rsi, StateId? state = null)
|
||||
{
|
||||
layer._rsi = rsi;
|
||||
LayerSetRsiState(layer, state ?? layer.StateId, refresh: true);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, int index, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, string key, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Entity<SpriteComponent?> sprite, Enum key, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRsi(layer, rsi, state);
|
||||
}
|
||||
|
||||
public void LayerSetRsi(Layer layer, ResPath rsi, StateId? state = null)
|
||||
{
|
||||
if (!_resourceCache.TryGetResource<RSIResource>(TextureRoot / rsi, out var res))
|
||||
Log.Error($"Unable to load RSI '{rsi}' for entity {ToPrettyString(layer.Owner)}. Trace:\n{Environment.StackTrace}");
|
||||
|
||||
LayerSetRsi(layer, res?.RSI, state);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Scale
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, int index, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, string key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Entity<SpriteComponent?> sprite, Enum key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetScale(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetScale(Layer layer, Vector2 value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._scale.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
if (!ValidateScale(layer.Owner, value))
|
||||
return;
|
||||
|
||||
layer._scale = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rotation
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, int index, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, string key, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Entity<SpriteComponent?> sprite, Enum key, Angle value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRotation(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRotation(Layer layer, Angle value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._rotation.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
layer._rotation = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Offset
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, int index, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, string key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Entity<SpriteComponent?> sprite, Enum key, Vector2 value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetOffset(Layer layer, Vector2 value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._offset.EqualsApprox(value))
|
||||
return;
|
||||
|
||||
layer._offset = value;
|
||||
layer.UpdateLocalMatrix();
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Visible
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, int index, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, string key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Entity<SpriteComponent?> sprite, Enum key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetVisible(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetVisible(Layer layer, bool value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._visible == value)
|
||||
return;
|
||||
|
||||
layer._visible = value;
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Color
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, int index, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, string key, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Entity<SpriteComponent?> sprite, Enum key, Color value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetColor(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetColor(Layer layer, Color value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.Color = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region DirOffset
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, int index, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, string key, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Entity<SpriteComponent?> sprite, Enum key, DirectionOffset value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetDirOffset(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetDirOffset(Layer layer, DirectionOffset value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.DirOffset = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AnimationTime
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, int index, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, string key, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Entity<SpriteComponent?> sprite, Enum key, float value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAnimationTime(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAnimationTime(Layer layer, float value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (!layer.StateId.IsValid)
|
||||
return;
|
||||
|
||||
if (layer.ActualRsi is not { } rsi)
|
||||
return;
|
||||
|
||||
var state = rsi[layer.StateId];
|
||||
if (value > layer.AnimationTime)
|
||||
{
|
||||
// Handle advancing differently from going backwards.
|
||||
layer.AnimationTimeLeft -= (value - layer.AnimationTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going backwards we re-calculate from zero.
|
||||
// Definitely possible to optimize this for going backwards but I'm too lazy to figure that out.
|
||||
layer.AnimationTimeLeft = -value + state.GetDelay(0);
|
||||
layer.AnimationFrame = 0;
|
||||
}
|
||||
|
||||
layer.AnimationTime = value;
|
||||
layer.AdvanceFrameAnimation(state);
|
||||
layer.SetAnimationTime(value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region AutoAnimated
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, int index, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, string key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Entity<SpriteComponent?> sprite, Enum key, bool value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetAutoAnimated(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetAutoAnimated(Layer layer, bool value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
if (layer._autoAnimated == value)
|
||||
return;
|
||||
|
||||
layer._autoAnimated = value;
|
||||
QueueUpdateIsInert(layer.Owner);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region LayerSetRenderingStrategy
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, int index, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, index, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, string key, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Entity<SpriteComponent?> sprite, Enum key, LayerRenderingStrategy value)
|
||||
{
|
||||
if (TryGetLayer(sprite, key, out var layer, true))
|
||||
LayerSetRenderingStrategy(layer, value);
|
||||
}
|
||||
|
||||
public void LayerSetRenderingStrategy(Layer layer, LayerRenderingStrategy value)
|
||||
{
|
||||
DebugTools.Assert(layer.Owner != default);
|
||||
DebugTools.AssertNotNull(layer.Owner.Comp);
|
||||
DebugTools.AssertEqual(layer.Owner.Comp.Layers[layer.Index], layer);
|
||||
|
||||
layer.RenderingStrategy = value;
|
||||
layer.BoundsDirty = true;
|
||||
layer.Owner.Comp.BoundsDirty = true;
|
||||
_tree.QueueTreeUpdate(layer.Owner);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes an RSI layer's cached RSI state.
|
||||
/// </summary>
|
||||
private void RefreshCachedState(Layer layer, bool logErrors, RSI.State? fallback)
|
||||
{
|
||||
if (!layer.StateId.IsValid)
|
||||
{
|
||||
layer._actualState = null;
|
||||
}
|
||||
else if (layer.ActualRsi is not { } rsi)
|
||||
{
|
||||
layer._actualState = fallback ?? GetFallbackState();
|
||||
if (logErrors)
|
||||
Log.Error(
|
||||
$"{ToPrettyString(layer.Owner)} has no RSI to pull new state from! Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
else if (!rsi.TryGetState(layer.StateId, out layer._actualState))
|
||||
{
|
||||
layer._actualState = fallback ?? GetFallbackState();
|
||||
if (logErrors)
|
||||
Log.Error(
|
||||
$"{ToPrettyString(layer.Owner)}'s state '{layer.StateId}' does not exist in RSI {rsi.Path}. Trace:\n{Environment.StackTrace}");
|
||||
}
|
||||
|
||||
layer.AnimationFrame = 0;
|
||||
layer.AnimationTime = 0;
|
||||
layer.AnimationTimeLeft = layer._actualState?.GetDelay(0) ?? 0f;
|
||||
}
|
||||
}
|
||||
194
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Render.cs
Normal file
194
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Render.cs
Normal file
@@ -0,0 +1,194 @@
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Graphics.Clyde;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains code related to actually rendering sprites.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
public void RenderSprite(
|
||||
Entity<SpriteComponent> sprite,
|
||||
DrawingHandleWorld drawingHandle,
|
||||
Angle eyeRotation,
|
||||
Angle worldRotation,
|
||||
Vector2 worldPosition)
|
||||
{
|
||||
RenderSprite(sprite,
|
||||
drawingHandle,
|
||||
eyeRotation,
|
||||
worldRotation,
|
||||
worldPosition,
|
||||
sprite.Comp.EnableDirectionOverride ? sprite.Comp.DirectionOverride : null);
|
||||
}
|
||||
|
||||
public void RenderSprite(
|
||||
Entity<SpriteComponent> sprite,
|
||||
DrawingHandleWorld drawingHandle,
|
||||
Angle eyeRotation,
|
||||
Angle worldRotation,
|
||||
Vector2 worldPosition,
|
||||
Direction? overrideDirection)
|
||||
{
|
||||
// TODO SPRITE RENDERING
|
||||
// Add fast path for simple sprites.
|
||||
// I.e., when a sprite is modified, check if it is "simple". If it is. cache texture information in a struct
|
||||
// and use a fast path here.
|
||||
// E.g., simple 1-directional, 1-layer sprites can basically become a direct texture draw call. (most in game items).
|
||||
// Similarly, 1-directional multi-layer sprites can become a sequence of direct draw calls (most in game walls).
|
||||
|
||||
if (!sprite.Comp.IsInert)
|
||||
_queuedFrameUpdate.Add(sprite);
|
||||
|
||||
var angle = worldRotation + eyeRotation; // angle on-screen. Used to decide the direction of 4/8 directional RSIs
|
||||
angle = angle.Reduced().FlipPositive(); // Reduce the angles to fix math shenanigans
|
||||
|
||||
var cardinal = Angle.Zero;
|
||||
|
||||
// If we have a 1-directional sprite then snap it to try and always face it south if applicable.
|
||||
if (sprite.Comp is {NoRotation: false, SnapCardinals: true})
|
||||
cardinal = angle.RoundToCardinalAngle();
|
||||
|
||||
// worldRotation + eyeRotation should be the angle of the entity on-screen. If no-rot is enabled this is just set to zero.
|
||||
// However, at some point later the eye-matrix is applied separately, so we subtract -eye rotation for now:
|
||||
var entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, sprite.Comp.NoRotation ? -eyeRotation : worldRotation - cardinal);
|
||||
var spriteMatrix = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
// Fast path for when all sprites use the same transform matrix
|
||||
if (!sprite.Comp.GranularLayersRendering)
|
||||
{
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
RenderLayer(layer, drawingHandle, ref spriteMatrix, angle, overrideDirection);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//Default rendering (NoRotation = false)
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, worldRotation);
|
||||
var transformDefault = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
//Snap to cardinals
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, worldRotation - angle.RoundToCardinalAngle());
|
||||
var transformSnap = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
//No rotation
|
||||
entityMatrix = Matrix3Helpers.CreateTransform(worldPosition, -eyeRotation);
|
||||
var transformNoRot = Matrix3x2.Multiply(sprite.Comp.LocalMatrix, entityMatrix);
|
||||
|
||||
foreach (var layer in sprite.Comp.Layers)
|
||||
{
|
||||
switch (layer.RenderingStrategy)
|
||||
{
|
||||
case LayerRenderingStrategy.UseSpriteStrategy:
|
||||
RenderLayer(layer, drawingHandle, ref spriteMatrix, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.Default:
|
||||
RenderLayer(layer, drawingHandle, ref transformDefault, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.NoRotation:
|
||||
RenderLayer(layer, drawingHandle, ref transformNoRot, angle, overrideDirection);
|
||||
break;
|
||||
case LayerRenderingStrategy.SnapToCardinals:
|
||||
RenderLayer(layer, drawingHandle, ref transformSnap, angle, overrideDirection);
|
||||
break;
|
||||
default:
|
||||
Log.Error($"Tried to render a layer with unknown rendering stragegy: {layer.RenderingStrategy}");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render a layer. This assumes that the input angle is between 0 and 2pi.
|
||||
/// </summary>
|
||||
private void RenderLayer(Layer layer, DrawingHandleWorld drawingHandle, ref Matrix3x2 spriteMatrix, Angle angle, Direction? overrideDirection)
|
||||
{
|
||||
if (!layer.Visible || layer.Blank)
|
||||
return;
|
||||
|
||||
var state = layer._actualState;
|
||||
var dir = state == null ? RsiDirection.South : Layer.GetDirection(state.RsiDirections, angle);
|
||||
|
||||
// Set the drawing transform for this layer
|
||||
layer.GetLayerDrawMatrix(dir, out var layerMatrix, layer.Owner.Comp.NoRotation);
|
||||
|
||||
// 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 && state != null)
|
||||
dir = overrideDirection.Value.Convert(state.RsiDirections);
|
||||
dir = dir.OffsetRsiDir(layer.DirOffset);
|
||||
|
||||
var texture = state?.GetFrame(dir, layer.AnimationFrame) ?? layer.Texture ?? GetFallbackTexture();
|
||||
|
||||
// TODO SPRITE
|
||||
// Refactor shader-param-layers to a separate layer type after layers are split into types & collections.
|
||||
// I.e., separate Layer -> RsiLayer, TextureLayer, LayerCollection, SpriteLayer, and ShaderLayer
|
||||
if (layer.CopyToShaderParameters != null)
|
||||
{
|
||||
HandleShaderLayer(layer, texture, layer.CopyToShaderParameters);
|
||||
return;
|
||||
}
|
||||
|
||||
// Set the drawing transform for this layer
|
||||
var transformMatrix = Matrix3x2.Multiply(layerMatrix, spriteMatrix);
|
||||
drawingHandle.SetTransform(in transformMatrix);
|
||||
|
||||
if (layer.Shader != null)
|
||||
drawingHandle.UseShader(layer.Shader);
|
||||
|
||||
var layerColor = layer.Owner.Comp.color * layer.Color;
|
||||
var textureSize = texture.Size / (float) EyeManager.PixelsPerMeter;
|
||||
var quad = Box2.FromDimensions(textureSize / -2, textureSize);
|
||||
|
||||
if (layer.UnShaded)
|
||||
{
|
||||
DebugTools.AssertNull(layer.Shader);
|
||||
DebugTools.Assert(layerColor is {R: >= 0, G: >= 0, B: >= 0, A: >= 0}, "Default shader should not be used with negative color modulation.");
|
||||
|
||||
// Negative color modulation values are by the default shader to disable light shading.
|
||||
// Specifically we set colour = - 1 - colour
|
||||
// This is good enough to ensure that non-negative values become negative & is trivially invertible.
|
||||
layerColor = new(new Vector4(-1) - layerColor.RGBA);
|
||||
}
|
||||
|
||||
drawingHandle.DrawTextureRectRegion(texture, quad, layerColor);
|
||||
|
||||
if (layer.Shader != null)
|
||||
drawingHandle.UseShader(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle a a "fake layer" that just exists to modify the parameters of a shader being used by some other
|
||||
/// layer.
|
||||
/// </summary>
|
||||
private void HandleShaderLayer(Layer layer, Texture texture, CopyToShaderParameters @params)
|
||||
{
|
||||
// Multiple atrocities to god being committed right here.
|
||||
var otherLayerIdx = layer._parent.LayerMap[@params.LayerKey!];
|
||||
var otherLayer = layer._parent.Layers[otherLayerIdx];
|
||||
if (otherLayer.Shader is not { } shader)
|
||||
return;
|
||||
|
||||
if (!shader.Mutable)
|
||||
otherLayer.Shader = shader = shader.Duplicate();
|
||||
|
||||
var clydeTexture = Clyde.RenderHandle.ExtractTexture(texture, null, out var csr);
|
||||
|
||||
if (@params.ParameterTexture is { } paramTexture)
|
||||
shader.SetParameter(paramTexture, clydeTexture);
|
||||
|
||||
if (@params.ParameterUV is not { } paramUV)
|
||||
return;
|
||||
|
||||
var sr = Clyde.RenderHandle.WorldTextureBoundsToUV(clydeTexture, csr);
|
||||
var uv = new Vector4(sr.Left, sr.Bottom, sr.Right, sr.Top);
|
||||
shader.SetParameter(paramUV, uv);
|
||||
}
|
||||
}
|
||||
166
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Setters.cs
Normal file
166
Robust.Client/GameObjects/EntitySystems/SpriteSystem.Setters.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
// This partial class contains various public methods for setting sprite component data.
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
private bool ValidateScale(Entity<SpriteComponent> sprite, Vector2 scale)
|
||||
{
|
||||
if (!(MathF.Abs(scale.X) < 0.005f) && !(MathF.Abs(scale.Y) < 0.005f))
|
||||
return true;
|
||||
|
||||
// Scales of ~0.0025 or lower can lead to singular matrices due to rounding errors.
|
||||
Log.Error(
|
||||
$"Attempted to set layer sprite scale to very small values. Entity: {ToPrettyString(sprite)}. Scale: {scale}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
#region Transform
|
||||
public void SetScale(Entity<SpriteComponent?> sprite, Vector2 value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (!ValidateScale(sprite!, value))
|
||||
return;
|
||||
|
||||
sprite.Comp._bounds = sprite.Comp._bounds.Scale(value / sprite.Comp.scale);
|
||||
sprite.Comp.scale = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
|
||||
public void SetRotation(Entity<SpriteComponent?> sprite, Angle value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.rotation = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
|
||||
public void SetOffset(Entity<SpriteComponent?> sprite, Vector2 value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.offset = value;
|
||||
sprite.Comp.LocalMatrix = Matrix3Helpers.CreateTransform(
|
||||
in sprite.Comp.offset,
|
||||
in sprite.Comp.rotation,
|
||||
in sprite.Comp.scale);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void SetVisible(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (sprite.Comp.Visible == value)
|
||||
return;
|
||||
|
||||
sprite.Comp._visible = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
}
|
||||
|
||||
public void SetDrawDepth(Entity<SpriteComponent?> sprite, int value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.drawDepth = value;
|
||||
}
|
||||
|
||||
public void SetColor(Entity<SpriteComponent?> sprite, Color value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp.color = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Modify a sprites base RSI. This is the RSI that is used by any RSI layers that do not specify their own.
|
||||
/// Note that changing the base RSI may result in existing layers having an invalid state. This will not log errors
|
||||
/// under the assumption that the states of each layers will be updated after the base RSI has changed.
|
||||
/// </summary>
|
||||
public void SetBaseRsi(Entity<SpriteComponent?> sprite, RSI? value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp._baseRsi)
|
||||
return;
|
||||
|
||||
sprite.Comp._baseRsi = value;
|
||||
if (value == null)
|
||||
return;
|
||||
|
||||
var fallback = GetFallbackState();
|
||||
for (var i = 0; i < sprite.Comp.Layers.Count; i++)
|
||||
{
|
||||
var layer = sprite.Comp.Layers[i];
|
||||
if (!layer.State.IsValid || layer.RSI != null)
|
||||
continue;
|
||||
|
||||
RefreshCachedState(layer, logErrors: false, fallback);
|
||||
|
||||
if (value.TryGetState(layer.State, out var state))
|
||||
{
|
||||
layer.AnimationTimeLeft = state.GetDelay(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"Layer {i} no longer has state '{layer.State}' due to base RSI change. Trace:\n{Environment.StackTrace}");
|
||||
layer.Texture = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetContainerOccluded(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
sprite.Comp._containerOccluded = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
}
|
||||
|
||||
public void SetSnapCardinals(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp._snapCardinals)
|
||||
return;
|
||||
|
||||
sprite.Comp._snapCardinals = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
DirtyBounds(sprite!);
|
||||
}
|
||||
|
||||
public void SetGranularLayersRendering(Entity<SpriteComponent?> sprite, bool value)
|
||||
{
|
||||
if (!_query.Resolve(sprite.Owner, ref sprite.Comp))
|
||||
return;
|
||||
|
||||
if (value == sprite.Comp.GranularLayersRendering)
|
||||
return;
|
||||
|
||||
sprite.Comp.GranularLayersRendering = value;
|
||||
_tree.QueueTreeUpdate(sprite!);
|
||||
DirtyBounds(sprite!);
|
||||
}
|
||||
}
|
||||
@@ -1,137 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
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;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.GameObjects;
|
||||
|
||||
public sealed partial class SpriteSystem
|
||||
{
|
||||
private readonly Dictionary<string, IRsiStateLike> _cachedPrototypeIcons = new();
|
||||
|
||||
public Texture Frame0(EntityPrototype prototype)
|
||||
{
|
||||
return GetPrototypeIcon(prototype).Default;
|
||||
}
|
||||
|
||||
public Texture Frame0(SpriteSpecifier specifier)
|
||||
{
|
||||
return RsiStateLike(specifier).Default;
|
||||
}
|
||||
|
||||
public IRsiStateLike RsiStateLike(SpriteSpecifier specifier)
|
||||
{
|
||||
switch (specifier)
|
||||
{
|
||||
case SpriteSpecifier.Texture tex:
|
||||
return tex.GetTexture(_resourceCache);
|
||||
|
||||
case SpriteSpecifier.Rsi rsi:
|
||||
return GetState(rsi);
|
||||
|
||||
case SpriteSpecifier.EntityPrototype prototypeIcon:
|
||||
return GetPrototypeIcon(prototypeIcon.EntityPrototypeId);
|
||||
|
||||
default:
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
}
|
||||
|
||||
public Texture GetIcon(IconComponent icon)
|
||||
{
|
||||
return GetState(icon.Icon).Frame0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method caches the result based on the prototype identifier.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(string prototype)
|
||||
{
|
||||
// Check if this prototype has been cached before, and if so return the result.
|
||||
if (_cachedPrototypeIcons.TryGetValue(prototype, out var cachedResult))
|
||||
return cachedResult;
|
||||
|
||||
if (!_proto.TryIndex<EntityPrototype>(prototype, out var entityPrototype))
|
||||
{
|
||||
// The specified prototype doesn't exist, return the fallback "error" sprite.
|
||||
_sawmill.Error("Failed to load PrototypeIcon {0}", prototype);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
// Generate the icon and cache it in case it's ever needed again.
|
||||
var result = GetPrototypeIcon(entityPrototype);
|
||||
_cachedPrototypeIcons[prototype] = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an icon for a given <see cref="EntityPrototype"/> ID, or a fallback in case of an error.
|
||||
/// This method does NOT cache the result.
|
||||
/// </summary>
|
||||
public IRsiStateLike GetPrototypeIcon(EntityPrototype prototype)
|
||||
{
|
||||
// IconComponent takes precedence. If it has a valid icon, return that. Otherwise, continue as normal.
|
||||
if (prototype.Components.TryGetValue("Icon", out var compData)
|
||||
&& compData.Component is IconComponent icon)
|
||||
{
|
||||
return GetIcon(icon);
|
||||
}
|
||||
|
||||
// If the prototype doesn't have a SpriteComponent, then there's nothing we can do but return the fallback.
|
||||
if (!prototype.Components.ContainsKey("Sprite"))
|
||||
{
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
// Finally, we use spawn a dummy entity to get its icon.
|
||||
var dummy = Spawn(prototype.ID, MapCoordinates.Nullspace);
|
||||
var spriteComponent = EnsureComp<SpriteComponent>(dummy);
|
||||
var result = spriteComponent.Icon ?? GetFallbackState();
|
||||
Del(dummy);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetFallbackState()
|
||||
{
|
||||
return _resourceCache.GetFallback<RSIResource>().RSI["error"];
|
||||
}
|
||||
|
||||
[Pure]
|
||||
public RSI.State GetState(SpriteSpecifier.Rsi rsiSpecifier)
|
||||
{
|
||||
if (_resourceCache.TryGetResource<RSIResource>(
|
||||
SpriteSpecifierSerializer.TextureRoot / rsiSpecifier.RsiPath,
|
||||
out var theRsi) &&
|
||||
theRsi.RSI.TryGetState(rsiSpecifier.RsiState, out var state))
|
||||
{
|
||||
return state;
|
||||
}
|
||||
|
||||
_sawmill.Error("Failed to load RSI {0}", rsiSpecifier.RsiPath);
|
||||
return GetFallbackState();
|
||||
}
|
||||
|
||||
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
|
||||
{
|
||||
if (!args.TryGetModified<EntityPrototype>(out var modified))
|
||||
return;
|
||||
|
||||
// Remove all changed prototypes from the cache, if they're there.
|
||||
foreach (var prototype in modified)
|
||||
{
|
||||
// Let's be lazy and not regenerate them until something needs them again.
|
||||
_cachedPrototypeIcons.Remove(prototype);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,10 +13,9 @@ using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Graphics.RSI;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
using static Robust.Client.GameObjects.SpriteComponent;
|
||||
@@ -35,25 +34,25 @@ namespace Robust.Client.GameObjects
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
||||
[Dependency] private readonly ILogManager _logManager = default!;
|
||||
[Dependency] private readonly IComponentFactory _factory = default!;
|
||||
|
||||
// Note that any new system dependencies have to be added to RobustUnitTest.BaseSetup()
|
||||
[Dependency] private readonly SharedTransformSystem _xforms = default!;
|
||||
[Dependency] private readonly SpriteTreeSystem _tree = default!;
|
||||
[Dependency] private readonly AppearanceSystem _appearance = default!;
|
||||
|
||||
public static readonly ProtoId<ShaderPrototype> UnshadedId = "unshaded";
|
||||
private readonly Queue<SpriteComponent> _inertUpdateQueue = new();
|
||||
|
||||
public static readonly ResPath TextureRoot = SpriteSpecifierSerializer.TextureRoot;
|
||||
|
||||
/// <summary>
|
||||
/// Entities that require a sprite frame update.
|
||||
/// </summary>
|
||||
private readonly HashSet<EntityUid> _queuedFrameUpdate = new();
|
||||
|
||||
private ISawmill _sawmill = default!;
|
||||
|
||||
internal void Render(EntityUid uid, SpriteComponent sprite, DrawingHandleWorld drawingHandle, Angle eyeRotation, in Angle worldRotation, in Vector2 worldPosition)
|
||||
{
|
||||
if (!sprite.IsInert)
|
||||
_queuedFrameUpdate.Add(uid);
|
||||
|
||||
sprite.RenderInternal(drawingHandle, eyeRotation, worldRotation, worldPosition, sprite.EnableDirectionOverride ? sprite.DirectionOverride : null);
|
||||
}
|
||||
private EntityQuery<SpriteComponent> _query;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -62,11 +61,11 @@ namespace Robust.Client.GameObjects
|
||||
UpdatesAfter.Add(typeof(SpriteTreeSystem));
|
||||
|
||||
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
|
||||
SubscribeLocalEvent<SpriteComponent, SpriteUpdateInertEvent>(QueueUpdateInert);
|
||||
SubscribeLocalEvent<SpriteComponent, ComponentInit>(OnInit);
|
||||
|
||||
Subs.CVar(_cfg, CVars.RenderSpriteDirectionBias, OnBiasChanged, true);
|
||||
_sawmill = _logManager.GetSawmill("sprite");
|
||||
_query = GetEntityQuery<SpriteComponent>();
|
||||
}
|
||||
|
||||
public bool IsVisible(Layer layer)
|
||||
@@ -85,18 +84,6 @@ namespace Robust.Client.GameObjects
|
||||
SpriteComponent.DirectionBias = value;
|
||||
}
|
||||
|
||||
private void QueueUpdateInert(EntityUid uid, SpriteComponent sprite, ref SpriteUpdateInertEvent ev)
|
||||
=> QueueUpdateInert(uid, sprite);
|
||||
|
||||
public void QueueUpdateInert(EntityUid uid, SpriteComponent sprite)
|
||||
{
|
||||
if (sprite._inertUpdateQueued)
|
||||
return;
|
||||
|
||||
sprite._inertUpdateQueued = true;
|
||||
_inertUpdateQueue.Enqueue(sprite);
|
||||
}
|
||||
|
||||
private void DoUpdateIsInert(SpriteComponent component)
|
||||
{
|
||||
component._inertUpdateQueued = false;
|
||||
|
||||
@@ -11,6 +11,7 @@ public abstract class VisualizerSystem<T> : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly AppearanceSystem AppearanceSystem = default!;
|
||||
[Dependency] protected readonly AnimationPlayerSystem AnimationSystem = default!;
|
||||
[Dependency] protected readonly SpriteSystem SpriteSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
|
||||
@@ -631,7 +631,7 @@ namespace Robust.Client.GameStates
|
||||
if (_sawmill.Level <= LogLevel.Debug)
|
||||
_sawmill.Debug($" A component was dirtied: {comp.GetType()}");
|
||||
|
||||
if (compState != null)
|
||||
if ((meta.Flags & MetaDataFlags.Detached) == 0 && compState != null)
|
||||
{
|
||||
var handleState = new ComponentHandleState(compState, null);
|
||||
_entities.EventBus.RaiseComponentEvent(entity, comp, ref handleState);
|
||||
@@ -1306,6 +1306,11 @@ namespace Robust.Client.GameStates
|
||||
meta.LastStateApplied = lastStateApplied.Value;
|
||||
|
||||
var xform = xforms.GetComponent(ent.Value);
|
||||
|
||||
// TODO PVS DETACH
|
||||
// Why is this if block here again? If a null-space entity gets sent to a player via some PVS override,
|
||||
// and then later on it gets removed, you would assume that the client marks it as detached?
|
||||
// I.e., modifying the metadata flag & pausing the entity should probably happen outside of this block.
|
||||
if (xform.ParentUid.IsValid())
|
||||
{
|
||||
lookupSys.RemoveFromEntityTree(ent.Value, xform);
|
||||
@@ -1326,6 +1331,13 @@ namespace Robust.Client.GameStates
|
||||
xformSys.DetachEntity(ent.Value, xform);
|
||||
DebugTools.Assert((meta.Flags & MetaDataFlags.InContainer) == 0);
|
||||
|
||||
// We mark the entity as paused, without raising a pause-event.
|
||||
// The entity gets un-paused when the metadata's comp-state is reapplied (which also does not raise
|
||||
// an un-pause event). The assumption is that game logic that has to handle the pausing should be
|
||||
// getting networked anyway. And if its some client-side timer on a networked entity, the timer
|
||||
// shouldn't actually be getting paused just because the entity has left the players view.
|
||||
meta.PauseTime = TimeSpan.Zero;
|
||||
|
||||
if (container != null)
|
||||
containerSys.AddExpectedEntity(netEntity, container);
|
||||
}
|
||||
|
||||
@@ -13,6 +13,8 @@ namespace Robust.Client.GameStates
|
||||
{
|
||||
internal sealed class NetInterpOverlay : Overlay
|
||||
{
|
||||
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
|
||||
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
@@ -32,7 +34,7 @@ namespace Robust.Client.GameStates
|
||||
{
|
||||
IoCManager.InjectDependencies(this);
|
||||
_lookup = lookup;
|
||||
_shader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
|
||||
_shader = _prototypeManager.Index(UnshadedShader).Instance();
|
||||
_container = _entityManager.System<SharedContainerSystem>();
|
||||
_xform = _entityManager.System<SharedTransformSystem>();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using OpenToolkit.Graphics.OpenGL4;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Shared.Enums;
|
||||
@@ -254,7 +255,11 @@ namespace Robust.Client.Graphics.Clyde
|
||||
region = regionMaybe[tile.Variant];
|
||||
}
|
||||
|
||||
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
|
||||
var rotationMirroring = (_tileDefinitionManager.TryGetDefinition(tile.TypeId, out var tileDef) && tileDef.AllowRotationMirror) ?
|
||||
tile.RotationMirroring
|
||||
: 0;
|
||||
|
||||
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region, rotationMirroring);
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
@@ -325,7 +330,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
continue;
|
||||
|
||||
var region = regionMaybe[0];
|
||||
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region);
|
||||
WriteTileToBuffers(i, gridX, gridY, vertexBuffer, indexBuffer, region, 0);
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
@@ -408,8 +413,11 @@ namespace Robust.Client.Graphics.Clyde
|
||||
private void _updateTileMapOnUpdate(ref TileChangedEvent args)
|
||||
{
|
||||
var gridData = _mapChunkData.GetOrNew(args.Entity);
|
||||
if (gridData.TryGetValue(args.ChunkIndex, out var data))
|
||||
data.Dirty = true;
|
||||
foreach (var change in args.Changes)
|
||||
{
|
||||
if (gridData.TryGetValue(change.ChunkIndex, out var data))
|
||||
data.Dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void _updateOnGridCreated(GridStartupEvent ev)
|
||||
@@ -445,13 +453,57 @@ namespace Robust.Client.Graphics.Clyde
|
||||
int gridY,
|
||||
Span<Vertex2D> vertexBuffer,
|
||||
Span<ushort> indexBuffer,
|
||||
Box2 region)
|
||||
Box2 region,
|
||||
int rotationMirroring)
|
||||
{
|
||||
var rLeftBottom = (region.Left, region.Bottom);
|
||||
var rRightBottom = (region.Right, region.Bottom);
|
||||
var rRightTop = (region.Right, region.Top);
|
||||
var rLeftTop = (region.Left, region.Top);
|
||||
|
||||
// The vertices must be changed if there's any rotation or mirroring to the tile
|
||||
if (rotationMirroring != 0)
|
||||
{
|
||||
// Rotate the tile
|
||||
for (int r = 0; r < rotationMirroring % 4; r++)
|
||||
{
|
||||
(rLeftBottom, rRightBottom, rRightTop, rLeftTop) =
|
||||
(rLeftTop, rLeftBottom, rRightBottom, rRightTop);
|
||||
}
|
||||
|
||||
// Mirror on the x-axis
|
||||
if (rotationMirroring >= 4)
|
||||
{
|
||||
if (rotationMirroring % 2 == 0)
|
||||
{
|
||||
rLeftBottom = (rLeftBottom.Item1.Equals(region.Left) ? region.Right : region.Left,
|
||||
rLeftBottom.Item2);
|
||||
rRightBottom = (rRightBottom.Item1.Equals(region.Left) ? region.Right : region.Left,
|
||||
rRightBottom.Item2);
|
||||
rRightTop = (rRightTop.Item1.Equals(region.Left) ? region.Right : region.Left,
|
||||
rRightTop.Item2);
|
||||
rLeftTop = (rLeftTop.Item1.Equals(region.Left) ? region.Right : region.Left,
|
||||
rLeftTop.Item2);
|
||||
}
|
||||
else
|
||||
{
|
||||
rLeftBottom = (rLeftBottom.Item1,
|
||||
rLeftBottom.Item2.Equals(region.Bottom) ? region.Top : region.Bottom);
|
||||
rRightBottom = (rRightBottom.Item1,
|
||||
rRightBottom.Item2.Equals(region.Bottom) ? region.Top : region.Bottom);
|
||||
rRightTop = (rRightTop.Item1,
|
||||
rRightTop.Item2.Equals(region.Bottom) ? region.Top : region.Bottom);
|
||||
rLeftTop = (rLeftTop.Item1,
|
||||
rLeftTop.Item2.Equals(region.Bottom) ? region.Top : region.Bottom);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var vIdx = i * 4;
|
||||
vertexBuffer[vIdx + 0] = new Vertex2D(gridX, gridY, region.Left, region.Bottom, Color.White);
|
||||
vertexBuffer[vIdx + 1] = new Vertex2D(gridX + 1, gridY, region.Right, region.Bottom, Color.White);
|
||||
vertexBuffer[vIdx + 2] = new Vertex2D(gridX + 1, gridY + 1, region.Right, region.Top, Color.White);
|
||||
vertexBuffer[vIdx + 3] = new Vertex2D(gridX, gridY + 1, region.Left, region.Top, Color.White);
|
||||
vertexBuffer[vIdx + 0] = new Vertex2D(gridX, gridY, rLeftBottom.Left, rLeftBottom.Bottom, Color.White);
|
||||
vertexBuffer[vIdx + 1] = new Vertex2D(gridX + 1, gridY, rRightBottom.Right, rRightBottom.Bottom, Color.White);
|
||||
vertexBuffer[vIdx + 2] = new Vertex2D(gridX + 1, gridY + 1, rRightTop.Right, rRightTop.Top, Color.White);
|
||||
vertexBuffer[vIdx + 3] = new Vertex2D(gridX, gridY + 1, rLeftTop.Left, rLeftTop.Top, Color.White);
|
||||
var nIdx = i * GetQuadBatchIndexCount();
|
||||
var tIdx = (ushort)(i * 4);
|
||||
QuadBatchIndexWrite(indexBuffer, ref nIdx, tIdx);
|
||||
|
||||
@@ -318,7 +318,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
screenSpriteSize.Y++;
|
||||
|
||||
bool exit = false;
|
||||
if (entry.Sprite.GetScreenTexture)
|
||||
if (entry.Sprite.GetScreenTexture && entry.Sprite.PostShader != null)
|
||||
{
|
||||
FlushRenderQueue();
|
||||
var tex = CopyScreenTexture(viewport.RenderTarget);
|
||||
@@ -369,7 +369,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
}
|
||||
}
|
||||
|
||||
spriteSystem.Render(entry.Uid, entry.Sprite, _renderHandle.DrawingHandleWorld, eye.Rotation, in entry.WorldRot, in entry.WorldPos);
|
||||
spriteSystem.RenderSprite(new(entry.Uid, entry.Sprite), _renderHandle.DrawingHandleWorld, eye.Rotation, entry.WorldRot, entry.WorldPos);
|
||||
|
||||
if (entry.Sprite.PostShader != null && entityPostRenderTarget != null)
|
||||
{
|
||||
|
||||
@@ -4,7 +4,6 @@ using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Maths;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
|
||||
namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
|
||||
@@ -18,7 +18,6 @@ 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
|
||||
{
|
||||
|
||||
@@ -11,8 +11,6 @@ using Robust.Shared.Graphics;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using TKStencilOp = OpenToolkit.Graphics.OpenGL4.StencilOp;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
@@ -541,7 +539,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
case Matrix3x2 matrix3:
|
||||
program.SetUniform(name, matrix3);
|
||||
break;
|
||||
case Matrix4 matrix4:
|
||||
case Matrix4x4 matrix4:
|
||||
program.SetUniform(name, matrix4);
|
||||
break;
|
||||
case ClydeTexture clydeTexture:
|
||||
@@ -613,6 +611,8 @@ namespace Robust.Client.Graphics.Clyde
|
||||
EnsureBatchSpaceAvailable(4, GetQuadBatchIndexCount());
|
||||
EnsureBatchState(texture, true, GetQuadBatchPrimitiveType(), _queuedShader);
|
||||
|
||||
// TODO RENDERING
|
||||
// It's probably better to do this on the GPU.
|
||||
bl = Vector2.Transform(bl, _currentMatrixModel);
|
||||
br = Vector2.Transform(br, _currentMatrixModel);
|
||||
tr = Vector2.Transform(tr, _currentMatrixModel);
|
||||
|
||||
@@ -10,8 +10,6 @@ using Robust.Shared.Graphics;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
@@ -528,7 +526,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
data.Parameters[name] = value;
|
||||
}
|
||||
|
||||
private protected override void SetParameterImpl(string name, in Matrix4 value)
|
||||
private protected override void SetParameterImpl(string name, in Matrix4x4 value)
|
||||
{
|
||||
var data = Parent._shaderInstances[Handle];
|
||||
data.ParametersDirty = true;
|
||||
|
||||
@@ -153,7 +153,7 @@ internal partial class Clyde
|
||||
|
||||
// special casing angle = n*pi/2 to avoid box rotation & bounding calculations doesn't seem to give significant speedups.
|
||||
data.SpriteScreenBB = TransformCenteredBox(
|
||||
data.Sprite.Bounds,
|
||||
_spriteSystem.GetLocalBounds((data.Uid, data.Sprite)),
|
||||
finalRotation,
|
||||
pos + batch.PreScaleViewOffset,
|
||||
batch.ViewScale);
|
||||
|
||||
@@ -10,6 +10,7 @@ internal sealed partial class Clyde
|
||||
private MapSystem _mapSystem = default!;
|
||||
private LightTreeSystem _lightTreeSystem = default!;
|
||||
private TransformSystem _transformSystem = default!;
|
||||
private SpriteSystem _spriteSystem = default!;
|
||||
private SpriteTreeSystem _spriteTreeSystem = default!;
|
||||
private ClientOccluderSystem _occluderSystem = default!;
|
||||
|
||||
@@ -24,6 +25,7 @@ internal sealed partial class Clyde
|
||||
_mapSystem = _entitySystemManager.GetEntitySystem<MapSystem>();
|
||||
_lightTreeSystem = _entitySystemManager.GetEntitySystem<LightTreeSystem>();
|
||||
_transformSystem = _entitySystemManager.GetEntitySystem<TransformSystem>();
|
||||
_spriteSystem = _entitySystemManager.GetEntitySystem<SpriteSystem>();
|
||||
_spriteTreeSystem = _entitySystemManager.GetEntitySystem<SpriteTreeSystem>();
|
||||
_occluderSystem = _entitySystemManager.GetEntitySystem<ClientOccluderSystem>();
|
||||
}
|
||||
@@ -33,6 +35,7 @@ internal sealed partial class Clyde
|
||||
_mapSystem = null!;
|
||||
_lightTreeSystem = null!;
|
||||
_transformSystem = null!;
|
||||
_spriteSystem = null!;
|
||||
_spriteTreeSystem = null!;
|
||||
_occluderSystem = null!;
|
||||
}
|
||||
|
||||
@@ -305,8 +305,8 @@ namespace Robust.Client.Graphics.Clyde
|
||||
IsSrgb = srgb,
|
||||
Name = name,
|
||||
MemoryPressure = memoryPressure,
|
||||
TexturePixelType = pixType
|
||||
// TextureInstance = new WeakReference<ClydeTexture>(instance)
|
||||
TexturePixelType = pixType,
|
||||
TextureInstance = new WeakReference<ClydeTexture>(instance)
|
||||
};
|
||||
|
||||
_loadedTextures.Add(id, loaded);
|
||||
@@ -466,15 +466,15 @@ namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
var white = new Image<Rgba32>(1, 1);
|
||||
white[0, 0] = new Rgba32(255, 255, 255, 255);
|
||||
_stockTextureWhite = (ClydeTexture) Texture.LoadFromImage(white);
|
||||
_stockTextureWhite = (ClydeTexture) Texture.LoadFromImage(white, name: "StockTextureWhite");
|
||||
|
||||
var black = new Image<Rgba32>(1, 1);
|
||||
black[0, 0] = new Rgba32(0, 0, 0, 255);
|
||||
_stockTextureBlack = (ClydeTexture) Texture.LoadFromImage(black);
|
||||
_stockTextureBlack = (ClydeTexture) Texture.LoadFromImage(black, name: "StockTextureBlack");
|
||||
|
||||
var blank = new Image<Rgba32>(1, 1);
|
||||
blank[0, 0] = new Rgba32(0, 0, 0, 0);
|
||||
_stockTextureTransparent = (ClydeTexture) Texture.LoadFromImage(blank);
|
||||
_stockTextureTransparent = (ClydeTexture) Texture.LoadFromImage(blank, name: "StockTextureTransparent");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -571,7 +571,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class LoadedTexture
|
||||
internal sealed class LoadedTexture
|
||||
{
|
||||
public GLHandle OpenGLObject;
|
||||
public int Width;
|
||||
@@ -582,10 +582,10 @@ namespace Robust.Client.Graphics.Clyde
|
||||
public TexturePixelType TexturePixelType;
|
||||
|
||||
public Vector2i Size => (Width, Height);
|
||||
// public WeakReference<ClydeTexture> TextureInstance;
|
||||
public required WeakReference<ClydeTexture> TextureInstance;
|
||||
}
|
||||
|
||||
private enum TexturePixelType : byte
|
||||
internal enum TexturePixelType : byte
|
||||
{
|
||||
RenderTarget = 0,
|
||||
Rgba32,
|
||||
@@ -686,5 +686,16 @@ namespace Robust.Client.Graphics.Clyde
|
||||
_ => throw new ArgumentException(nameof(stockTexture))
|
||||
};
|
||||
}
|
||||
|
||||
public IEnumerable<(ClydeTexture, LoadedTexture)> GetLoadedTextures()
|
||||
{
|
||||
foreach (var loaded in _loadedTextures.Values)
|
||||
{
|
||||
if (!loaded.TextureInstance.TryGetTarget(out var textureInstance))
|
||||
continue;
|
||||
|
||||
yield return (textureInstance, loaded);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -467,7 +467,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
_windowing!.RunOnWindowThread(a);
|
||||
}
|
||||
|
||||
public IFileDialogManager? FileDialogImpl => _windowing as IFileDialogManager;
|
||||
public IFileDialogManagerImplementation? FileDialogImpl => _windowing as IFileDialogManagerImplementation;
|
||||
|
||||
private abstract class WindowReg
|
||||
{
|
||||
|
||||
@@ -17,8 +17,6 @@ using Robust.Shared.Timing;
|
||||
using SixLabors.ImageSharp;
|
||||
using SixLabors.ImageSharp.PixelFormats;
|
||||
using Color = Robust.Shared.Maths.Color;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
@@ -72,6 +70,11 @@ namespace Robust.Client.Graphics.Clyde
|
||||
return new DummyTexture((1, 1));
|
||||
}
|
||||
|
||||
public IEnumerable<(Clyde.ClydeTexture, Clyde.LoadedTexture)> GetLoadedTextures()
|
||||
{
|
||||
return [];
|
||||
}
|
||||
|
||||
public ClydeDebugLayers DebugLayers { get; set; }
|
||||
|
||||
public string GetKeyName(Keyboard.Key key) => string.Empty;
|
||||
@@ -302,7 +305,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
action();
|
||||
}
|
||||
|
||||
public IFileDialogManager? FileDialogImpl => null;
|
||||
public IFileDialogManagerImplementation? FileDialogImpl => null;
|
||||
|
||||
private sealed class DummyCursor : ICursor
|
||||
{
|
||||
@@ -393,7 +396,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
}
|
||||
|
||||
private protected override void SetParameterImpl(string name, in Matrix4 value)
|
||||
private protected override void SetParameterImpl(string name, in Matrix4x4 value)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
/// Basically just a handle around the integer object handles returned by OpenGL.
|
||||
/// </summary>
|
||||
[PublicAPI]
|
||||
private struct GLHandle : IEquatable<GLHandle>
|
||||
internal struct GLHandle : IEquatable<GLHandle>
|
||||
{
|
||||
public readonly uint Handle;
|
||||
|
||||
|
||||
@@ -5,8 +5,6 @@ using System.Runtime.CompilerServices;
|
||||
using OpenToolkit.Graphics.OpenGL4;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Utility;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
@@ -277,20 +275,20 @@ namespace Robust.Client.Graphics.Clyde
|
||||
_clyde.CheckGlError();
|
||||
}
|
||||
|
||||
public void SetUniform(string uniformName, in Matrix4 matrix, bool transpose=true)
|
||||
public void SetUniform(string uniformName, in Matrix4x4 matrix, bool transpose=true)
|
||||
{
|
||||
var uniformId = GetUniform(uniformName);
|
||||
SetUniformDirect(uniformId, matrix, transpose);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private unsafe void SetUniformDirect(int uniformId, in Matrix4 value, bool transpose=true)
|
||||
private unsafe void SetUniformDirect(int uniformId, in Matrix4x4 value, bool transpose=true)
|
||||
{
|
||||
Matrix4 tmpTranspose = value;
|
||||
Matrix4x4 tmpTranspose = value;
|
||||
if (transpose)
|
||||
{
|
||||
// transposition not supported on GLES2, & no access to _hasGLES
|
||||
tmpTranspose.Transpose();
|
||||
tmpTranspose = Matrix4x4.Transpose(value);
|
||||
}
|
||||
GL.UniformMatrix4(uniformId, 1, false, (float*) &tmpTranspose);
|
||||
_clyde.CheckGlError();
|
||||
@@ -551,7 +549,7 @@ namespace Robust.Client.Graphics.Clyde
|
||||
}
|
||||
}
|
||||
|
||||
public void SetUniformMaybe(string uniformName, in Matrix4 value, bool transpose=true)
|
||||
public void SetUniformMaybe(string uniformName, in Matrix4x4 value, bool transpose=true)
|
||||
{
|
||||
if (TryGetUniform(uniformName, out var slot))
|
||||
{
|
||||
|
||||
@@ -87,11 +87,13 @@ namespace Robust.Client.Graphics.Clyde
|
||||
if (cmd.Cursor != default)
|
||||
ptr = _winThreadCursors[cmd.Cursor].Ptr;
|
||||
|
||||
#if DEBUG
|
||||
if (_win32Experience)
|
||||
{
|
||||
// Based on a true story.
|
||||
Thread.Sleep(15);
|
||||
}
|
||||
#endif
|
||||
|
||||
GLFW.SetCursor(window, ptr);
|
||||
}
|
||||
|
||||
@@ -662,6 +662,10 @@ namespace Robust.Client.Graphics.Clyde
|
||||
{
|
||||
var icons = _clyde.LoadWindowIcons().ToArray();
|
||||
|
||||
// Done if no icon (e.g., macOS)
|
||||
if (icons.Length == 0)
|
||||
return;
|
||||
|
||||
// Turn each image into a byte[] so we can actually pin their contents.
|
||||
// Wish I knew a clean way to do this without allocations.
|
||||
var images = icons
|
||||
|
||||
@@ -23,7 +23,9 @@ namespace Robust.Client.Graphics.Clyde
|
||||
private readonly ISawmill _sawmillGlfw;
|
||||
|
||||
private bool _glfwInitialized;
|
||||
#if DEBUG
|
||||
private bool _win32Experience;
|
||||
#endif
|
||||
|
||||
public GlfwWindowingImpl(Clyde clyde, IDependencyCollection deps)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
@@ -12,31 +11,16 @@ namespace Robust.Client.Graphics.Clyde;
|
||||
|
||||
internal partial class Clyde
|
||||
{
|
||||
private sealed partial class Sdl3WindowingImpl : IFileDialogManager
|
||||
private sealed partial class Sdl3WindowingImpl : IFileDialogManagerImplementation
|
||||
{
|
||||
public async Task<Stream?> OpenFile(FileDialogFilters? filters = null)
|
||||
public async Task<string?> OpenFile(FileDialogFilters? filters)
|
||||
{
|
||||
var fileName = await ShowFileDialogOfType(SDL.SDL_FILEDIALOG_OPENFILE, filters);
|
||||
if (fileName == null)
|
||||
return null;
|
||||
|
||||
return File.OpenRead(fileName);
|
||||
return await ShowFileDialogOfType(SDL.SDL_FILEDIALOG_OPENFILE, filters);
|
||||
}
|
||||
|
||||
public async Task<(Stream fileStream, bool alreadyExisted)?> SaveFile(FileDialogFilters? filters = null, bool truncate = true)
|
||||
public async Task<string?> SaveFile(FileDialogFilters? filters)
|
||||
{
|
||||
var fileName = await ShowFileDialogOfType(SDL.SDL_FILEDIALOG_SAVEFILE, filters);
|
||||
if (fileName == null)
|
||||
return null;
|
||||
|
||||
try
|
||||
{
|
||||
return (File.Open(fileName, truncate ? FileMode.Truncate : FileMode.Open), true);
|
||||
}
|
||||
catch (FileNotFoundException)
|
||||
{
|
||||
return (File.Open(fileName, FileMode.Create), false);
|
||||
}
|
||||
return await ShowFileDialogOfType(SDL.SDL_FILEDIALOG_SAVEFILE, filters);
|
||||
}
|
||||
|
||||
private unsafe Task<string?> ShowFileDialogOfType(int type, FileDialogFilters? filters)
|
||||
@@ -74,6 +58,8 @@ internal partial class Clyde
|
||||
NativeMemory.Free(filter.name);
|
||||
NativeMemory.Free(filter.pattern);
|
||||
}
|
||||
|
||||
NativeMemory.Free(filtersAlloc);
|
||||
}
|
||||
|
||||
return task;
|
||||
|
||||
@@ -54,6 +54,7 @@ namespace Robust.Client.Graphics
|
||||
IClydeDebugStats DebugStats { get; }
|
||||
|
||||
Texture GetStockTexture(ClydeStockTexture stockTexture);
|
||||
IEnumerable<(Clyde.Clyde.ClydeTexture, Clyde.Clyde.LoadedTexture)> GetLoadedTextures();
|
||||
|
||||
ClydeDebugLayers DebugLayers { get; set; }
|
||||
|
||||
@@ -70,6 +71,6 @@ namespace Robust.Client.Graphics
|
||||
|
||||
void RunOnWindowThread(Action action);
|
||||
|
||||
IFileDialogManager? FileDialogImpl { get; }
|
||||
IFileDialogManagerImplementation? FileDialogImpl { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,8 +4,6 @@ using Robust.Shared.Graphics;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics
|
||||
{
|
||||
@@ -169,7 +167,7 @@ namespace Robust.Client.Graphics
|
||||
SetParameterImpl(name, value);
|
||||
}
|
||||
|
||||
public void SetParameter(string name, in Matrix4 value)
|
||||
public void SetParameter(string name, in Matrix4x4 value)
|
||||
{
|
||||
EnsureAlive();
|
||||
EnsureMutable();
|
||||
@@ -236,7 +234,7 @@ namespace Robust.Client.Graphics
|
||||
private protected abstract void SetParameterImpl(string name, bool value);
|
||||
private protected abstract void SetParameterImpl(string name, bool[] value);
|
||||
private protected abstract void SetParameterImpl(string name, in Matrix3x2 value);
|
||||
private protected abstract void SetParameterImpl(string name, in Matrix4 value);
|
||||
private protected abstract void SetParameterImpl(string name, in Matrix4x4 value);
|
||||
private protected abstract void SetParameterImpl(string name, Texture value);
|
||||
private protected abstract void SetStencilImpl(StencilParameters value);
|
||||
}
|
||||
|
||||
@@ -11,8 +11,6 @@ using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
using Vector3 = Robust.Shared.Maths.Vector3;
|
||||
using Vector4 = Robust.Shared.Maths.Vector4;
|
||||
|
||||
namespace Robust.Client.Graphics
|
||||
{
|
||||
@@ -222,7 +220,7 @@ namespace Robust.Client.Graphics
|
||||
case Matrix3x2 i:
|
||||
instance.SetParameter(key, i);
|
||||
break;
|
||||
case Matrix4 i:
|
||||
case Matrix4x4 i:
|
||||
instance.SetParameter(key, i);
|
||||
break;
|
||||
}
|
||||
|
||||
33
Robust.Client/Localization/ClientLocalizationManager.cs
Normal file
33
Robust.Client/Localization/ClientLocalizationManager.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Robust.Client.Localization;
|
||||
|
||||
internal sealed class ClientLocalizationManager : LocalizationManager, ILocalizationManagerInternal
|
||||
{
|
||||
[Dependency] private readonly IReloadManager _reload = default!;
|
||||
|
||||
void ILocalizationManager.Initialize() => Initialize();
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_reload.Register(LocaleDirPath, "*.ftl");
|
||||
|
||||
_reload.OnChanged += OnReload;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles Fluent hot reloading via LocalizationManager.ReloadLocalizations()
|
||||
/// </summary>
|
||||
private void OnReload(ResPath args)
|
||||
{
|
||||
if (args.Extension != "ftl")
|
||||
return;
|
||||
|
||||
ReloadLocalizations();
|
||||
}
|
||||
}
|
||||
@@ -47,7 +47,7 @@ namespace Robust.Client.Physics
|
||||
* This will draw above every body involved in a particular island solve.
|
||||
*/
|
||||
|
||||
public readonly Queue<(TimeSpan Time, List<PhysicsComponent> Bodies)> IslandSolve = new();
|
||||
public readonly Queue<(TimeSpan Time, List<Entity<PhysicsComponent, TransformComponent>> Bodies)> IslandSolve = new();
|
||||
public const float SolveDuration = 0.1f;
|
||||
|
||||
public override void Initialize()
|
||||
|
||||
@@ -67,7 +67,7 @@ namespace Robust.Client.Physics
|
||||
|
||||
// Add new joint (if possible).
|
||||
// Need to wait for BOTH joint components to come in first before we can add it. Yay dependencies!
|
||||
if (!EntityManager.HasComponent<JointComponent>(other))
|
||||
if (!HasComp<JointComponent>(other))
|
||||
continue;
|
||||
|
||||
// TODO: if (other entity is outside of PVS range) continue;
|
||||
|
||||
@@ -90,9 +90,10 @@ public sealed partial class PhysicsSystem
|
||||
// existing contacts for predicted entities before performing any actual prediction.
|
||||
|
||||
var contacts = new List<Contact>();
|
||||
var maps = new HashSet<EntityUid>();
|
||||
|
||||
var enumerator = AllEntityQuery<PredictedPhysicsComponent, PhysicsComponent, TransformComponent>();
|
||||
_broadphase.FindNewContacts();
|
||||
|
||||
while (enumerator.MoveNext(out _, out var physics, out var xform))
|
||||
{
|
||||
DebugTools.Assert(physics.Predict);
|
||||
@@ -100,10 +101,6 @@ public sealed partial class PhysicsSystem
|
||||
if (xform.MapUid is not { } map)
|
||||
continue;
|
||||
|
||||
if (maps.Add(map) && PhysMapQuery.TryGetComponent(map, out var physMap) &&
|
||||
MapQuery.TryGetComponent(map, out var mapComp))
|
||||
_broadphase.FindNewContacts(physMap, mapComp.MapId);
|
||||
|
||||
contacts.AddRange(physics.Contacts);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Collections;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Physics;
|
||||
@@ -23,21 +24,23 @@ namespace Robust.Client.Physics
|
||||
SimulateWorld(frameTime, _gameTiming.InPrediction);
|
||||
}
|
||||
|
||||
protected override void Cleanup(PhysicsMapComponent component, float frameTime)
|
||||
protected override void Cleanup(float frameTime)
|
||||
{
|
||||
var toRemove = new List<Entity<PhysicsComponent>>();
|
||||
var toRemove = new ValueList<Entity<PhysicsComponent, TransformComponent>>();
|
||||
|
||||
// Because we're not predicting 99% of bodies its sleep timer never gets incremented so we'll just do it ourselves.
|
||||
// (and serializing it over the network isn't necessary?)
|
||||
// This is a client-only problem.
|
||||
// Also need to suss out having the client build the island anyway and just... not solving it?
|
||||
foreach (var body in component.AwakeBodies)
|
||||
foreach (var ent in AwakeBodies)
|
||||
{
|
||||
var body = ent.Comp1;
|
||||
|
||||
if (!body.SleepingAllowed || body.LinearVelocity.Length() > LinearToleranceSqr / 2f || body.AngularVelocity * body.AngularVelocity > AngularToleranceSqr / 2f) continue;
|
||||
body.SleepTime += frameTime;
|
||||
if (body.SleepTime > TimeToSleep)
|
||||
{
|
||||
toRemove.Add(new Entity<PhysicsComponent>(body.Owner, body));
|
||||
toRemove.Add(ent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,37 +49,38 @@ namespace Robust.Client.Physics
|
||||
SetAwake(body, false);
|
||||
}
|
||||
|
||||
base.Cleanup(component, frameTime);
|
||||
base.Cleanup(frameTime);
|
||||
}
|
||||
|
||||
protected override void UpdateLerpData(PhysicsMapComponent component, List<PhysicsComponent> bodies, EntityQuery<TransformComponent> xformQuery)
|
||||
protected override void UpdateLerpData(List<Entity<PhysicsComponent, TransformComponent>> bodies)
|
||||
{
|
||||
foreach (var body in bodies)
|
||||
foreach (var bodyEnt in bodies)
|
||||
{
|
||||
var body = bodyEnt.Comp1;
|
||||
var xform = bodyEnt.Comp2;
|
||||
|
||||
if (body.BodyType == BodyType.Static ||
|
||||
component.LerpData.TryGetValue(body.Owner, out var lerpData) ||
|
||||
!xformQuery.TryGetComponent(body.Owner, out var xform) ||
|
||||
lerpData.ParentUid == xform.ParentUid)
|
||||
LerpData.TryGetValue(bodyEnt, out var lerpData) ||
|
||||
lerpData == xform.ParentUid)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
component.LerpData[xform.Owner] = (xform.ParentUid, xform.LocalPosition, xform.LocalRotation);
|
||||
LerpData[bodyEnt.Owner] = xform.ParentUid;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Flush all of our lerping data.
|
||||
/// </summary>
|
||||
protected override void FinalStep(PhysicsMapComponent component)
|
||||
protected override void FinalStep()
|
||||
{
|
||||
base.FinalStep(component);
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
base.FinalStep();
|
||||
|
||||
foreach (var (uid, (parentUid, position, rotation)) in component.LerpData)
|
||||
foreach (var (uid, parentUid) in LerpData)
|
||||
{
|
||||
if (!xformQuery.TryGetComponent(uid, out var xform) ||
|
||||
!parentUid.IsValid())
|
||||
// Can't just re-use xform from before as movement events may cause event subs to fire.
|
||||
if (!XformQuery.TryGetComponent(uid, out var xform) || !parentUid.IsValid())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -85,7 +89,7 @@ namespace Robust.Client.Physics
|
||||
_transform.SetLocalPositionRotation(uid, xform.LocalPosition, xform.LocalRotation, xform);
|
||||
}
|
||||
|
||||
component.LerpData.Clear();
|
||||
LerpData.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using System;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Shared.Enums;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
@@ -18,16 +21,30 @@ namespace Robust.Client.Placement
|
||||
PlacementMode? CurrentMode { get; set; }
|
||||
PlacementInformation? CurrentPermission { get; set; }
|
||||
|
||||
IEntityManager EntityManager { get; }
|
||||
IEyeManager EyeManager { get; }
|
||||
IMapManager MapManager { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The direction to spawn the entity in (presently exposed for EntitySpawnWindow UI)
|
||||
/// </summary>
|
||||
Direction Direction { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when Direction changed (presently for EntitySpawnWindow UI)
|
||||
/// Whether a tile placement should be mirrored or not.
|
||||
/// </summary>
|
||||
bool Mirrored { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when Direction changed (presently for EntitySpawnWindow/TileSpawnWindow UI)
|
||||
/// </summary>
|
||||
event EventHandler DirectionChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when Mirrored changed (presently for TileSpawnWindow UI)
|
||||
/// </summary>
|
||||
event EventHandler MirroredChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Gets called when the PlacementManager changed its build/erase mode or when the hijacks changed
|
||||
/// </summary>
|
||||
@@ -39,5 +56,15 @@ namespace Robust.Client.Placement
|
||||
void ToggleEraserHijacked(PlacementHijack hijack);
|
||||
|
||||
void FrameUpdate(FrameEventArgs e);
|
||||
|
||||
/// <summary>
|
||||
/// The name of the placement mode option to just use the default for the selected entity.
|
||||
/// </summary>
|
||||
const string DefaultModeName = "Default";
|
||||
|
||||
/// <summary>
|
||||
/// An array of the names of all available placement modes.
|
||||
/// </summary>
|
||||
string[] AllModeNames { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using Robust.Shared.Map;
|
||||
using Vector2 = System.Numerics.Vector2;
|
||||
|
||||
namespace Robust.Client.Placement.Modes
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using Robust.Shared.Map;
|
||||
using Vector2 = System.Numerics.Vector2;
|
||||
|
||||
namespace Robust.Client.Placement.Modes
|
||||
{
|
||||
|
||||
@@ -22,6 +22,7 @@ using Robust.Shared.Utility;
|
||||
using Robust.Shared.Log;
|
||||
using Direction = Robust.Shared.Maths.Direction;
|
||||
using Robust.Shared.Map.Components;
|
||||
using System.Linq;
|
||||
|
||||
namespace Robust.Client.Placement
|
||||
{
|
||||
@@ -32,21 +33,28 @@ namespace Robust.Client.Placement
|
||||
[Dependency] internal readonly IPlayerManager PlayerManager = default!;
|
||||
[Dependency] internal readonly IResourceCache ResourceCache = default!;
|
||||
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
|
||||
[Dependency] internal readonly IMapManager MapManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IGameTiming _time = default!;
|
||||
[Dependency] internal readonly IEyeManager EyeManager = default!;
|
||||
[Dependency] private readonly IEyeManager _eyeManager = default!;
|
||||
[Dependency] internal readonly IInputManager InputManager = default!;
|
||||
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
|
||||
[Dependency] internal readonly IEntityManager EntityManager = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IBaseClient _baseClient = default!;
|
||||
[Dependency] private readonly IOverlayManager _overlayManager = default!;
|
||||
[Dependency] internal readonly IClyde Clyde = default!;
|
||||
|
||||
private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
|
||||
|
||||
public IEntityManager EntityManager => _entityManager;
|
||||
public IEyeManager EyeManager => _eyeManager;
|
||||
public IMapManager MapManager => _mapManager;
|
||||
|
||||
private ISawmill _sawmill = default!;
|
||||
|
||||
private SharedMapSystem Maps => EntityManager.System<SharedMapSystem>();
|
||||
private SharedTransformSystem XformSystem => EntityManager.System<SharedTransformSystem>();
|
||||
private SpriteSystem Sprite => EntityManager.System<SpriteSystem>();
|
||||
|
||||
/// <summary>
|
||||
/// How long before a pending tile change is dropped.
|
||||
@@ -174,6 +182,18 @@ namespace Robust.Client.Placement
|
||||
|
||||
private Direction _direction = Direction.South;
|
||||
|
||||
private bool _mirrored;
|
||||
|
||||
public bool Mirrored
|
||||
{
|
||||
get => _mirrored;
|
||||
set
|
||||
{
|
||||
_mirrored = value;
|
||||
MirroredChanged?.Invoke(this, EventArgs.Empty);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public Direction Direction
|
||||
{
|
||||
@@ -185,15 +205,27 @@ namespace Robust.Client.Placement
|
||||
}
|
||||
}
|
||||
|
||||
private string[]? _allModeNames;
|
||||
public string[] AllModeNames
|
||||
{
|
||||
get
|
||||
{
|
||||
return _allModeNames ??= [IPlacementManager.DefaultModeName, .. _modeDictionary.Keys.Order()];
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public event EventHandler? DirectionChanged;
|
||||
|
||||
/// <inheritdoc />
|
||||
public event EventHandler? MirroredChanged;
|
||||
|
||||
private PlacementOverlay _drawOverlay = default!;
|
||||
private bool _isActive;
|
||||
|
||||
public void Initialize()
|
||||
{
|
||||
_drawingShader = _prototypeManager.Index<ShaderPrototype>("unshaded").Instance();
|
||||
_drawingShader = _prototypeManager.Index(UnshadedShader).Instance();
|
||||
_sawmill = _logManager.GetSawmill("placement");
|
||||
|
||||
_networkManager.RegisterNetMessage<MsgPlacement>(HandlePlacementMessage);
|
||||
@@ -344,18 +376,27 @@ namespace Robust.Client.Placement
|
||||
|
||||
private void HandleTileChanged(ref TileChangedEvent args)
|
||||
{
|
||||
var coords = Maps.GridTileToLocal(
|
||||
args.NewTile.GridUid,
|
||||
EntityManager.GetComponent<MapGridComponent>(args.NewTile.GridUid),
|
||||
args.NewTile.GridIndices);
|
||||
foreach (var change in args.Changes)
|
||||
{
|
||||
var coords = Maps.GridTileToLocal(
|
||||
args.Entity,
|
||||
args.Entity.Comp,
|
||||
change.GridIndices);
|
||||
|
||||
_pendingTileChanges.RemoveAll(c => c.Item1 == coords);
|
||||
_pendingTileChanges.RemoveAll(c => c.Item1 == coords);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public event EventHandler? PlacementChanged;
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
ClearWithoutDeactivation();
|
||||
IsActive = false;
|
||||
}
|
||||
|
||||
private void ClearWithoutDeactivation()
|
||||
{
|
||||
PlacementChanged?.Invoke(this, EventArgs.Empty);
|
||||
Hijack = null;
|
||||
@@ -365,7 +406,6 @@ namespace Robust.Client.Placement
|
||||
CurrentMode = null;
|
||||
DeactivateSpecialPlacement();
|
||||
_placenextframe = false;
|
||||
IsActive = false;
|
||||
Eraser = false;
|
||||
EraserRect = null;
|
||||
PlacementOffset = Vector2i.Zero;
|
||||
@@ -480,18 +520,17 @@ namespace Robust.Client.Placement
|
||||
|
||||
public void BeginHijackedPlacing(PlacementInformation info, PlacementHijack? hijack = null)
|
||||
{
|
||||
Clear();
|
||||
ClearWithoutDeactivation();
|
||||
|
||||
CurrentPermission = info;
|
||||
|
||||
if (!_modeDictionary.TryFirstOrNull(pair => pair.Key.Equals(CurrentPermission.PlacementOption), out KeyValuePair<string, Type>? placeMode))
|
||||
if (info.PlacementOption is not { } option || !_modeDictionary.TryGetValue(option, out var placeMode))
|
||||
{
|
||||
_sawmill.Log(LogLevel.Warning, $"Invalid placement mode `{CurrentPermission.PlacementOption}`");
|
||||
_sawmill.Log(LogLevel.Warning, $"Invalid placement mode `{info.PlacementOption}`");
|
||||
Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
CurrentMode = (PlacementMode) Activator.CreateInstance(placeMode.Value.Value, this)!;
|
||||
CurrentPermission = info;
|
||||
CurrentMode = (PlacementMode) Activator.CreateInstance(placeMode, this)!;
|
||||
|
||||
if (hijack != null)
|
||||
{
|
||||
@@ -689,11 +728,11 @@ namespace Robust.Client.Placement
|
||||
CurrentPlacementOverlayEntity = null;
|
||||
}
|
||||
|
||||
private SpriteComponent SetupPlacementOverlayEntity()
|
||||
private Entity<SpriteComponent> SetupPlacementOverlayEntity()
|
||||
{
|
||||
EnsureNoPlacementOverlayEntity();
|
||||
CurrentPlacementOverlayEntity = EntityManager.SpawnEntity(null, MapCoordinates.Nullspace);
|
||||
return EntityManager.EnsureComponent<SpriteComponent>(CurrentPlacementOverlayEntity.Value);
|
||||
return (CurrentPlacementOverlayEntity.Value, EntityManager.EnsureComponent<SpriteComponent>(CurrentPlacementOverlayEntity.Value));
|
||||
}
|
||||
|
||||
private void PreparePlacement(string templateName)
|
||||
@@ -710,10 +749,16 @@ namespace Robust.Client.Placement
|
||||
EntityManager.GetComponent<MetaDataComponent>(CurrentPlacementOverlayEntity.Value));
|
||||
}
|
||||
|
||||
public void PreparePlacementSprite(SpriteComponent sprite)
|
||||
public void PreparePlacementSprite(Entity<SpriteComponent> sprite)
|
||||
{
|
||||
var sc = SetupPlacementOverlayEntity();
|
||||
sc.CopyFrom(sprite);
|
||||
Sprite.CopySprite(sprite.AsNullable(), sc.AsNullable());
|
||||
}
|
||||
|
||||
[Obsolete("Use the Entity<SpriteComponent> overload.")]
|
||||
public void PreparePlacementSprite(SpriteComponent sprite)
|
||||
{
|
||||
PreparePlacementSprite((sprite.Owner, sprite));
|
||||
}
|
||||
|
||||
public void PreparePlacementTexList(List<IDirectionalTextureProvider>? texs, bool noRot, EntityPrototype? prototype)
|
||||
@@ -724,27 +769,27 @@ namespace Robust.Client.Placement
|
||||
// This one covers most cases (including Construction)
|
||||
foreach (var v in texs)
|
||||
{
|
||||
if (v is RSI.State)
|
||||
if (v is RSI.State st)
|
||||
{
|
||||
var st = (RSI.State) v;
|
||||
sc.AddLayer(st.StateId, st.RSI);
|
||||
Sprite.AddRsiLayer(sc.AsNullable(), st.StateId, st.RSI);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback
|
||||
sc.AddLayer(v.Default);
|
||||
Sprite.AddTextureLayer(sc.AsNullable(), v.Default);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sc.AddLayer(new ResPath("/Textures/Interface/tilebuildoverlay.png"));
|
||||
Sprite.AddTextureLayer(sc.AsNullable(), new ResPath("/Textures/Interface/tilebuildoverlay.png"));
|
||||
}
|
||||
sc.NoRotation = noRot;
|
||||
|
||||
sc.Comp.NoRotation = noRot;
|
||||
|
||||
if (prototype != null && prototype.TryGetComponent<SpriteComponent>("Sprite", out var spriteComp))
|
||||
{
|
||||
sc.Scale = spriteComp.Scale;
|
||||
Sprite.SetScale(sc.AsNullable(), spriteComp.Scale);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -752,7 +797,7 @@ namespace Robust.Client.Placement
|
||||
private void PreparePlacementTile()
|
||||
{
|
||||
var sc = SetupPlacementOverlayEntity();
|
||||
sc.AddLayer(new ResPath("/Textures/Interface/tilebuildoverlay.png"));
|
||||
Sprite.AddTextureLayer(sc.AsNullable(), new ResPath("/Textures/Interface/tilebuildoverlay.png"));
|
||||
|
||||
IsActive = true;
|
||||
}
|
||||
@@ -772,7 +817,9 @@ namespace Robust.Client.Placement
|
||||
var grid = EntityManager.GetComponent<MapGridComponent>(gridId);
|
||||
|
||||
// no point changing the tile to the same thing.
|
||||
if (Maps.GetTileRef(gridId, grid, coordinates).Tile.TypeId == CurrentPermission.TileType)
|
||||
var tileRef = Maps.GetTileRef(gridId, grid, coordinates).Tile;
|
||||
if (tileRef.TypeId == CurrentPermission.TileType &&
|
||||
tileRef.RotationMirroring == Tile.DirectionToByte(Direction) + (Mirrored ? 4 : 0))
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -796,9 +843,14 @@ namespace Robust.Client.Placement
|
||||
};
|
||||
|
||||
if (CurrentPermission.IsTile)
|
||||
{
|
||||
message.TileType = CurrentPermission.TileType;
|
||||
message.Mirrored = Mirrored;
|
||||
}
|
||||
else
|
||||
{
|
||||
message.EntityTemplateName = CurrentPermission.EntityType;
|
||||
}
|
||||
|
||||
// world x and y
|
||||
message.NetCoordinates = EntityManager.GetNetCoordinates(coordinates);
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Robust.Client.Placement
|
||||
|
||||
sprite.Color = IsValidPosition(coordinate) ? ValidPlaceColor : InvalidPlaceColor;
|
||||
var rot = args.Viewport.Eye?.Rotation ?? default;
|
||||
spriteSys.Render(uid.Value, sprite, args.WorldHandle, rot, worldRot, worldPos);
|
||||
spriteSys.RenderSprite((uid.Value, sprite), args.WorldHandle, rot, worldRot, worldPos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -166,7 +166,7 @@ namespace Robust.Client.Player
|
||||
{
|
||||
if (_client.RunLevel != ClientRunLevel.SinglePlayerGame)
|
||||
Sawmill.Warning($"Attaching local player to an entity {EntManager.ToPrettyString(uid)} without an eye. This eye will not be netsynced and may cause issues.");
|
||||
var eye = (EyeComponent) Factory.GetComponent(typeof(EyeComponent));
|
||||
var eye = Factory.GetComponent<EyeComponent>();
|
||||
eye.NetSyncEnabled = false;
|
||||
EntManager.AddComponent(uid.Value, eye);
|
||||
}
|
||||
|
||||
@@ -13,7 +13,9 @@ namespace Robust.Client.Prototypes
|
||||
public sealed class ClientPrototypeManager : PrototypeManager
|
||||
{
|
||||
[Dependency] private readonly INetManager _netManager = default!;
|
||||
#pragma warning disable CS0414
|
||||
[Dependency] private readonly IClientGameTiming _timing = default!;
|
||||
#pragma warning restore CS0414
|
||||
[Dependency] private readonly IGameControllerInternal _controller = default!;
|
||||
[Dependency] private readonly IReloadManager _reload = default!;
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
@@ -8,6 +9,7 @@ using Robust.Client.Graphics;
|
||||
using Robust.Client.Utility;
|
||||
using Robust.Shared;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Collections;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.Graphics;
|
||||
@@ -59,7 +61,14 @@ namespace Robust.Client.ResourceManagement
|
||||
{
|
||||
try
|
||||
{
|
||||
TextureResource.LoadPreTexture(_manager, data);
|
||||
TextureResource.LoadTextureParameters(_manager, data);
|
||||
if (!data.LoadParameters.Preload)
|
||||
{
|
||||
data.Skip = true;
|
||||
return;
|
||||
}
|
||||
|
||||
TextureResource.LoadPreTextureData(_manager, data);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -72,7 +81,7 @@ namespace Robust.Client.ResourceManagement
|
||||
|
||||
foreach (var data in texList)
|
||||
{
|
||||
if (data.Bad)
|
||||
if (data.Bad || data.Skip)
|
||||
continue;
|
||||
|
||||
try
|
||||
@@ -87,6 +96,7 @@ namespace Robust.Client.ResourceManagement
|
||||
}
|
||||
|
||||
var errors = 0;
|
||||
var skipped = 0;
|
||||
foreach (var data in texList)
|
||||
{
|
||||
if (data.Bad)
|
||||
@@ -95,6 +105,12 @@ namespace Robust.Client.ResourceManagement
|
||||
continue;
|
||||
}
|
||||
|
||||
if (data.Skip)
|
||||
{
|
||||
skipped += 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
var texResource = new TextureResource();
|
||||
@@ -110,9 +126,10 @@ namespace Robust.Client.ResourceManagement
|
||||
}
|
||||
|
||||
sawmill.Debug(
|
||||
"Preloaded {CountLoaded} textures ({CountErrored} errored) in {LoadTime}",
|
||||
texList.Length,
|
||||
"Preloaded {CountLoaded} textures ({CountErrored} errored, {CountSkipped} skipped) in {LoadTime}",
|
||||
texList.Length - skipped - errors,
|
||||
errors,
|
||||
skipped,
|
||||
sw.Elapsed);
|
||||
}
|
||||
|
||||
@@ -176,65 +193,143 @@ namespace Robust.Client.ResourceManagement
|
||||
// TODO allow RSIs to opt out (useful for very big & rare RSIs)
|
||||
// TODO combine with (non-rsi) texture atlas?
|
||||
|
||||
Array.Sort(atlasList, (b, a) => (b.AtlasSheet?.Height ?? 0).CompareTo(a.AtlasSheet?.Height ?? 0));
|
||||
// We now need to insert the RSIs into the atlas. This specific problem is 2BP|O|F - the items are oriented
|
||||
// and cutting is free. The sorting is done by a slightly modified FFDH algorithm. The algorithm is exactly
|
||||
// the same as the standard FFDH algorithm with one main difference: We create new "levels" above placed
|
||||
// blocks. For example if the first block was 10x20, then the second was 10x10 units, we would create a
|
||||
// 10x10 level above the second block that would be treated as a normal level. This increases the packing
|
||||
// efficiency from ~85% to ~95% with very little extra computational effort. The algorithm appears to be
|
||||
// ~97% effective for storing SS14s RSIs.
|
||||
//
|
||||
// Here are some more resources about the strip packing problem!
|
||||
// - https://en.wikipedia.org/w/index.php?title=Strip_packing_problem&oldid=1263496949#First-fit_decreasing-height_(FFDH)
|
||||
// - https://www.csc.liv.ac.uk/~epa/surveyhtml.html
|
||||
// - https://www.dei.unipd.it/~fisch/ricop/tesi/tesi_dottorato_Lodi_1999.pdf
|
||||
|
||||
// The array must be sorted from biggest to smallest first.
|
||||
Array.Sort(atlasList, (b, a) => a.AtlasSheet.Height.CompareTo(b.AtlasSheet.Height));
|
||||
|
||||
// Each RSI sub atlas has a different size.
|
||||
// Even if we iterate through them once to estimate total area, I have NFI how to sanely estimate an optimal square-texture size.
|
||||
// So fuck it, just default to letting it be as large as it needs to and crop it as needed?
|
||||
var maxSize = Math.Min(GL.GetInteger(GetPName.MaxTextureSize), _configurationManager.GetCVar(CVars.ResRSIAtlasSize));
|
||||
var sheet = new Image<Rgba32>(maxSize, maxSize);
|
||||
|
||||
var deltaY = 0;
|
||||
Vector2i offset = default;
|
||||
int finalized = -1;
|
||||
int atlasCount = 0;
|
||||
for (int i = 0; i < atlasList.Length; i++)
|
||||
// THIS IS NOT GUARANTEED TO HAVE ANY PARTICULARLY LOGICAL ORDERING.
|
||||
// E.G you could have atlas 1 RSIs appear *before* you're done seeing atlas 2 RSIs.
|
||||
var levels = new ValueList<Level>();
|
||||
|
||||
// List of all the image atlases.
|
||||
var imageAtlases = new ValueList<Image<Rgba32>>();
|
||||
|
||||
// List of all the actual atlases.
|
||||
var finalAtlases = new ValueList<OwnedTexture>();
|
||||
|
||||
// Number of total pixels in each atlas.
|
||||
var finalPixels = new ValueList<int>();
|
||||
|
||||
// First we just find the location of all the RSIs in the atlas before actually placing them.
|
||||
// This allows us to effectively determine how much space we need to allocate for the images.
|
||||
var currentHeight = 0;
|
||||
var currentAtlasIndex = 0;
|
||||
foreach (var rsi in atlasList)
|
||||
{
|
||||
var rsi = atlasList[i];
|
||||
if (rsi.Bad)
|
||||
var insertHeight = rsi.AtlasSheet.Height;
|
||||
var insertWidth = rsi.AtlasSheet.Width;
|
||||
|
||||
var found = false;
|
||||
for (var i = 0; i < levels.Count && !found; i++)
|
||||
{
|
||||
var levelPosition = levels[i].Position;
|
||||
var levelWidth = levels[i].Width;
|
||||
var levelHeight = levels[i].Height;
|
||||
|
||||
// Check if it can fit in this level.
|
||||
if (levelHeight < insertHeight || levelWidth + insertWidth > levels[i].MaxWidth)
|
||||
continue;
|
||||
|
||||
found = true;
|
||||
|
||||
levels[i].Width += insertWidth;
|
||||
rsi.AtlasOffset = levelPosition + new Vector2i(levelWidth, 0);
|
||||
levels[i].RSIList.Add(rsi);
|
||||
|
||||
// Creating the extra "free" space above blocks that can be used for inserting more items.
|
||||
// This differs from the FFDH spec which just ignores this space.
|
||||
Debug.Assert(levelHeight >= insertHeight); // Must be true because the array needs to be sorted
|
||||
if (levelHeight - insertHeight == 0)
|
||||
continue;
|
||||
|
||||
var freeLevel = new Level
|
||||
{
|
||||
AtlasId = levels[i].AtlasId,
|
||||
Position = levelPosition + new Vector2i(levelWidth, insertHeight),
|
||||
Height = levelHeight - insertHeight,
|
||||
Width = 0,
|
||||
MaxWidth = insertWidth,
|
||||
RSIList = [ ]
|
||||
};
|
||||
|
||||
levels.Add(freeLevel);
|
||||
}
|
||||
|
||||
if (found)
|
||||
continue;
|
||||
|
||||
DebugTools.Assert(rsi.AtlasSheet.Width < sheet.Width);
|
||||
DebugTools.Assert(rsi.AtlasSheet.Height < sheet.Height);
|
||||
|
||||
if (offset.X + rsi.AtlasSheet.Width > sheet.Width)
|
||||
// Ran out of space, we need to move on to the next atlas.
|
||||
// This also isn't in the normal FFDH algorithm (obviously) but its close enough.
|
||||
if (currentHeight + insertHeight > maxSize)
|
||||
{
|
||||
offset.X = 0;
|
||||
offset.Y += deltaY;
|
||||
imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
|
||||
finalPixels.Add(0);
|
||||
currentHeight = 0;
|
||||
currentAtlasIndex++;
|
||||
}
|
||||
|
||||
if (offset.Y + rsi.AtlasSheet.Height > sheet.Height)
|
||||
{
|
||||
FinalizeMetaAtlas(i-1, sheet);
|
||||
sheet = new Image<Rgba32>(maxSize, maxSize);
|
||||
deltaY = 0;
|
||||
offset = default;
|
||||
}
|
||||
rsi.AtlasOffset = new Vector2i(0, currentHeight);
|
||||
|
||||
deltaY = Math.Max(deltaY, rsi.AtlasSheet.Height);
|
||||
var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
|
||||
rsi.AtlasSheet.Blit(box, sheet, offset);
|
||||
rsi.AtlasOffset = offset;
|
||||
offset.X += rsi.AtlasSheet.Width;
|
||||
var newLevel = new Level
|
||||
{
|
||||
AtlasId = currentAtlasIndex,
|
||||
Position = new Vector2i(0, currentHeight),
|
||||
Height = insertHeight,
|
||||
Width = insertWidth,
|
||||
MaxWidth = maxSize,
|
||||
RSIList = [ rsi ]
|
||||
};
|
||||
levels.Add(newLevel);
|
||||
|
||||
currentHeight += insertHeight;
|
||||
}
|
||||
|
||||
var height = offset.Y + deltaY;
|
||||
var croppedSheet = new Image<Rgba32>(maxSize, height);
|
||||
sheet.Blit(new UIBox2i(0, 0, maxSize, height), croppedSheet, default);
|
||||
FinalizeMetaAtlas(atlasList.Length - 1, croppedSheet);
|
||||
// This allocation takes a long time.
|
||||
imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
|
||||
finalPixels.Add(0);
|
||||
|
||||
void FinalizeMetaAtlas(int toIndex, Image<Rgba32> sheet)
|
||||
// Put all textures on the atlases
|
||||
foreach (var level in levels)
|
||||
{
|
||||
var fromIndex = finalized + 1;
|
||||
var atlas = Clyde.LoadTextureFromImage(sheet, $"Meta atlas {fromIndex}-{toIndex}");
|
||||
for (int i = fromIndex; i <= toIndex; i++)
|
||||
foreach (var rsi in level.RSIList)
|
||||
{
|
||||
var rsi = atlasList[i];
|
||||
rsi.AtlasTexture = atlas;
|
||||
}
|
||||
var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
|
||||
|
||||
finalized = toIndex;
|
||||
atlasCount++;
|
||||
rsi.AtlasSheet.Blit(box, imageAtlases[level.AtlasId], rsi.AtlasOffset);
|
||||
finalPixels[level.AtlasId] += rsi.AtlasSheet.Width * rsi.AtlasSheet.Height;
|
||||
}
|
||||
}
|
||||
|
||||
// Finalize the atlases.
|
||||
for (var i = 0; i < imageAtlases.Count; i++)
|
||||
{
|
||||
var atlasTexture = Clyde.LoadTextureFromImage(imageAtlases[i], $"Meta atlas {i}");
|
||||
finalAtlases.Add(atlasTexture);
|
||||
|
||||
sawmill.Debug($"(Meta atlas {i}) - cropped utilization: {(float)finalPixels[i] / (maxSize * imageAtlases[i].Height):P2}, fill percentage: {(float)imageAtlases[i].Height / maxSize:P2}");
|
||||
}
|
||||
|
||||
// Finally, reference the actual atlas from the RSIs.
|
||||
foreach (var level in levels)
|
||||
{
|
||||
foreach (var rsi in level.RSIList)
|
||||
{
|
||||
rsi.AtlasTexture = finalAtlases[level.AtlasId];
|
||||
}
|
||||
}
|
||||
|
||||
Parallel.ForEach(rsiList, data =>
|
||||
@@ -279,7 +374,7 @@ namespace Robust.Client.ResourceManagement
|
||||
sawmill.Debug(
|
||||
"Preloaded {CountLoaded} RSIs into {CountAtlas} Atlas(es?) ({CountNotAtlas} not atlassed, {CountErrored} errored) in {LoadTime}",
|
||||
rsiList.Length,
|
||||
atlasCount,
|
||||
finalAtlases.Count,
|
||||
nonAtlasList.Length,
|
||||
errors,
|
||||
sw.Elapsed);
|
||||
@@ -290,4 +385,38 @@ namespace Robust.Client.ResourceManagement
|
||||
return rsi.MetaAtlas && rsi.LoadParameters == TextureLoadParameters.Default;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A "Level" to place boxes. Similar to FFDH levels, but with more parameters so we can fit in "free" levels
|
||||
/// above placed boxes.
|
||||
/// </summary>
|
||||
internal sealed class Level
|
||||
{
|
||||
/// <summary>
|
||||
/// Index of the atlas this is located.
|
||||
/// </summary>
|
||||
public required int AtlasId;
|
||||
/// <summary>
|
||||
/// Bottom left of the location for the RSIs.
|
||||
/// </summary>
|
||||
public required Vector2i Position;
|
||||
/// <summary>
|
||||
/// The current width of the level.
|
||||
/// </summary>
|
||||
/// <remarks>This can (and will) be 0. Will change.</remarks>
|
||||
public required int Width;
|
||||
/// <summary>
|
||||
/// The current height of the level.
|
||||
/// </summary>
|
||||
/// <remarks>This value should never change.</remarks>
|
||||
public required int Height;
|
||||
/// <summary>
|
||||
/// Maximum width of the level.
|
||||
/// </summary>
|
||||
public required int MaxWidth;
|
||||
/// <summary>
|
||||
/// List of all the RSIs stored in this level. RSIs are ordered from tallest to smallest per level.
|
||||
/// </summary>
|
||||
public required List<RSIResource.LoadStepData> RSIList;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using Robust.Client.Audio;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.ContentPack;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Utility;
|
||||
@@ -11,6 +11,13 @@ namespace Robust.Client.ResourceManagement;
|
||||
|
||||
public sealed class AudioResource : BaseResource
|
||||
{
|
||||
// from: https://en.wikipedia.org/wiki/List_of_file_signatures
|
||||
private static readonly byte[] OggSignature = "OggS"u8.ToArray();
|
||||
private static readonly byte[] RiffSignature = "RIFF"u8.ToArray();
|
||||
private const int WavSignatureStart = 8; // RIFF????
|
||||
private static readonly byte[] WavSignature = "WAVE"u8.ToArray();
|
||||
private const int MaxSignatureLength = 12; // RIFF????WAVE
|
||||
|
||||
public AudioStream AudioStream { get; private set; } = default!;
|
||||
|
||||
public void Load(AudioStream stream)
|
||||
@@ -28,14 +35,19 @@ public sealed class AudioResource : BaseResource
|
||||
}
|
||||
|
||||
using var fileStream = cache.ContentFileRead(path);
|
||||
var seekableStream = fileStream.CanSeek ? fileStream : fileStream.CopyToMemoryStream();
|
||||
byte[] signature = seekableStream.ReadExact(MaxSignatureLength);
|
||||
seekableStream.Seek(0, SeekOrigin.Begin);
|
||||
|
||||
var audioManager = dependencies.Resolve<IAudioInternal>();
|
||||
if (path.Extension == "ogg")
|
||||
if (signature[..OggSignature.Length].SequenceEqual(OggSignature))
|
||||
{
|
||||
AudioStream = audioManager.LoadAudioOggVorbis(fileStream, path.ToString());
|
||||
AudioStream = audioManager.LoadAudioOggVorbis(seekableStream, path.ToString());
|
||||
}
|
||||
else if (path.Extension == "wav")
|
||||
else if (signature[..RiffSignature.Length].SequenceEqual(RiffSignature)
|
||||
&& signature[WavSignatureStart..MaxSignatureLength].SequenceEqual(WavSignature))
|
||||
{
|
||||
AudioStream = audioManager.LoadAudioWav(fileStream, path.ToString());
|
||||
AudioStream = audioManager.LoadAudioWav(seekableStream, path.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
@@ -22,28 +22,41 @@ namespace Robust.Client.ResourceManagement
|
||||
|
||||
public override void Load(IDependencyCollection dependencies, ResPath path)
|
||||
{
|
||||
if (path.Directory.Filename.EndsWith(".rsi"))
|
||||
if (IsInRsi(path))
|
||||
{
|
||||
Logger.WarningS(
|
||||
"res",
|
||||
var sawmill = dependencies.Resolve<ILogManager>().GetSawmill("res");
|
||||
sawmill.Warning(
|
||||
"Loading raw texture inside RSI: {Path}. Refer to the RSI state instead of the raw PNG.",
|
||||
path);
|
||||
}
|
||||
|
||||
var data = new LoadStepData {Path = path};
|
||||
|
||||
LoadPreTexture(dependencies.Resolve<IResourceManager>(), data);
|
||||
LoadTextureParameters(dependencies.Resolve<IResourceManager>(), data);
|
||||
LoadPreTextureData(dependencies.Resolve<IResourceManager>(), data);
|
||||
LoadTexture(dependencies.Resolve<IClyde>(), data);
|
||||
LoadFinish(dependencies.Resolve<IResourceCache>(), data);
|
||||
}
|
||||
|
||||
internal static void LoadPreTexture(IResourceManager cache, LoadStepData data)
|
||||
private static bool IsInRsi(ResPath path)
|
||||
{
|
||||
var dir = path.Directory;
|
||||
if (dir == ResPath.Root)
|
||||
return false;
|
||||
|
||||
return dir.Filename.EndsWith(".rsi");
|
||||
}
|
||||
|
||||
internal static void LoadPreTextureData(IResourceManager cache, LoadStepData data)
|
||||
{
|
||||
using (var stream = cache.ContentFileRead(data.Path))
|
||||
{
|
||||
data.Image = Image.Load<Rgba32>(stream);
|
||||
}
|
||||
}
|
||||
|
||||
internal static void LoadTextureParameters(IResourceManager cache, LoadStepData data)
|
||||
{
|
||||
data.LoadParameters = TryLoadTextureParameters(cache, data.Path) ?? TextureLoadParameters.Default;
|
||||
}
|
||||
|
||||
@@ -95,7 +108,8 @@ namespace Robust.Client.ResourceManagement
|
||||
{
|
||||
var data = new LoadStepData {Path = path};
|
||||
|
||||
LoadPreTexture(dependencies.Resolve<IResourceManager>(), data);
|
||||
LoadTextureParameters(dependencies.Resolve<IResourceManager>(), data);
|
||||
LoadPreTextureData(dependencies.Resolve<IResourceManager>(), data);
|
||||
|
||||
if (data.Image.Width == Texture.Width && data.Image.Height == Texture.Height)
|
||||
{
|
||||
@@ -119,6 +133,7 @@ namespace Robust.Client.ResourceManagement
|
||||
public Image<Rgba32> Image = default!;
|
||||
public TextureLoadParameters LoadParameters;
|
||||
public OwnedTexture Texture = default!;
|
||||
public bool Skip;
|
||||
public bool Bad;
|
||||
}
|
||||
|
||||
|
||||
@@ -22,7 +22,7 @@ public sealed class LoadPrototypeCommand : IConsoleCommand
|
||||
var dialogManager = IoCManager.Resolve<IFileDialogManager>();
|
||||
var loadManager = IoCManager.Resolve<IGamePrototypeLoadManager>();
|
||||
|
||||
var stream = await dialogManager.OpenFile();
|
||||
var stream = await dialogManager.OpenFile(access: FileAccess.Read);
|
||||
if (stream is null)
|
||||
return;
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user