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337 Commits

Author SHA1 Message Date
PJB3005
bdeb714070 Version: 267.2.3 2025-12-02 00:56:58 +01:00
PJB3005
500306cbb3 Fix NetBitArraySerializer compatibility.
Apparently NetSerializer treats IDynamicTypeSerializer and IStaticTypeSerializer differently for sealed types??

(cherry-picked from 6bbeaeeba6, without the test changes)

(cherry picked from commit d187018834dfa1cdead9ce5a7b72c38b07f8c81f)
2025-12-02 00:56:58 +01:00
PJB3005
6018f2fb12 Version: 267.2.2 2025-12-01 16:05:20 +01:00
PJB3005
52c69fc293 Backport BitArray .NET 10 serializer fix
83ad6042a7 & b267cd6fb4

Does not include test code to avoid risking merge conflicts.

(cherry picked from commit 415585a30d74fcae61f581808220a7aaeca3eaf5)
2025-12-01 16:05:19 +01:00
PJB3005
4dc17f3aca Version: 267.2.1 2025-09-26 13:40:39 +02:00
PJB3005
d22280f177 Validate that content assemblies have a limited list of names.
Also, only read assemblies once from disk

(cherry picked from commit 443a8dfca65be7d60c4bd46181b4c749b4756114)
2025-09-26 13:40:38 +02:00
ElectroJr
9e8f7092ea Version: 267.2.0 2025-09-26 20:03:34 +12:00
pathetic meowmeow
de188cc773 Defer PredictedQueueDel detachment on the client (#6154)
* Defer PredictedQueueDel detachment on the client

* release notes

* fixes

* I love ambiguous implicit casts

* avoid deferral issues

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-26 19:13:14 +12:00
DrSmugleaf
784a02c0e7 Fix rga and mapfile validators breaking because the PYYaml author published a broken version (#6230)
* Version: 162.2.1

* Fix rga and mapfile validators breaking because the PYYaml author published a broken version

* Revert "Version: 162.2.1"

This reverts commit 9b7f4d48cf.
2025-09-26 14:04:21 +12:00
PJB3005
c8db7f98db Move IResourceManager.GetContentRoots() to be internal, make it return strings instead
Previous API shouldn't have been content-accessible. It also returned OS paths over ResPath which is incorrect.
2025-09-23 15:07:58 +02:00
DrSmugleaf
318c37e686 Fix CollectionExtensions.TryGetValue erroring for indexes under 0 (#6222)
* Version: 162.2.1

* Fix CollectionExtensions.TryGetValue erroring for indexes under 0

* Revert "Version: 162.2.1"

This reverts commit 9b7f4d48cf.

* release notes

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-23 16:04:09 +12:00
Leon Friedrich
524be86449 Add new DetachEntity overload (#6217) 2025-09-23 15:47:29 +12:00
Leon Friedrich
ddeb78accd Make toolshed's CommandImplementationAttribute optional (#6218) 2025-09-23 15:47:21 +12:00
Leon Friedrich
585e847818 Fix warnings (#6224)
* Fix warnings

* remove usings
2025-09-23 15:41:08 +12:00
OnsenCapy
ac3cb4dc2a SpriteComponent: allow animations to optionally stop instead of looping (#6210)
* Loop false

* Removed goobstation comments

* Addressed changes

* Add layer field, set auto animated

* release notes

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-21 14:36:07 +12:00
PJB3005
c06ca39009 Version: 267.1.0 2025-09-19 01:24:02 +02:00
PJB3005
06b11a51f1 Update release notes
That's a lotta stuff.

Decided to try to categorize things this time. See how this works out going forward.
2025-09-19 01:22:36 +02:00
DrSmugleaf
4938a159d4 Change PhysicsSystem.Island.FinalisePositions to TryComp transform component (#6135)
* Change PhysicsSystem.Island.FinalisePositions to TryComp transform component

* Add comment

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-09-18 17:58:54 +02:00
Kara
27f2e270ce Fix compat mode floats in light attenuation + release notes (#6209)
* Fix compat mode float shit

* release notes
2025-09-18 17:44:02 +02:00
Kara
94e60e0b10 More accurate & controllable pointlight attenuation (#6160)
* modify light attenuation function

* support for changing attenuation curve type + lots of docs

* this is what i defaulted to typing in a prototype, so i guess it should just be this instead

* Allow a continuous range of values between inverse and inversequadratic rather than two set curves

* calc is slang for calculator

* fix

* oops committed it at 1 while testing i think, values are balanced for 0
2025-09-18 16:58:35 +02:00
slarticodefast
c6863033a5 fix PlacementManager.CurrentMousePosition during integration tests (#6208)
* fix CurrentMousePosition

* shorter

* rerun test
2025-09-18 16:38:39 +02:00
metalgearsloth
917878d05f Autocomplete more map commands (#5797)
* Autocomplete more map commands

Also added some extra helper features.

* Finish

* Fix bug, avoid IocResolves

* grid is grid

* file filename clash

* turn hint into option

* a

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-18 12:38:17 +10:00
Leon Friedrich
10e4766809 Try fix UI state debug assert (#6191)
* Try fix UI state debug assert

* comment
2025-09-18 00:31:57 +02:00
Leon Friedrich
abd5149245 Improve map serialization error logging & exception tolerance (#6188)
* Improve map serialization error logging

* Prevent remove children of erroring entities

* better logging

* Improve error tolerance

* Even more exception tolerance

* missing !

* Improve handling of category errors

Helps prevents weird bugs that arise due to deleting un-initialized entities

* release notes

* Typo fix

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-09-17 21:44:56 +02:00
Leon Friedrich
912b6da20a Fix serialization of data-records with get-only properties (#6204)
* Fix serialization of data-records with get-only properties

* even less nesting

* asserts
2025-09-17 19:11:12 +02:00
eoineoineoin
94fe0b7721 Fix bug wrapping wide utf16 characters; add documentation for function (#6194) 2025-09-17 13:31:07 +02:00
PJB3005
9fac1e78fb Make ACZ status host explicitly respond with UTF-8 charset
See 0b2b814e4f
2025-09-17 12:55:43 +02:00
PJB3005
6697b76683 Fix download_manifest_file.py to always decode as UTF-8
See 0b2b814e4f
2025-09-17 12:52:13 +02:00
Andi Lilaj
b2ab247b5b Created Debug Version Panel and Version Info Printer similar to DebugSystemPanel (#5624)
* Created Debug Version Panel and Version Info Printer similar to DebugSystemPanel

* dependency injection

* remove VersionInformationPrinter

* Fix sorting
2025-09-17 17:32:25 +10:00
deltanedas
7411ae8138 replace AnchorEntity debug assert with a log (#5508)
* replace AnchorEntity debug assert with a log

* unfuck cefglue

* no!

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-17 17:13:18 +10:00
slarticodefast
d398e3a75b Improve error logging in SharedAudioSystem (#6202) 2025-09-17 16:56:21 +10:00
DrSmugleaf
a5047224bb Make net.interp and net.buffer_size CVars CLIENT, REPLICATED instead of CLIENTONLY (#6196)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-09-17 12:16:12 +10:00
PJB3005
058821c08b Make sending net messages while disconnected on client log an error. 2025-09-16 18:59:24 +02:00
PJB3005
0c691b061d Don't send client replicated CVars when not connected to a server 2025-09-16 18:59:23 +02:00
Skye
51bbc5dc45 Fix resource loading on non-Windows platforms (#6201) 2025-09-16 11:10:30 +02:00
gus
2d3522e752 Allow multiple clients running WebView on a singular machine. (#5947)
* Multiple CEF instances on a single machine

* remove unused

* meh implementation

* cefextension

* me when partials, race conditions and extractiion of methods exists

* Change remote debugging handling

It now defaults to 9222 again. This doesn't seem to cause any issues when launching 3 clients. The debug port can be reconfigured via CVar if desired.

Also disabled debugging by default outside dev builds.

* Lower MaxAttempts to 15

100 was way too much and gave me anxiety idk.

* Fix non-TOOLS default of remote debug port

* Rewrite locking implementation.

It is much smaller, less complicated and probably more robust too. Should be fully atomic (the previous one wasn't).

* Undo unnecessary style changes

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-09-16 02:19:59 +02:00
PJB3005
d4f265c314 Fix incorrect path combine in DirLoader and WritableDirProvider
This (and the other couple past commits) reported by Elelzedel.
2025-09-14 14:49:14 +02:00
PJB3005
7654d38612 Move CEF cache out of data directory
Don't want content messing with this...
2025-09-14 14:49:14 +02:00
PJB3005
cdcc255123 Make Robust.Client.WebView.Cef.Program internal. 2025-09-14 14:49:14 +02:00
PJB3005
2f56a6a110 Update SpaceWizards.NFluidSynth to 0.2.2 2025-09-14 14:49:13 +02:00
PJB3005
16fc48cef2 Hide IWritableDirProvider.RootDir on client
This shouldn't be exposed.
2025-09-14 14:49:13 +02:00
āda
5cecbb2cff Fix TransformBounds(Matrix3x2 , Box2Rotated) (#6171)
* jouneys-end

* test

* more tests

* test overkill

* i'm tired

* rip it out

* Keep method but mark it as obsolete

* Release notes

* grammar

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2025-09-13 15:11:59 +10:00
PJB3005
6115d6d5cc Give secondary window rendertextures names. 2025-09-13 01:21:22 +02:00
PJB3005
60d26be139 Add devwindow tab listing render targets
Copy TableContainer from content into engine. It's internal though.

Add various stuff to Clyde to allow the UI to access it. Includes a new IClydeInternal.RenderNow() which seems to not completely explode in my face.
2025-09-13 01:21:22 +02:00
ShadowCommander
186392ea80 Refactor grid or map methods (#5124)
* Rename TryGetMapOrGridCoordinates to make it clearer it gets grid first

* Add terminating or deleted checks to TryGetGridOrMapCoordinates

* Add comment to check if TerminatingOrDeleted check is necessary

* Reorganize AttachToGridOrMap to match TryGetGridOrMapCoordinates

* Move validation to method

* Replace internals with TryGetGridOrMapCoordinates

* Explicitly set coordinates type

* Format

* Change name back for now

* Don't duplicate `TerminatingOrDeleted()` check

* Don't call `GetInvWorldMatrix` for the map

* Don't check `TerminatingOrDeleted(uid)` in `TryGetMapOrGridCoordinates()`

* Fix parenting to terminating grid

* Fix matrix error

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-09-11 18:05:04 +10:00
PJB3005
ebe4538d4c Add viewport stuff for caching rendering resources properly.
Content nowadays has a bunch of Overlays that all cache IRenderTextures for various funny operations. These are all broken in the face of multiple viewports, as they need to be cached *per viewport*.

This commit adds an ID field & an event to allow content to properly handle these resources.

Also adds some debug commands
2025-09-07 00:38:55 +02:00
PJB3005
745d0e5532 Add WeakReference<T> to sandbox 2025-09-07 00:17:07 +02:00
PJB3005
d4f7e60432 dmetamem command is now behind #if TOOLS 2025-09-06 18:24:25 +02:00
IProduceWidgets
ced127c164 loadgrid no fail (#6169)
* yoink unneeded map check

* yarr

* command line feedback
2025-09-04 23:40:17 +02:00
Kara
f91bcb62b1 Add ability to specify easings for AnimationTrackProperty keyframes (#6180)
* Add ability to specify easing functions in `AnimationTrackProperty`

* should actually be per keyframe
2025-09-04 18:47:30 +02:00
Pieter-Jan Briers
5268a4a3f0 Move SDL3 binding to NuGet package (#6184)
I'm worried about the IDE performance overhead of the 20k lines of LibraryImport it generates into Robust.Client.

Also, this allows me to trim the binding, which saves a tiny amount of space from publishes. Always nice to have.
2025-09-04 18:44:49 +02:00
PJB3005
1f1e50539b Remove EngineFonts/ and Midi/ from server packaging
Unnecessary on server
2025-09-04 17:33:40 +02:00
PJB3005
ea3132bbba Add asset pass to drop all files from the Audio/ directory
Fixes #6183

This drops MidiCustom and attribution YAML files. Other audio files were already handled by the audio metadata pass.
2025-09-04 17:33:14 +02:00
Kyoth25f
67ccaec418 Add UnicodeCategory to sandbox (#6181) 2025-09-04 11:30:53 +02:00
Kara
40b70e9447 Fix predicted audio having incorrect position & occlusion until the next tick (#6178) 2025-09-03 00:20:42 +02:00
Wachtel
7d37db9ce0 CleanContainter Del to PredictedDel (#6174) 2025-09-02 23:50:21 +02:00
Kara
dd8688df3d Fix ProcessStream using the wrong entity (#6177) 2025-09-02 22:29:11 +02:00
DrSmugleaf
b02c53c6ad Fix OutputPanel.SetMessage causing the panel to bounce if setting a message other than the last one (#6163) 2025-09-02 22:10:09 +02:00
PJB3005
38d3b83818 Add display.max_fps CVar.
Applies when vsync is not enabled.

Had to shuffle stuff around to GameController since it involves the game loop.

The implementation isn't great and undershoots the target FPS value (because the OS overshoots the desired sleep value). I tried using SDL_DelayPrecise too but this causes significantly increased CPU usage probably because it spinwaits and all that nonsense, so I decided against it.

I don't know why I bothered to do this. I just got the idea in my head. Kinda feels like a waste of time, but there's no point not committing it at this point.
2025-09-02 22:05:28 +02:00
Pieter-Jan Briers
f02cd0083a Make SpriteSpecifier.Texture fail validation if it contains ".rsi" (#6155)
No pointing to PNGs inside RSIs.
2025-09-02 22:05:13 +02:00
PJB3005
c2c8af16d0 Fix framerate dependent UI animations 2025-08-30 17:37:36 +02:00
PJB3005
b61003e2a0 Fix DebugConsole completions in devwindow
PopupContainer now supports an AltOriginUpProperty so that the completion popup doesn't overlap the input bar.
2025-08-30 17:21:15 +02:00
John
fb0ec52f8c Fix TimeSpan overflow on Read (#6170)
A lot of areas use TimeSpan.MaxValue but when saved and read the current time is added which results in an overflow.
A check is now performed to prevent this.
2025-08-30 00:59:39 +02:00
PJB3005
fee79d8aa5 Make popups/modals in secondary windows work
We were relying on a global PopupRoot & ModalRoot, which only existed in the main window. This means things like OptionButton would pop out on the *main* window when put on secondary windows.

These two roots are now on the UIRoot instead. WindowRoot needs to have a function called to create these if you're using it manually, OSWindow supports it automatically.
2025-08-30 00:58:52 +02:00
PJB3005
4508105412 Make devwindow & uitest2 use OSWindow 2025-08-29 01:07:09 +02:00
PJB3005
a0ebb290e2 Add WrapContainer control
Lays items out sequentially, wrapping them onto different rows/columns if they stop fitting.

Has multiple options and should be very useful, in both content and engine.

Uses the new Axis system to implement layout on 4 axis, re-uses BoxContainer's code so BoxContainer also got a mild refactor.
2025-08-29 00:41:21 +02:00
PJB3005
d45497e53b Add Axis helper types to make UI layout code generic over multiple axis. 2025-08-29 00:16:35 +02:00
PJB3005
ff8dd021c3 Make uitest (not uitest2) also support tab parameter. 2025-08-29 00:14:35 +02:00
PJB3005
34a371ef1f Make OrderedChildCollection implement IReadOnlyList<T>
Implements indexing operation.
2025-08-27 19:39:54 +02:00
Amy
83109b08e9 Add hashing lib to sandbox (#6167)
* box  your sand

* I only need this one anyway
2025-08-25 22:12:07 +02:00
DrSmugleaf
3d7b83db05 Fix crash on startup with more than 255 CVars (#6157)
* Fix crash on startup with more than 255 CVars

* Oop
2025-08-25 00:40:52 +02:00
leonidussaks
41b2ee19a1 add check if state name is empty in rsi validator (#6145)
* add check if state name exists

* Apply suggestions from code review

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-08-20 18:49:45 +02:00
PJB3005
856cdb8a3d Version: 267.0.0 2025-08-19 00:36:36 +02:00
PJB3005
b783cd79be Release notes for next release 2025-08-19 00:22:27 +02:00
PJB3005
b5ba964f61 Update client publish script to remove more natives
You know I can probably tell the .NET SDK to not copy these, but figuring that out would be effort.
2025-08-19 00:22:18 +02:00
PJB3005
09676a1d9f Re-enable FreeBSD builds 2025-08-19 00:21:30 +02:00
PJB3005
6959f21927 Disable apphost when publishing client builds
Not used anyways.

Fixes FreeBSD builds.
2025-08-19 00:21:01 +02:00
PJB3005
26a1fb35b5 Fix zstd library load on Linux
Probably important
2025-08-18 23:53:28 +02:00
PJB3005
7fb3ce0e70 Guess we aren't having FreeBSD 2025-08-18 23:51:22 +02:00
PJB3005
5497b52100 Re-enable macOS CI
We should have the missing natives now

Fixes #5076
2025-08-18 22:56:42 +02:00
PJB3005
18b5f33080 Enable ARM64 RIDs for publish
Fixes #5830
2025-08-18 22:55:09 +02:00
PJB3005
30d3367c50 Enable SDL3 by default on ARM64
Enough to unblock releasing ARM64 engines
2025-08-18 22:53:27 +02:00
PJB3005
f6aabd1a22 Update NFluidsynth to 0.2.1
MacOS correct library name loading. Yay
2025-08-18 22:42:21 +02:00
PJB3005
6d229a3eb2 Use OpenAL Soft on macOS
Fixes #6148
2025-08-18 22:38:02 +02:00
PJB3005
da28bdbce5 Fix loading of SDL3 on Unix platforms
Didn't pass the assembly info so it wasn't using the proper resolution system.
2025-08-18 22:30:46 +02:00
PJB3005
0181988225 Update native dependencies
Holy shit
2025-08-18 22:20:17 +02:00
Quantum-cross
fb2ba7460a allow toolshed command spawn:in to work if the prototype doesn't have a PhysicsComponent (#6151) 2025-08-18 11:33:35 +02:00
Hannah Giovanna Dawson
b70d20a217 Update OpenTK and OpenTK.Audio.OpenAL to latest (#6107) 2025-08-18 11:32:19 +02:00
DrSmugleaf
ebc33df457 Make Toolshed ProtoId autocomplete use PrototypeIdsLimited instead of caching completions (#6146)
* Make Toolshed ProtoId autoclomplete use PrototypeIdsLimited instead of caching completions

* Add check for entity prototype
2025-08-17 16:46:20 +02:00
PJB3005
697af6771c Put ClientDllMap.cs behind #if fully 2025-08-17 16:39:35 +02:00
PJB3005
20706870da Add SDL3 to DLL map 2025-08-17 16:39:34 +02:00
PJB3005
372fa39228 Merge branch 'dont-skip-leg-day' 2025-08-17 16:27:20 +02:00
PJB3005
d6bfbe4f6f Disable ARM64 targets by default for now 2025-08-17 16:27:14 +02:00
PJB3005
54645b4adf Use fancy mac symbols for key names 2025-08-17 16:24:04 +02:00
PJB3005
7c16573f3e Force enable compat mode on Qualcomm Windows devices
Broken OpenGL driver.
2025-08-17 16:12:59 +02:00
PJB3005
8935b39987 Remove some unnecessary windows natives from client package
Saves like a megabyte. Oops.
2025-08-17 15:54:14 +02:00
PJB3005
388f8369a8 Trim sharpfont on publish
Saves like 100 KB. Wow.
2025-08-17 15:54:14 +02:00
PJB3005
217d889e36 Update to new SharpFont version 2025-08-17 15:54:13 +02:00
Pieter-Jan Briers
f243baccf2 Get CPU model on Linux ARM64
Uses /proc/cpuinfo
2025-08-16 14:22:46 +02:00
PJB3005
790f42ea70 Try to load zstd as libzstd.1.dylib on macOS
This is the correct name for the dynamic library.

We can make this change without breaking old engine versions, as the launcher overrides the import resolver for zstd.
2025-08-16 14:09:53 +02:00
PJB3005
a5fcf122b8 Unhardcode XAML hot reload marker sln
Was previously hardcoded to just "Space Station14.sln"

Co-authored-by: kaylie <moony@hellomouse.net>
2025-08-16 14:09:53 +02:00
PJB3005
df2d6ab8c2 Detect CPU model name on Windows ARM
Uses WMI query
2025-08-16 14:09:53 +02:00
PGray
23c90c0c45 Serialization: Make null literal check culture-invariant (#6136)
Use StringComparison.OrdinalIgnoreCase instead of ToLower() to avoid culture-sensitive casing issues (e.g., Turkish-i) when detecting YAML null literals.
2025-08-12 13:28:30 +02:00
PJB3005
c69756e7f1 Merge remote-tracking branch 'upstream/master' into dont-skip-leg-day 2025-08-07 21:27:41 +02:00
PJB3005
07fbd5263c Run disconnect callbacks after removing channel from lists
Similar to the previous changes to player sessions, but now one layer lower.

Fixed ServerSendToAll from the relevant callbacks sending to a disconnected channel.
2025-08-07 00:44:06 +02:00
PJB3005
a1cdd60602 Version: 266.0.0 2025-08-06 16:14:11 +02:00
PJB3005
6fcaee91b6 Update release notes 2025-08-06 16:11:03 +02:00
slarticodefast
4d4f353680 Move ScaleVisuals to Content (and improve it) (#6096)
* împrove ScaleVisuals

* toolshedify

* fix

* rerun tests

* remove redundant code

* move to content
2025-08-06 14:33:35 +02:00
Hannah Giovanna Dawson
9f0dad80e4 Fix instrument pausing when outside PVS range (#6113) 2025-08-06 01:12:55 +02:00
Hannah Giovanna Dawson
c3f4b9bd67 Update MidiRenderer to use TryNoteOn and TryNoteOff (#6106)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-08-06 01:02:15 +02:00
PJB3005
641411288f Update NFluidsynth to 0.2.0 2025-08-06 00:48:40 +02:00
Hannah Giovanna Dawson
1fb7d3e723 Minimum MIDI note volume (#6127) 2025-08-05 23:35:48 +02:00
PJB3005
8cbc5d4cd8 Raise PlayerStatusChanged after removing disconnected players
This makes it so players aren't in the Sessions list anymore when their status is Disconnected.

Fixes SS14's lobby code sending lobby status updates to the just-disconnected player, which logs an error with the recent net message changes.
2025-08-05 17:31:29 +02:00
PJB3005
b4863dcc38 Properly stop sending messages to disconnected channels.
Log errors, and fix the ChannelClosedException it caused.
2025-08-05 17:12:43 +02:00
Tayrtahn
e771530de2 Mark AutoGenerateComponentStateAttribute fields as readonly (redo) (#6129)
* Mark AutoGenerateComponentStateAttribute fields as readonly

* Remove no-longer-valid test case
2025-08-05 00:48:36 -04:00
Tayrtahn
ce3a5f6bfa Revert "Mark AutoGenerateComponentStateAttribute fields as readonly (#6126)" (#6128)
This reverts commit 1cd802640a.
2025-08-04 18:32:54 -04:00
Tayrtahn
1cd802640a Mark AutoGenerateComponentStateAttribute fields as readonly (#6126) 2025-08-04 18:25:09 -04:00
Perry Fraser
1983734e2d feat: add analyzer for correct AfterAutoHandleStateEvent usage (#6117)
* feat: add analyzer for AfterAutoHandleStateEvent

* fix: correct TestOf attribute

Oopsieeeee.

Also weird newline plus unused import.

* Rerun content tests

* refactor: use ==, not .Contains

* feat: make AttributeHelper.HasAttribute looser

* refactor: use AttributeHelper.HasAttribute

* perf: cache AutoGenStateAttribute's type

* refactor: more pattern matching

ElementAtOrDefault with constant arg is bad; just use positional
matching.
2025-08-04 18:22:06 -04:00
PJB3005
ea380056b4 Make BaseWindow dragging use new cursor shapes
Technology.
2025-08-04 16:34:38 +02:00
PJB3005
9c26fba308 Add uitest tab for mouse cursor shapes 2025-08-04 16:31:51 +02:00
PJB3005
3de48d7595 Add more SDL3-exclusive mouse cursor shapes
They just fall back on GLFW.
2025-08-04 16:31:43 +02:00
pathetic meowmeow
7a510298e1 Add the ability to scale ItemList icons (#6125) 2025-08-04 10:34:46 +02:00
PJB3005
046db645e9 Update ImageSharp to shut up vulnerability warnings
It's just a DoS attack so nothing too major (for us) but still annoying.
2025-08-02 21:52:01 +02:00
Tayrtahn
63e383bb17 Fix NotYamlSerializable analyzer ignoring nullable structs (#5934)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-08-02 19:25:48 +02:00
Tayrtahn
e316649fd1 Add a Select button to ProtoId VV editor (#6097)
* Add a Select button to ProtoId VV editor

* Changelog

* Fix ftl string name

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-08-02 19:08:24 +02:00
Fildrance
121b58ee9a feat: added generic method for getting component from ComponentRegistry (#6082)
* feat: added generic method for getting component from ComponentRegistry

* refactor: corrected xml-doc

* refactor: moved emthod to ComponentRegistry

* Fix release notes entry.

Wording + it was in the template.

* Fix doc comments

* Do not use inappropriate fallible cast.

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-08-02 18:55:49 +02:00
PJB3005
d11f4bcc14 Fix release notes AGAIN 2025-08-02 18:53:29 +02:00
Fildrance
735ef09d42 Better unsubscription for multiple ConfigurationManager subscriptions (#6115)
* feat: new method or aggregating multiple config changed subscriptions into one disposable object or more slim unsubscribing code

* refactor: moved nested private class declaration to bottom of class

* refactor: reusing stateful object in tests is not smart

* fix: invalid code for forming new array during InvokeList.Remove call

* refactor: extracted new sub-multiple builder into configuration manager extensions

* refactor: remove unused code

* refactor: removed UnSubscribeActionsDelegates

* refactor: whitespaces and renaming

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-08-02 18:35:38 +02:00
Connor Huffine
772173cbaf Fix Non-solution Build: second attempt (#6098)
Downselect Robust.Client.Injectors to 'Debug' or 'Release' when built outside of solution context
2025-08-02 18:23:13 +02:00
PJB3005
4bd7aa16c1 Config no longer logs a warning when saved in integration test
Supersedes #6108

See https://github.com/space-wizards/space-station-14/issues/39196
2025-08-02 17:54:09 +02:00
pathetic meowmeow
bc4b4d3e6f Fix color naming crash (#6102) 2025-08-02 17:15:49 +02:00
Łukasz Mędrek
7d9a039252 add: Dictionary<T, TimeSpan> OnUnpaused generator (#6119)
* add: Dictionary<T, TimeSpan> OnUnpaused generator

* fix

* add: test

* Fix compiler warning from duplicate using

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-08-02 16:57:43 +02:00
Zeneganto
857f9a540b Add localization support for TileSpawnWindow (#6121) 2025-08-02 16:53:14 +02:00
Perry Fraser
6ae332d543 fix: use the actual top anchor in SetMarginsPreset (#6118) 2025-08-01 13:10:26 +02:00
slarticodefast
f4786f2d90 add QueueDeleteMap to SharedMapSystem (#6116) 2025-07-31 11:13:28 -04:00
Pieter-Jan Briers
dcbe0505dc Revert "Add WeakEntityReference (#5577)" (#6112)
This reverts commit c3489d4ded.
2025-07-29 18:22:17 +02:00
Leon Friedrich
c3489d4ded Add WeakEntityReference (#5577)
* Add WeakEntityReference

* Use NetEntity

* release notes

* A

* Fix merge conflicts

* comments

* A

* Add network serialization test

* Add ToPrettyString support for WeakEntityReference?

* inheritdoc

* Add GetWeakReference methods

* Not-nullable too

* Make EntitySystem proxy method signatures match EntityManager

* Add TryGetEntity

* interface

* fix test

* De-ref GetWeakReference methods

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-07-29 11:12:49 -04:00
DrSmugleaf
8498634993 Add tests for immutable dicts and sets (#6109) 2025-07-29 01:17:29 +02:00
PJB3005
3d289fbd83 Update NetSerializer
Adds ImmutableDictionary and ImmutableHashSet serializers.
2025-07-29 01:17:19 +02:00
PJB3005
ebce0daa1b Merge remote-tracking branch 'upstream/master' into dont-skip-leg-day 2025-07-28 20:54:36 +02:00
PJB3005
bbbfcca303 Fix RSI preloading with .rsic files 2025-07-28 18:50:20 +02:00
DrSmugleaf
e195ac4ce6 Add ImmutableArrayExtensions All to sandbox.yml (#6110) 2025-07-28 16:05:05 +02:00
PJB3005
dc5cbd085b Enable RSI packing pass in RobustClientAssetGraph 2025-07-26 02:08:34 +02:00
PJB3005
c4dff678a9 Make .rsic packing in asset packaging work
Finishing what I started a couple years ago, the packaging system now packages .rsi files into single .rsic files. This means a single .rsi "file" (1 + N files) becomes a single file when packaged.

This should improve performance on game startup, downloading, etc etc. The total file count for SS14 goes down from 30,000 to 6,000 (with the previous change for merging text files too).

Mostly just involved shuffling a bunch of the RSI loading code around so that it can be re-used for this purpose nicely. The original prototype in the code was copy-pasted, which obviously couldn't be relied upon.

This does mean that if you're loading an RSI's interior PNG directly via a texture path, that PNG will now be unavailable on packaged builds. To avoid this, you can set "rsic": false in the meta.json, so that it gets left alone by the pass.
2025-07-26 01:51:17 +02:00
PJB3005
cd9616c87c Add new text file merge asset pass to RobustClientAssetGraph 2025-07-25 15:57:47 +02:00
PJB3005
d1c6c11755 Add asset pass to merge text files in directories.
This massively reduces the file count of published SS14 builds by a few thousand, by combining YAML prototypes and Fluent files in the same folder into one file.
2025-07-25 15:57:18 +02:00
PJB3005
1ebac7c894 Make prototype load ignore documents with empty values
This happens if you have a YAML file like this:

---
# commented prototype
---
# Real prototype
- type: bla

This case is generated by my (next commit) prototype file merger asset pass, and I don't see any harm in just skipping in this case.

Also improve the logging in general.
2025-07-25 15:54:58 +02:00
PJB3005
6b41be8901 Make AssetPassPackRsis not crap out due to ImageSharp errors.
Still just for testing.
2025-07-25 15:50:21 +02:00
PJB3005
51c929c8ec Version: 265.0.0 2025-07-23 01:47:41 +02:00
PJB3005
4863b09f0a Update release notes 2025-07-23 01:47:16 +02:00
Pieter-Jan Briers
cdd3afaa4c Remove redundant custom math types (#6078)
Vector3, Vector4, Matrix4, and Quaternion are now gone. Use System.Numerics instead.

This commit is just replacing usages, cleaning up using declarations, and moving over the (couple) helpers that are actually important.
2025-07-23 01:15:27 +02:00
slarticodefast
fee67b648c Allow AutoNetworkedField to work with inherited datafields (#6090)
* allow AutoNetworkedField to work for inherited datafields

* fix

* test fix

* typo

* Update Robust.UnitTesting/Shared/GameState/AutoNetworkingTest.cs

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-07-23 01:15:12 +02:00
Perry Fraser
0bf4123b8d feat: Add VV editor for tuples (#6065)
* feat: Add VV editor for tuples

* refactor: make tuple editor work in more cases

* feat: support other arity tuples

* fix: correct release notes entry

* refactor: use a new index selector for tuples

Also yank out silly unused code.

* fix: make all non-ValueTuples readonly

* refactor: spell out ValueTuple arities

,,,,,,,,,,,,,,,,,,,,,
2025-07-22 22:31:19 +02:00
Tayrtahn
9ea51432d1 Un-hardcode EntitySpawnWindow's placement mode dropdown (#5994)
* Find PlacementModes by attribute

* Let modes specify priority

* Make some PlacementManager dependencies public so Content can use them

* Space out the priorities a bit more

* xmldoc for attribute

* Revert "xmldoc for attribute"

This reverts commit f1f0299c55.

* Revert "Space out the priorities a bit more"

This reverts commit 549eac1eb2.

* Revert "Make some PlacementManager dependencies public so Content can use them"

This reverts commit c060f6cb2d.

* Revert "Let modes specify priority"

This reverts commit f113b40c7f.

* Revert "Find PlacementModes by attribute"

This reverts commit 27efb6c5cf.

* Completely redo to use PlacementManager's mode dictionary

* Backwards compat

* Cache the value of AllModeNames
2025-07-22 22:14:53 +02:00
Perry Fraser
c8da6f30a3 fix: resolve remaining ResolvedSoundSpecifier warnings (#6057)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-07-22 22:08:31 +02:00
Tayrtahn
974c1e827d Change a bunch of static Loc.GetString calls to be properly resolved (#6010)
* Add Loc shortcut to LocalizedCommands

* Fix static methods in commands

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-07-22 20:33:43 +02:00
Tayrtahn
3c48b24539 Cleanup prototype instantiation warnings in unit tests (#6058) 2025-07-22 20:32:49 +02:00
Fildrance
d8aefe5118 feat: now view-variable controls can be registered from content, or even dynamically added (#6077)
* feat: now view-variable controls can be registered from content, or even dynamically added

* refactor: whitespaces and xml-doc

* refactor: added changelog entry

* refactor: added methods for adding condition at start and at the end

* refactor: merged start/end methods, for IViewVariableControlFactory, improved changelog message

* refactor: replaced bool insertLast with InsertPosition enum

* refactor: reverse order of checks registration in ViewVariableControlFactory c-tor

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-07-22 19:48:12 +02:00
Tayrtahn
6d9a4719a9 Validate VV EntProtoId values (#6095) 2025-07-22 19:30:01 +02:00
Pieter-Jan Briers
893173ab17 Add workflow to build all configurations. (#6094)
* Add workflow to build all configurations.

Builds Debug, Tools, Release against Linux, Windows and MacOS TargetOS.

See https://github.com/space-wizards/RobustToolbox/pull/6069#issuecomment-3050607114

* Very epic, GitHub

* Whoops

* Actually add Tools configuration to sln
2025-07-22 19:21:21 +02:00
PJB3005
7c0f1b8031 Fix unused dependency warning outside DEBUG
Supersedes #6069
2025-07-22 18:10:49 +02:00
Tayrtahn
bb57f82811 More informative logging for PVS deleted/uninitialized entity errors (#6084) 2025-07-22 12:33:18 +02:00
Perry Fraser
0fc9b0acd0 Lint for prototype IDs with spaces (#6087)
* feat: lint for prototype IDs with spaces

* feat: also disallow periods

* Update RELEASE-NOTES.md

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2025-07-22 12:16:57 +02:00
Hannah Giovanna Dawson
f2b7f0d8d2 NoteOn actually being a NoteOff fix (#6092) 2025-07-22 12:10:58 +02:00
PJB3005
0ec189dece IPrototypeManager TryIndex changes
This effectively gracefully reverts 94f98073b0.

IPrototypeManager.TryIndex now no longer logs an error. This is done by adding a new overload without the logError parameter, so most existing code switches to it. The overload with the logError parameter is now obsolete.

As a replacement for defensive programming situations, the new Resolve() should be used instead.

IPrototypeManager.TryIndex() should not be used for handling IDs that should always be valid, only for handling user input and similar.

I also added a lot of docs.
2025-07-22 00:11:59 +02:00
PJB3005
c876eb1f4c Fix TextInputSetRect not accounting for pixel ratio properly.
Fixes it being positioned wrong on macOS.
2025-07-20 19:51:09 +02:00
PJB3005
1037fc735e Make SDL3 file dialogs have parent window.
Somehow needed to avoid causing it to block on macOS.
2025-07-19 18:45:14 +02:00
PJB3005
d5df765467 Package FreeBSD by default.
We won't officially support FreeBSD launcher builds, but this at least allows third-party launcher builds to have an engine to load properly.
2025-07-19 18:21:51 +02:00
PJB3005
93cf9f4227 Disable threaded window blit on macOS
Can probably do this on Linux too, but I didn't test that.

This feature is, fundamentally, a workaround to avoid WGL MakeCurrent() constantly breaking. The extra threading complexity is not a good thing on other platforms, so get rid of it.
2025-07-19 13:22:27 +02:00
PJB3005
d2977e2a63 Fix secondary window closing breaking rendering on macOS 2025-07-19 02:04:46 +02:00
PJB3005
a3f0ea19c4 Avoid WinBlit threads getting stuck forever when their window closes. 2025-07-19 00:42:31 +02:00
PJB3005
d9032b8757 Move some swapping code behind #ifdef
idk I just did this while debugging something and there's no harm committing it.
2025-07-19 00:42:00 +02:00
PJB3005
cba6e37f9f Fix SDL multiwindow freezing in some cases on macOS
Need SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH set, apparently.
2025-07-19 00:41:27 +02:00
PJB3005
90ec9a80c9 Fix publishing script not passing TargetOS properly 2025-07-16 22:04:15 +02:00
PJB3005
7eaf2f590b Merge remote-tracking branch 'upstream/master' into dont-skip-leg-day 2025-07-15 15:23:23 +02:00
PJB3005
0439ea9893 Update packaging script to support ARM64 properly. 2025-07-15 15:14:40 +02:00
PJB3005
74aa8fa9ed Fix ParallelManager cutting off exception info
0% tested
2025-07-12 23:06:35 +02:00
Nemanja
ceeb002692 Mark ValidatePrototypeIdAttribute as obsolete (#6062) 2025-07-12 15:20:08 +02:00
portfiend
78d807b13c Refactor ColorSelectorSliders.cs, fix color slider event stack overflow (#6072)
* add: IColorSelectorStrategy class

defines some common variables and functions that depend on the slider type
my hope is to kill all the switch statements in here

* add: IColorSelectorStrategy FromColorData method

* add: RGB and HSV color slider strategies

* add: initialize ColorSelectorStrategy

* refactor: rename IColorSelectorStrategy to IColorSliderStrategy

this makes more sense i think

* refactor: nuke switch statements, use strategy in colorselectorsliders

* remove: remove GetSliderLabels in favor of strategy

* refactor: better abstraction for slider InputBox.ValueChanged

* refactor: rename OnColorSet to OnSliderValueChanged
more intuitive

* refactor: turn alpha slider max value into a const
no magic numbers

* tweak: make color sliders update channels individually

* fix: add braces around this callback

* tweak: move some variables around
i realize there's an Order to this so

* add: throw error if UpdateSlider is called with invalid value

* add: documentation comments to ColorSelectorSliders

* refactor: simplify UpdateSlider

* refactor: simplify GetColorValueDivisor

* fix: solved the color slider stack overflow

* fix: ensure _strategy is set before other functions use it

* tweak: rename Update to UpdateAllSliders
clearer

* fix: update slider colors on update
accidentally removed it and forgot to put it back

* remove: redundant comment
false alarm

* fix: prevent inputbox infinite event loop
this was also erroneously changing the color whenever the slider type changed

* fix: reviews part 1
- changed ColorSliderStrategy into abstract class
- fixed "strategy" typo
- changed NotImplementedException into ArgumentOutOfRangeException

* fix: make selector strategy static instances
2025-07-12 14:51:02 +02:00
PJB3005
5cd4c187bf Fix VV member group headers 2025-07-12 02:22:04 +02:00
Perry Fraser
fec477bf41 fix: remove unneeded delta in SharedAudioSystem (#6055) 2025-07-12 01:56:22 +02:00
PJB3005
9d00b1f093 Make VV KeyValuePair prop editor have a minimum width
Avoid buttons for references being squashed to zero width.
2025-07-12 01:47:49 +02:00
PJB3005
de0871d17b Fix VV handling of remote KVPair types
There was a bunch of complex code to analyze the full type string the server sent, except I have no idea what use this was. It's both incorrect (the type string isn't guaranteed to work if the remote .NET version is different) and unnecessary as PropertyFor already handles all the cases.
2025-07-12 01:47:49 +02:00
Perry Fraser
053c469cac fix: loosen random timespan debug assert (#6064)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2025-07-11 21:36:13 +02:00
Leon Friedrich
efa8975bc6 Fix pool manager conflicts (#6075) 2025-07-11 20:55:49 +02:00
Errant
4851e913b0 More TimespanSerializer improvements (#5910)
* improved public TryTimeSpan

* don't want any locale shenanigans or misconceptions with the input

* missed a test line

* also support capitalized time unit indicators

* Doesn't need to be nullable.

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-07-11 20:37:39 +02:00
PJB3005
74a318c521 Allow content to skip certain paths in client/server resource copying
Intended so content can ignore the MapImages folder
2025-07-11 18:15:10 +02:00
pathetic meowmeow
e52a6bbbf2 Add OKLCH-based colour descriptions for colorblindness accessibility (#6067)
* Add OKLCH-based colour descriptions for colorblindness accessibility

* my docs so comment

* my feed so back
2025-07-11 15:40:41 +02:00
PJB3005
e169d6a5a2 Enforce integration instance idleness for more helper members
Also allow them to be accessed regardless if from the integration instance thread.
2025-07-10 16:29:16 +02:00
PJB3005
3634ee636b Pooled integration instances now get marked non-idle
Otherwise, pooled integration instances could behave differently from freshly-spawned ones, creating heisentests.
2025-07-10 16:26:56 +02:00
āda
2349728eab out of my element (#6074)
Co-authored-by: iaada <iaada@users.noreply.github.com>
2025-07-10 12:43:51 +02:00
PJB3005
777f02cadd Fix physics closure allocs and some avoidable struct copies 2025-07-10 12:33:17 +02:00
Myra
0fc6f2bce6 Config load fail is now an error instead of a warning (#6070)
* Config load fail is now an error instead of a warning

* Update RELEASE-NOTES.md

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-07-06 20:28:49 +02:00
Tayrtahn
dc3705e520 Add ForbidLiteral to IPrototypeManager methods (#6066)
* Add ForbidLiteral to IPrototypeManager methods

* Cleanup violations
2025-07-06 20:27:32 +02:00
Tayrtahn
01f71ca55a Remove prototype instantiation from AssetPassAudioMetadata (#6059) 2025-06-28 22:18:46 +02:00
PJB3005
c5e812836b Fix loading textures in root folder
Fixes #6052

Also clean up a warning while I'm at it.
2025-06-28 01:37:14 +02:00
PJB3005
56eda3ea92 Version: 264.0.0 2025-06-27 22:03:33 +02:00
Tayrtahn
9dffd36319 Use non-generic TryComp to get MetaDataComponent in DebugAnchoringSystem (#6051) 2025-06-27 20:38:10 +02:00
Tayrtahn
a45b72a1c5 IRobustCloneable and generator support (#5692)
* Add IRobustCloneable and check for it in compnet generator.

* Redo compnetgenerator support; add test

* Disconnect client at end of test

* Actually test for client entities

* Cleanup

* Cleanup 2
2025-06-27 20:37:43 +02:00
Perry Fraser
bd0579ed6d fix: apply scale when calculating sprite bounding box (#6046)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2025-06-26 23:23:57 +02:00
Pieter-Jan Briers
c73b54862e Add analyzers to detect some prototype misuse (#6048)
* Add analyzers to detect some prototype misuse

Detects people marking prototype as NetSerializable.

Detects people creating new prototype instances themselves.

* Update Robust.Analyzers/PrototypeNetSerializableAnalyzer.cs

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>

---------

Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2025-06-26 22:24:23 +02:00
PJB3005
6436ff8040 Fix prototype manager Index exceptions
Index<T> was documented to throw KeyNotFoundException, but actually threw UnknownPrototypeException. Index(Type type, string id) threw KeyNotFoundException.

This has now been made consistent to be UnknownPrototypeException everywhere.
2025-06-26 16:58:35 +02:00
PJB3005
98313ae369 Update NetSerializer submodule
Makes it report where broken serialization types come from.
2025-06-26 16:58:21 +02:00
PJB3005
0e63391203 Add PrototypeManagerExt.Index that takes nullable ProtoId<T> 2025-06-26 16:52:18 +02:00
wixoa
261bfaeeb8 Add AlwaysActive to WebViewControl (#6047) 2025-06-25 21:50:07 +02:00
Tayrtahn
4017e1f57e Make some PlacementManager dependency fields public (#6044)
* Make some PlacementManager dependency fields public

* Revert "Make some PlacementManager dependency fields public"

This reverts commit 99fe37b502.

* Now part of IPlacementManager
2025-06-23 22:48:25 +02:00
lzk
e170bf1ad2 genetive case (#6045)
* dative

* slipped it

* slipped it twice

* 1

* Update _engine_lib.ftl
2025-06-23 22:47:50 +02:00
PJB3005
da0abd2535 Make functions static to avoid delegate allocations in DataDefinitionAnalyzer. 2025-06-22 13:48:50 +02:00
PJB3005
f9d0dd551a Version: 263.0.0 2025-06-22 13:36:07 +02:00
Aiden
b2540a6e08 Static Field Assert (#5926)
* Static Field Assert

* Update Robust.Shared/Prototypes/PrototypeManager.ValidateFields.cs

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>

---------

Co-authored-by: GoobBot <uristmchands@proton.me>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-06-21 23:51:28 +02:00
DrSmugleaf
66d898ee91 Add GetMessage and SetMessage methods to OutputPanel (#5956)
* Add GetMessage and SetMessage methods to OutputPanel

* Copy paste bad

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-06-21 23:33:03 +02:00
ThereDrD
310dc676ea fix: use maxSizeX instead of Width in rich text entry measure (#5989)
Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-06-21 15:16:38 +02:00
Perry Fraser
41844d2d30 Adjust how OpenAL extensions are requested (#6000)
* fix: use correct device in OAL extension lookup

* fix: don't try to set non-existent window icons

* Revert "fix: don't try to set non-existent window icons"

This reverts commit 793958fb8c.

Moving to other PR.
2025-06-21 15:16:02 +02:00
slarticodefast
c6f3af20d6 fully obsolete container methods (#6007) 2025-06-21 14:42:57 +02:00
Pieter-Jan Briers
5501209b35 Add API to load maps from byte stream (#6029)
In case you don't want to load from a ResPath.
2025-06-21 14:41:32 +02:00
Tayrtahn
9b2ef75762 Optimize DataDefinitionAnalyzer a bit (#6035)
* Skip fields/properties not in DataDefs

* Only check IsDataField once per field/property

* Remove pointless foreach loop

* Remove an extra IsDataDefinition check

* Revert unneeded changes from testing

* Revert "Remove pointless foreach loop"

This reverts commit f05d566904.

* Restore analysis of multiple declarations
2025-06-21 01:15:59 +02:00
Tayrtahn
196e59b7e4 Clean up all missing EntitySystem proxy method uses (#6027)
* Clean up all missing EntitySystem proxy method uses

* Restore comment

* Fix bad change that caused closure allocation

* tuple

* Revert "tuple"

This reverts commit 14581a40aa.

* Revert "Fix bad change that caused closure allocation"

This reverts commit 215b2559ed.

* Revert "Restore comment"

This reverts commit 4a47a36557.

* Revert "Clean up all missing EntitySystem proxy method uses"

This reverts commit 3b1fe4ce7f.

* Redo with improved code fixer.
Let's see how it fares this time
2025-06-21 00:05:09 +02:00
Perry Fraser
2c936b5973 fix: don't delete people who are teleported to themselves (#6040) 2025-06-20 14:00:27 +02:00
Tayrtahn
7765e71dca Add tests for remaining DataDefinitionAnalyzer diagnostics (#6034)
* Add tests for partial datadefs and partial nested datadefs

* Add test for redundant datafield tag

* Blank lines upset me
2025-06-20 02:26:08 +02:00
TrixxedHeart
d8ae71d8cd adds typeselector (thanks pbj) (#6038) 2025-06-20 02:24:03 +02:00
Tayrtahn
a74812ce5b Make AddComp where clause consistent with AddComponent (#6028) 2025-06-19 10:21:13 +10:00
PJB3005
a7f9b0a6db Fix debug assert when loading MIDI on Windows.
Fixes #6020

The assert was caused by the native OS path (C:\Windows\...) being passed through a ResPath. Bad. While looking at this I realized the sound font loader callback system was a mess and I should probably clean it up, so I did.

The file name is now properly namespaced in the loader callback, which should avoid spaghetti like this in the future. The details of how this works are a pain in the ass because Fluidsynth isn't well-designed.

I split LoadSoundfont() into two functions: one for resource, one for user paths. The other is kept there but compatible.

I can't believe I spent 3 hours on dealing with this nonsense and most of it is just due to Fluidsynth being poorly designed...
2025-06-18 03:25:58 +02:00
Amy
3aac92e4b2 soft only plz (#6030) 2025-06-17 18:56:44 +02:00
PJB3005
c152fb8953 Fix culture-based parsing in TimespanSerializer 2025-06-17 16:03:20 +02:00
DrSmugleaf
10ea5498cf Fix error in some localization functions when an argument is not an EntityUid (#6022) 2025-06-15 14:07:13 +02:00
Walker Fowlkes
324606e5a3 Add a new toolshed command spawn:in (#6021)
* added spawn:in command.

* better annotations

* use EntityManager.System

* ftl

* make it lazy cached.

* Fix typo (it's -> its)

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-06-15 14:05:27 +02:00
Tayrtahn
a8227f7faa Replace static logger call in FileDialogManager (#6018) 2025-06-13 23:20:23 +02:00
PJB3005
9f55400c58 Avoid closure allocation in physics SolveIsland()
There's a parallel call in there that's only used when the island should be processed parallel internally. This isn't done for all islands, so allocating the closure in every case is a massive waste.
2025-06-13 15:00:47 +02:00
PJB3005
8b971f7ae7 Add CompletionHelper.PrototypeIdsLimited API
Somebody ignored the doc comment saying "don't use this with EntityPrototype" so now just *typing* a Tippy command causes the server to lag. Great.

This still isn't too great for performance but at least it's better, and I don't want to commit to making PrototypeManager semi-thread-safe.
2025-06-13 00:15:17 +02:00
PJB3005
e3c7e361ae Avoid server stutters from scsi init
Task.Run go brr
2025-06-12 23:33:48 +02:00
Tayrtahn
5c48dcb211 Fix TabContainer.CurrentTab setter (#6017) 2025-06-12 00:31:03 +02:00
B_Kirill
694de028c2 AudioSystem logging extension (#5959)
* AudioSystem logging extension

* Redo

* Fix

* review
2025-06-11 02:17:49 +02:00
PJB3005
d41c9e7662 Properly catch errors when executing client commands.
Previously these errors propagated all the way into Clyde. Guh.

Probably still need more error handling around the input system, but this is important regardless.
2025-06-11 02:11:32 +02:00
B3CKDOOR
76134e0f8d Adding "Attribution-NonCommercial-NoDerivatives 4.0 International" (#6008)
* Adding "Attribution-NonCommercial-NoDerivatives 4.0 International"

Adding the "Attribution-NonCommercial-NoDerivatives 4.0 International" License type, this is getting marked as an "invalid" license when its actually a valid license.

[License link](https://creativecommons.org/licenses/by-nc-nd/4.0/)

* Darn, forgot a comma
2025-06-09 20:57:54 +02:00
Perry Fraser
2983517e43 fix: don't try to set non-existent window icons (#6016) 2025-06-09 20:56:01 +02:00
metalgearsloth
18849be0b4 Version: 262.0.0 2025-06-09 23:56:58 +10:00
Leon Friedrich
c6a1d82bb1 Validate that Toolshed command arguments have parsers (#6014)
* Add Nullable<T> support to ToolshedManager.TryParse

* Check that command arguments are parseable

* release notes

* a

* A is for Array

* Fix test

* Fix indentation
2025-06-09 23:47:29 +10:00
Leon Friedrich
d89e1a43c6 Add PvsResetTest (#6015) 2025-06-09 23:39:06 +10:00
Leon Friedrich
d894ef70ef Misc SpriteSystem fixes (#6001)
* Move GetPrototypeTextures to SpriteSystem

* Fix tests

* Fix #6002

* release notes

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-06-09 18:59:37 +10:00
DrSmugleaf
c7ea2793ca Fix TransformComponent state handling changing the coordinates of detached entities (#6006)
* Fix TransformComponent state handling changing the coordinates of detached entities

* Make ResetPredictedEntities not handle state for detached entities
2025-06-09 17:44:36 +10:00
Perry Fraser
0c61ff2bee fix: default audio params for PlayStatic (#6011) 2025-06-09 00:28:12 +02:00
Tayrtahn
343a34eac7 Fix warning CS0168 in EntityDeserializer (#6013)
* Fix warning CS0168 in EntityDeserializer

* Actually, why use try-catch just to rethrow anyway?
2025-06-09 00:04:03 +02:00
metalgearsloth
7be41f4890 Add ignoredcomps to IsDefault (#5998) 2025-06-05 23:54:47 +10:00
metalgearsloth
293470a5fe Fix incorrect saved window positions (#5927)
* Fix incorrect saved window positions

As of however many UI PRs ago windows store their last position on the client and it re-opens windows at that position.

The issue is that the code to avoid windows being able to go off-screen was immediately bulldozing this value, at least if the x <= 0. Now we just don't run it until we have a valid measure (probably the frame after) and avoid unnecessarily having an incorrect position applied.

* Explainer
2025-06-05 23:35:28 +10:00
metalgearsloth
2b8057acf0 Version: 261.2.0 2025-06-05 22:55:09 +10:00
Tayrtahn
bec3caa5da Fix error when using tpto on a grid (#5991)
* Fix error when using tpto on a grid

* Calculate map coords outside of loop
2025-06-05 22:45:30 +10:00
metalgearsloth
ea6126563b Add NearestChunkEnumerator (#5972)
Not super fast but want it for biome loading to prio chunks nearby first.
2025-06-05 22:36:22 +10:00
slarticodefast
00494ad9eb fix TryQueueDelete (#5996) 2025-06-05 22:34:50 +10:00
Tayrtahn
6672b7b1bd Correct misleading error message in ShareMapSystem.OnParentChange (#5992) 2025-06-05 22:29:47 +10:00
ruddygreat
8dc55e8748 fix the lifestage checks on predicted entity deletion (#5993)
Co-authored-by: Ruddygreat <ruddygreat1@gmail.com>
2025-06-05 22:29:22 +10:00
Tayrtahn
44ea2cd396 Implement IEquatable for ResolvedPathSpecifier and ResolvedCollectionSpecifier (#5980) 2025-06-01 18:10:55 +10:00
metalgearsloth
2c5604432b Update some GetComponentName usages (#5942)
Rider tells me to use generic and generic one seems better.
2025-06-01 17:54:43 +10:00
Tayrtahn
c696466522 Remove ITileDefinition.ID (#5982) 2025-06-01 17:51:59 +10:00
slarticodefast
01bb98e400 fix static grid center of mass (#5985) 2025-05-29 23:05:54 +10:00
metalgearsloth
af08e747de Defer grid state handling TileChangedEvent (#5981)
Rather than doing the old raise-event-per-tile we just raise it at the end.
2025-05-29 09:21:45 +10:00
metalgearsloth
8c35c2c380 Version: 261.1.0 2025-05-29 00:15:26 +10:00
Tayrtahn
6d46d3f4a5 Cleanup most warnings in unit tests (#5946)
* 2 warnings in JointDeletion_Test

* 1 warning in Collision_Test

* 2 warnings in Color_Test (deleted test of deprecated HCY color space)

* 1 warning in MapVelocity_Test

* 2 warnings in MapManager_Tests

* 2 warnings in MapPauseTests

* 1 warning in NetDisconnectMessageTest

* 1 warning in ContainerTests

* Suppress 1 warning in EntityEventBusTests.ComponentEvent

* 4 warnings in MapGridMap_Tests

* 1 warning in GridDeletion_Test

* Remove TryGetContainingContainer foolishness

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-29 00:12:58 +10:00
Tayrtahn
50e06e43fa Automatic Sawmill generation for UIControllers (#5967) 2025-05-29 00:06:55 +10:00
metalgearsloth
986b0f979d Fix physics forces not autoclearing (#5978)
* Fix physics forces not autoclearing

* Changes
2025-05-29 00:04:55 +10:00
metalgearsloth
a51d786dee Version: 261.0.0 2025-05-28 19:34:47 +10:00
metalgearsloth
5f5fed5d6c Update contact xform usage (#5977)
Forgot this one as well.
2025-05-28 19:30:50 +10:00
Tayrtahn
e475cc7898 Cleanup warning in SpriteBoundsOverlay (#5944)
* Cleanup warning in SpriteBoundsOverlay

* Make better use of the primary constructor
2025-05-28 19:28:53 +10:00
metalgearsloth
ee8ea4ec3b Purge PhysicsMapComponent (#5766)
* Replace PhysicsMapComponent

- Dumb idea
- Lots of book-keeping and perf overhead.
- Much saner this way.

* stuff

* More work

* Purge

* Fixes

* Eh?

* Fixes

* Also this

* weh

* Fixes

* ice-cream

* Fix

* Fix stacking / gravity

* Gravity query

* MoveBuffer optimisations

* Fixes for test

* World gravity

* Fix build

* Avoid some transform resolves for contactless ents

* Less getcomps

* Fix contact caching

* Possibly less copies

* reh

* bulldoze

* Test "fix"

* seikrets

* a

* I saw this but now I decideded against it

* true
2025-05-28 19:18:36 +10:00
slarticodefast
7482451ec4 optimize ToMapCoordinates (#5953) 2025-05-28 12:07:23 +10:00
metalgearsloth
dddf5cd2fb Add entities to SpawnEntitiesAttachedTo (#5971)
* Add entities to SpawnEntitiesAttachedTo

Need it for biome stuff.

* factorio
2025-05-27 19:45:48 +10:00
metalgearsloth
01979c451d Make RaiseMoveEvent internal (#5918)
I don't think content should really be calling this tbh.
2025-05-27 19:45:04 +10:00
slarticodefast
181a5ef0b4 fix GetMapLinearVelocity (#5950)
* fix GetMapLinearVelocity

* resolve and adjust other methods
2025-05-27 19:41:43 +10:00
Princess Cheeseballs
e7c7011cc0 Init Commit (#5909) 2025-05-27 19:34:32 +10:00
metalgearsloth
dc97615fd4 Add some Box2i methods (#5969)
Equivalent to Box2.
2025-05-27 19:26:50 +10:00
metalgearsloth
3b4944376b Fix FastNoiseLite fractal bounding (#5970)
This shouldn't be datafielded because it gets set by other datafields.
2025-05-27 19:14:49 +10:00
Tayrtahn
fa6bd8f7ba Cleanup TypeSerializer Logger warnings (#5966) 2025-05-24 20:23:28 +02:00
Whatstone
2398cbcf26 GameController: init LocMgr before init broadcast (#5965) 2025-05-24 19:02:26 +02:00
Tayrtahn
38ce48a83f Cleanup 3 warnings in SharedContainerSystem (#5949)
* Cleanup 3 warnings in SharedContainerSystem

* Don't call Transform twice
2025-05-24 19:00:57 +02:00
PJB3005
4e7de2f272 File dialog fixes and improvements
File dialog requests can now specify the share and access mode they want out of the opened file. This means read-only access is now possible.

While doing this I noticed that the SDL3 backend had a memory leak *and* didn't match the behavior of the other backends. Cleaned up the code to avoid that.

In-engine commands that *can* specify read-only access on file open now do.
2025-05-24 16:38:01 +02:00
Cami
b61075c660 Stopped recursive updates for controls that are not visible, as it vi… (#5960)
* Stopped recursive updates for controls that are not visible, as it violates framerate in large menus.

* Update Robust.Client/UserInterface/Control.cs

---------

Co-authored-by: Cam <Nop>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-05-23 17:42:47 +02:00
Tayrtahn
7b571dc80e Fix 2 instances of warning CS0162 (#5951) 2025-05-23 17:37:08 +02:00
TemporalOroboros
f1c76ca899 Remove unused obsolete TryGetContainingContainer override (#5660)
* Remove unused obsolete TryGetContainingContainer override

* poke tests

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-05-23 17:36:38 +02:00
metalgearsloth
84dcd658aa Version: 260.2.0 2025-05-21 23:30:58 +10:00
metalgearsloth
a634d6bd04 Add WorldNormal to StartCollideEvent (#5954)
We already have the value just a matter of adding it to the event.
2025-05-21 20:41:57 +10:00
DrSmugleaf
36f9df3079 Add System.Text.StringBuilder Insert(int, string) to sandbox.yml (#5955) 2025-05-21 11:20:10 +02:00
keronshb
824c018a69 Version: 260.1.0 2025-05-19 13:11:32 -04:00
Tayrtahn
4b6b688c72 Cleanup warnings in PlacementManager (#5939) 2025-05-18 19:14:16 +10:00
Tayrtahn
71df25b251 Cleanup warning in Clyde.Sprite (#5940) 2025-05-18 18:51:27 +10:00
metalgearsloth
be14a3c249 Expose CompFactory to systems (#5941) 2025-05-18 00:56:09 -04:00
metalgearsloth
3c2a4d5c79 Version: 260.0.0 2025-05-18 03:07:24 +10:00
metalgearsloth
44180b3ee0 Fix / remove startcollidevent worldpoint (#5936)
Now it's worldpoints because it may not necessarily be 1 pointr and internally we fix the actual points themselves.
2025-05-18 03:03:12 +10:00
metalgearsloth
bb0e77e937 Add some EntProtoId overloads (#5938)
Need it for some content stuff didn't feel like doing the rest yet.
2025-05-17 18:28:12 +10:00
ArtisticRoomba
684b9bc852 Add new Vertical property to progress bars (#5932) 2025-05-17 18:27:44 +10:00
Tayrtahn
9f3db6693e Add SpriteSystem dependency to VisualizerSystem (#5935)
* Add protected SpriteSystem reference to VisualizerSystem

* Capital S
2025-05-17 13:26:40 +10:00
metalgearsloth
40d869948d Version: 259.0.0 2025-05-15 20:26:10 +10:00
Tayrtahn
5c97b15849 Mark Entity methods as readonly (#5919)
* Mark Entity methods as readonly

* Add to GenericEntityPrint

* No but really
2025-05-15 20:23:29 +10:00
Tayrtahn
3d8a9a41fa Combine TileChangedEvents in SetTiles (#5912)
* Combine TileChangedEvents in SetTiles

* Raise event after regenerating collision

* continue, not return

* No need for GetComponent

* Swap TileRef for Tile + Vector2i

* Estimate size of tileChanges
2025-05-15 20:22:05 +10:00
metalgearsloth
92fc8722da Version: 258.0.1 2025-05-15 19:28:25 +10:00
metalgearsloth
73f6555624 Fix static ent collision spawn (#5933)
* Fix static ent collision spawn

* Fix test

* cool
2025-05-15 19:11:20 +10:00
metalgearsloth
2ac7bc3ce4 Version: 258.0.0 2025-05-15 00:51:12 +10:00
Leon Friedrich
05cb4bb1c9 Make SpriteSystem.LayerMapReserve not throw (#5930)
* Make SpriteSystem.LayerMapReserve not throw

* fix SpriteComponent.Visible

* remove region
2025-05-14 23:23:51 +10:00
Leon Friedrich
a393efc87a Modify markup tag interfaces and fix some bugs (#5442)
* Modify markup tag interfaces

* Why are nullable structs like this.

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Avoid breaking changes

* Replace IMarkupTag with IMarkupTagHandler in engine

* Its a breaking change now I guess

* cleanup
2025-05-12 14:09:18 +10:00
Leon Friedrich
4d47cfa1a6 Minor respath improvements (#5876)
* Minor respath improvements

* Add helpers

* tweak helper

* Throw on more than 1 char

* comments

* No emoji separators
2025-05-12 13:04:40 +10:00
DrSmugleaf
2b1d755d9f Fix Container state handling not forcing inserts (#5916) 2025-05-11 22:45:31 +10:00
ElectroJr
db7de0a99f Version: 257.0.2 2025-05-11 23:47:14 +12:00
Leon Friedrich
47f18703af Fix unshaded sprite layers (#5924)
* Fix unshaded sprite layers

* update comment
2025-05-11 21:42:40 +10:00
Leon Friedrich
97c1548301 Add SpriteBoundsTest (#5922) 2025-05-11 15:30:14 +10:00
ElectroJr
cd97f1583f Version: 257.0.1 2025-05-11 13:56:27 +12:00
Leon Friedrich
5fbe25ec9d Fix sprite layer bounds (#5920) 2025-05-11 11:52:20 +10:00
metalgearsloth
516ee47b51 Version: 257.0.0 2025-05-10 22:12:35 +10:00
metalgearsloth
89be682e24 Don't raise wake events for terminating contacts (#5757) 2025-05-10 22:02:22 +10:00
metalgearsloth
6086076559 Avoid checking grid traversal for rotation events (#5778)
* Avoid checking grid traversal for rotation events

* Also this one
2025-05-10 22:01:43 +10:00
beck-thompson
5bd90c908a Optimization RSI preloading / atlas creation (#5817)
* First commit

* Fix multiatlas bug

* Use ValueList instead

* Add FFDH sorting for atlases

* Minor cleanup and value lists
2025-05-10 22:00:03 +10:00
Leon Friedrich
a3d0921cc9 Pause entities that leave PVS range (#5878)
* Pause entities that leave PVS range

* Fix merge

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-05-10 21:57:04 +10:00
Leon Friedrich
15d5b9aa02 Move parts of SpriteComponent to SpriteSystem (#5602)
* Partial sprite component ECS

* release notes

* tests

* Why

* SetSnapCardinals

* NoRotation

* DirectionOverride

* This is why I love distinct overrides that take in object

* LayerSetData

* ISerializationHooks continue to haunt me

* Relocate SetShader

* LayerSetSprite

* LayerSetTexture

* yipeeeee

* LayerSetRsi

* Remove GetFallbackState

* LayerSet Scale,Rotation,Color,Visible

* Fix LayerSetRsi

* LayerSetOffset

* LayerSetDirOffset

* Add overrides that take in a Layer

* LayerSetAnimationTime

* LayerSetRenderingStrategy

* Reduce Resolves, Add Layer.Index

* Access

* Try fix NREs

* Asserts

* LayerGetState

* Cleanup

* Merge helper partial classes

* partial rendering

* GetLayerDirectionCount

* Cache local bounds

* RenderLayer

* RefreshCachedState

* RoundToCardinalAngle

* Fix the pr

* Fix debug assert

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-05-10 21:56:53 +10:00
Leon Friedrich
d24854d94f Improve yaml validation errors for ignored prototypes (#5886)
* Improve yaml validation errors for ignored prototypes

* release notes

* Comments
2025-05-10 21:37:42 +10:00
Tayrtahn
b3cf427013 Catch NotYamlSerializable DataFields with analyzer (#5704)
* Catch NotYamlSerializable DataFields with analyzer

* Extract common defs into shared source
2025-05-10 21:36:33 +10:00
Leon Friedrich
c458abdc69 Move TestPair & PoolManager to engine (#5877)
* Engine pool manager

* Move documentation

* Move namespace

* Move TestMapData to engine

* Option to prevent loading test assembly

* release notes

* Rename to avoid conflicts
2025-05-10 21:35:28 +10:00
metalgearsloth
c76444a33f Version: 256.0.0 2025-05-10 13:40:38 +10:00
B_Kirill
4754661467 Cleanup warnings: CS0649 (#5891)
* Clean up

* Remove "struct UpdateTreesJob"

* Use #pragma

* Use #if DEBUG

* More #if DEBUG
2025-05-10 12:40:15 +10:00
B_Kirill
2a8b776ee9 Cleanup warnings: CS0414 (#5892)
* Clean up

* Use #pragma
2025-05-10 12:39:46 +10:00
SpaceManiac
7d8e5a5841 Fix linear lookup on a dictionary in PlacementManager (#5911) 2025-05-06 16:05:58 +02:00
Centronias
8e416e4519 Makes ItemList not run deselection callback on all list items (#5861)
* Makes ItemList not run deselection callback on all list items

even when they weren't selected

* I cannot be expected to do things intelligently at 2a

* Optimize local usage.

* I'm pretty sure the test failure isn't from ItemList

* switch to avoiding doing anything in the `Selected` setter if the value-to-set-to is the same as the current value.
2025-05-06 14:05:05 +02:00
SlamBamActionman
65f74943d3 Add support for rotated/mirrored tiles (#5652)
* Initial commit

* Add tile rotation/mirror perms

* Nicer UI for the rotation

* Review fixes (also seemed to have missed applying the serialization reading oops)

* One less byte, one less struct size!

* Pretty sure it goes here too

* Fix error
2025-05-05 23:13:31 +10:00
Errant
eb5ed12270 Serialize TimeSpan from text (#5865)
* timespanserializer cleanup

* string reading

* high speed, low drag

* unit tests

* Update Robust.Shared/Serialization/TypeSerializers/Implementations/TimespanSerializer.cs

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2025-05-05 00:57:01 +02:00
PJB3005
c43b7b16c0 Add CancellationTokenRegistration to sandbox 2025-05-05 00:45:05 +02:00
slarticodefast
aee03f0805 fix yaml hotreloading (#5907) 2025-05-04 04:33:37 +02:00
dffdff2423
cfd2b03248 Check audio file signatures instead of extensions (#5894)
* Check audio file signatures instead of extensions

Fixes #5789

Test audio files based on their magic bytes.

* Test for a seekable stream

* Remove Take and Skip linq
2025-05-04 04:33:01 +02:00
dffdff2423
8905a3fe14 Add documentation to the serializer interfaces and remove ITypeReaderWriter (#5897)
* Add documentation to the serializer interfaces

* Remove ITypeReaderWriter and fix the docs

* Fix spelling errors and incorrect docstrings
2025-05-04 04:03:17 +02:00
PJB3005
a878da5b80 Allow texture preload to be skipped for some textures
This is a far cry from a proper resource tracking system, but it's something to avoid a ton of otherwise-unused parallax textures being loaded at game start and consuming VRAM.
2025-05-04 02:24:57 +02:00
Leon Friedrich
806c23e034 Move EntityExt.AsNullable extension methods into the Entity struct (#5899)
* Move `EntityExt.AsNullable` extension methods into the Entity struct

* use constructor

* a
2025-05-04 01:24:23 +02:00
metalgearsloth
e80f5d13a1 Add Vector2i / bitmask conversions (#5901)
Content uses for a couple tile-based flags.
2025-05-04 01:23:04 +02:00
PJB3005
a6905151b6 Move PointLight component states to shared
Necessary so the client can calculate an initial state, which is necessary for prediction and replay seeking to work properly.

Fixes the nuke in SS14 not having its light turn off when going back in a replay.
2025-05-02 01:21:17 +02:00
PJB3005
e742f021fa Dev window tab to show all loaded textures 2025-04-30 15:50:39 +02:00
metalgearsloth
62b4714f1f Version: 255.1.0 2025-04-30 23:38:21 +10:00
Leon Friedrich
1d0404953f Add GridUidChangedEvent and MapUidChangedEvent (#5893)
* Add GridUidChangedEvent and MapUidChangedEvent

* cleanup

* Fix assert

* more fixes

* docs

* record struct

* Use implicit tuple constructor

* stinky review

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2025-04-30 18:36:53 +10:00
Leon Friedrich
d0da13f895 Fix CompileRobustXamlTask for benchmarks (#5902)
* Fix benchmarks

* I love it when path separators are also escape chars
2025-04-30 13:16:28 +10:00
metalgearsloth
ff23f98b26 Document container events (#5904)
It's hard to discern what it's raised directed on and this makes it much easier.
2025-04-30 13:10:03 +10:00
Leon Friedrich
ccfef2a786 Fix PVS NRE (#5900) 2025-04-28 20:11:18 +10:00
B_Kirill
62ce9724fc Clean up (#5890) 2025-04-26 22:59:02 +10:00
Milon
3bbe0e7f44 ftl hot reloading (#5874)
* sloth is so going to kill me

* the voices in my head told me to do this

* Register ILocalizationManagerInternal on client

* Avoid breaking change

* Cleanup

* Release notes
2025-04-26 22:38:56 +10:00
chromiumboy
addd8b5bdd Initial commit (#5880) 2025-04-25 22:19:11 +10:00
547 changed files with 17414 additions and 18366 deletions

View 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 }}

View File

@@ -10,7 +10,7 @@ jobs:
build:
strategy:
matrix:
os: [ubuntu-latest, windows-latest] # , macos-latest] - temporarily disabled due to libfreetype.dll errors.
os: [ubuntu-latest, windows-latest, macos-latest]
runs-on: ${{ matrix.os }}

View File

@@ -26,7 +26,7 @@ jobs:
dotnet-version: 9.0.x
- name: Package client
run: Tools/package_client_build.py -p windows mac linux
run: Tools/package_client_build.py
- name: Shuffle files around
run: |

View File

@@ -44,10 +44,11 @@
<PackageVersion Include="NUnit3TestAdapter" Version="4.6.0" />
<PackageVersion Include="Nett" Version="0.15.0" />
<PackageVersion Include="Npgsql.EntityFrameworkCore.PostgreSQL" Version="9.0.2" />
<PackageVersion Include="OpenTK.OpenAL" Version="4.7.7" />
<PackageVersion Include="OpenTK.Audio.OpenAL" Version="4.9.4" />
<PackageVersion Include="OpenToolkit.Graphics" Version="4.0.0-pre9.1" />
<PackageVersion Include="Pidgin" Version="3.3.0" />
<PackageVersion Include="Robust.Natives" Version="0.1.1" />
<PackageVersion Include="Robust.Natives" Version="0.2.1" />
<PackageVersion Include="Robust.Natives.Zstd" Version="0.1.0-zstd1.5.7" />
<PackageVersion Include="Robust.Natives.Cef" Version="131.3.5" />
<PackageVersion Include="Robust.Shared.AuthLib" Version="0.1.2" />
<PackageVersion Include="SQLitePCLRaw.bundle_e_sqlite3" Version="2.1.10" />
@@ -55,11 +56,14 @@
<PackageVersion Include="Serilog" Version="4.2.0" />
<PackageVersion Include="Serilog.Sinks.Loki" Version="4.0.0-beta3" />
<PackageVersion Include="SharpZstd.Interop" Version="1.5.2-beta2" />
<PackageVersion Include="SixLabors.ImageSharp" Version="3.1.7" />
<PackageVersion Include="SixLabors.ImageSharp" Version="3.1.11" />
<PackageVersion Include="SpaceWizards.HttpListener" Version="0.1.1" />
<PackageVersion Include="SpaceWizards.NFluidsynth" Version="0.1.1" />
<PackageVersion Include="SpaceWizards.SharpFont" Version="1.0.2" />
<PackageVersion Include="SpaceWizards.NFluidsynth" Version="0.2.2" />
<PackageVersion Include="SpaceWizards.Sdl" Version="1.0.0" />
<PackageVersion Include="SpaceWizards.SharpFont" Version="1.1.0" />
<PackageVersion Include="SpaceWizards.Sodium" Version="0.2.1" />
<PackageVersion Include="libsodium" Version="1.0.20.1" />
<PackageVersion Include="System.Management" Version="9.0.8" />
<PackageVersion Include="TerraFX.Interop.Windows" Version="10.0.26100.1" />
<PackageVersion Include="TerraFX.Interop.Xlib" Version="6.4.0" />
<PackageVersion Include="VorbisPizza" Version="1.3.0" />

View File

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

View File

@@ -16,7 +16,10 @@
<ItemGroup>
<ProjectReference Include="$(MSBuildThisFileDirectory)\..\Robust.Client.NameGenerator\Robust.Client.NameGenerator.csproj" OutputItemType="Analyzer" ReferenceOutputAssembly="false"/>
<ProjectReference Include="$(MSBuildThisFileDirectory)\..\Robust.Client.Injectors\Robust.Client.Injectors.csproj" ReferenceOutputAssembly="false"/>
<ProjectReference Include="$(MSBuildThisFileDirectory)\..\Robust.Client.Injectors\Robust.Client.Injectors.csproj" ReferenceOutputAssembly="false">
<SetConfiguration Condition="'$(Configuration)' == 'DebugOpt'">Configuration=Debug</SetConfiguration>
<SetConfiguration Condition="'$(Configuration)' == 'Tools'">Configuration=Release</SetConfiguration>
</ProjectReference>
</ItemGroup>
<!-- XamlIL does not make use of special Robust configurations like DebugOpt. Convert these down. -->
@@ -71,6 +74,6 @@
</PropertyGroup>
<Exec
Condition="'$(_RobustUseExternalMSBuild)' == 'true'"
Command="&quot;$(DOTNET_HOST_PATH)&quot; msbuild /nodereuse:false $(MSBuildProjectFile) /t:CompileRobustXaml /p:_RobustForceInternalMSBuild=true /p:Configuration=$(Configuration) /p:RuntimeIdentifier=$(RuntimeIdentifier) /p:TargetFramework=$(TargetFramework) /p:BuildProjectReferences=false"/>
Command="&quot;$(DOTNET_HOST_PATH)&quot; msbuild /nodereuse:false $(MSBuildProjectFile) /t:CompileRobustXaml /p:_RobustForceInternalMSBuild=true /p:Configuration=$(Configuration) /p:RuntimeIdentifier=$(RuntimeIdentifier) /p:TargetFramework=$(TargetFramework) /p:BuildProjectReferences=false /p:IntermediateOutputPath=&quot;$(IntermediateOutputPath.TrimEnd('\'))/&quot;"/>
</Target>
</Project>

View File

@@ -54,6 +54,613 @@ END TEMPLATE-->
*None yet*
## 267.2.3
## 267.2.2
## 267.2.1
## 267.2.0
### New features
* Sprites and Sprite layers have a new `Loop` data field that can be set to false to automatically pause animations once they have finished.
### Bugfixes
* Fixed `CollectionExtensions.TryGetValue` throwing an exception when given a negative list index.
* Fixed `EntityManager.PredictedQueueDeleteEntity()` not deferring changes for networked entities until the end of the tick.
* Fixed `EntityManager.IsQueuedForDeletion` not returning true foe entities getting deleted via `PredictedQueueDeleteEntity()`
### Other
* `IResourceManager.GetContentRoots()` has been obsoleted and returns no more results.
### Internal
* `IResourceManager.GetContentRoots()` has been replaced with a similar method on `IResourceManagerInternal`. This new method returns `string`s instead of `ResPath`s, and usage code has been updated to use these paths correctly.
## 267.1.0
### New features
* Animation:
* `AnimationTrackProperty.KeyFrame` can now have easings functions applied.
* Graphics:
* `PointLightComponent` now has two fields, `falloff` and `curveFactor`, for controlling light falloff and the shape of the light attenuation curve.
* `IClydeViewport` now has an `Id` and `ClearCachedResources` event. Together, these allow you to properly cache rendering resources per viewport.
* Miscellaneous:
* Added `display.max_fps` CVar.
* Added `IGameTiming.FrameStartTime`.
* Sandbox:
* Added `System.WeakReference<T>`.
* Added `SpaceWizards.Sodium.CryptoGenericHashBlake2B.Hash()`.
* Added `System.Globalization.UnicodeCategory`.
* Serialization:
* Added a new entity yaml deserialization option (`SerializationOptions.EntityExceptionBehaviour`) that can optionally make deserialization more exception tolerant.
* Tooling:
* `devwindow` now has a tab listing active `IRenderTarget`s, allowing insight into resource consumption.
* `loadgrid` now creates a map if passed an invalid map ID.
* Added game version information to F3 overlay.
* Added completions to more map commands.
* UI system:
* `Control.OrderedChildCollection` (gotten from `.Children`) now implements `IReadOnlyList<Control>`, allowing it to be indexed directly.
* Added `WrapContainer` control. This lays out multiple elements along an axis, wrapping them if there's not enough space. It comes with many options and can handle multiple axes.
* Popups/modals now work in secondary windows. This entails putting roots for these on each UI root.
* If you are not using `OSWindow` and are instead creating secondary windows manually, you need to call `WindowRoot.CreateRootControls()` manually for this to work.
* Added `Axis` enum, `IAxisImplementation` interface and axis implementations. These allow writing general-purpose UI layout code that can work on multiple axis at once.
* WebView:
* Added `web.remote_debug_port` CVar to change Chromium's remote debug port.
### Bugfixes
* Audio:
* Fix audio occlusion & velocity being calculated with the audio entity instead of the source entity.
* Bound UI:
* Try to fix an assert related to `UserInterfaceComponent` delta states.
* Configuration:
* The client no longer tries to send `CLIENT | REPLICATED` CVars when not connected to a server. This could cause test failures.
* Math:
* Fixed `Matrix3Helpers.TransformBounds()` returning an incorrect result. Now it effectively behaves like `Matrix3Helpers.TransformBox()` and has been marked as obsolete.
* Physics:
* Work around an undiagnosed crash processing entities without parents.
* Serialization:
* Fix `[DataRecord]`s with computed get-only properties.
* Resources:
* Fix some edge case broken path joining in `DirLoader` and `WritableDirProvider`.
* Tests:
* Fix `PlacementManager.CurrentMousePosition` in integration tests.
* UI system:
* Animations for the debug console and scrolling are no longer framerate dependent.
* Fix `OutputPanel.SetMessage` triggering a scrolling animation when editing messages other than the last one.
* Fix word wrapping with two-`char` runes in `RichTextLabel` and `OutputPanel`.
* WebView:
* Multiple clients with WebView can now run at the same time, thanks to better CEF cache management.
### Other
* Audio:
* Improved error logging for invalid file names in `SharedAudioSystem`.
* Configuration:
* Fix crash if more than 255 `REPLICATED` CVars exist. Also increased the max size of the CVar replication message.
* Entities:
* Transform:
* `AnchorEntity` logs instead of using an assert for invalid arguments.
* Containers:
* `SharedContainerSystem.CleanContainer` now uses `PredictedDel()` instead.
* Networking:
* The client now logs an error when attempting to send a network message without server connection. Previously, it would be silently dropped.
* `net.interp` and `net.buffer_size` CVars are now `REPLICATED`.
* Graphics:
* The function used for pointlight attenuation has been modified to be c1 continuous as opposed to simply c0 continuous, resulting in smoother boundary behavior.
* RSI validator no longer allows empty (`""`) state names.
* Packaging:
* Server packaging now excludes all files in the `Audio/` directory.
* Server packaging now excludes engine resources `EngineFonts/` and `Midi/`.
* ACZ explicitly specifies manifest charset as UTF-8.
* Serialization:
* `CurTime`-relative `TimeSpan` values that are `MaxValue` now deserialize without overflow.
* `SpriteSpecifier.Texture` will now fail to validate if the path is inside a `.rsi`. Use RSI sprite specifiers instead.
* Resources:
* `IWritableDirProvider.RootDir` is now null on clients.
* WebView:
* CEF cache is no longer in the content-accessible user data directory.
### Internal
* Added some debug commands for debugging viewport resource management: `vp_clear_all_cached` & `vp_test_finalize`
* `uitest` command now supports command argument for tab selection, like `uitest2`.
* Rewrote `BoxContainer` implementation to make use of new axis system.
* Moved `uitest2` and `devwindow` to use the `OSWindow` control.
* SDL3 binding has been moved to `SpaceWizards.Sdl` NuGet package.
* `dmetamem` command has been moved from `DEBUG` to `TOOLS`.
* Consolidate `AttachToGridOrMap` with `TryGetMapOrGridCoordinates`.
* Secondary window render targets have clear names specified.
* Updated `SpaceWizards.NFluidsynth` to `0.2.2`.
* `Robust.Client.WebView.Cef.Program` is now internal.
* `download_manifest_file.py` script in repo now always decodes as UTF-8 correctly.
* Added a new debug assert to game state processing.
## 267.0.0
### Breaking changes
* When a player disconnects, the relevant callbacks are now fired *after* removing the channel from `INetManager`.
### New features
* Engine builds are now published for ARM64 & FreeBSD.
* CPU model names are now detected on Windows & Linux ARM64.
* Toolshed's `spawn:in` command now works on entities without `Physics` component.
### Bugfixes
* SDL3 windowing backend fixes:
* Avoid macOS freezes with multiple windows.
* Fix macOS rendering breaking when closing secondary windows.
* File dialogs properly associate parent windows.
* Fix IME positions not working with UI scaling properly.
* Properly specify library names for loading native library.
* WinBit threads don't permanently stay stuck when their window closes.
* Checking for the "`null`" literal in serialization is now culture invariant.
### Other
* Compat mode on the client now defaults to on for Windows Snapdragon devices, to work around driver bugs.
* Update various libraries & natives. This enables out-of-the-box ARM64 support on all platforms and is a long-overdue modernization.
* Key name displays now use proper Unicode symbols for macOS ⌥ and ⌘.
* Automated CI for RobustToolbox runs on macOS again.
* Autocompletions for `ProtoId<T>` in Toolshed now use `PrototypeIdsLimited` instead of arbitrarily cutting out if more than 256 of a prototype exists.
## 266.0.0
### Breaking changes
* A new analyzer has been added that will error if you attempt to subscribe to `AfterAutoHandleStateEvent` on a
component that doesn't have the `AutoGenerateComponentState` attribute, or doesn't have the first argument of that
attribute set to `true`. In most cases you will want to set said argument to `true`.
* The fields on `AutoGenerateComponentStateAttribute` are now `readonly`. Setting these directly (instead of using the constructor arguments) never worked in the first place, so this change only catches existing programming errors.
* When a player disconnects, `ISharedPlayerManager.PlayerStatusChanged` is now fired *after* removing the session from the `Sessions` list.
* `.rsi` files are now compacted into individual `.rsic` files on packaging. This should significantly reduce file count & improve performance all over release builds, but breaks the ability to access `.png` files into RSIs directly. To avoid this, `"rsic": false` can be specified in the RSI's JSON metadata.
* The `scale` command has been removed, with the intent of it being moved to content instead.
### New features
* ViewVariables editors for `ProtoId` fields now have a Select button which opens a window listing all available prototypes of the appropriate type.
* added **IConfigurationManager**.*SubscribeMultiple* ext. method to provide simpler way to unsubscribe from multiple cvar at once
* Added `SharedMapSystem.QueueDeleteMap`, which deletes a map with the specified MapId in the next tick.
* Added generic version of `ComponentRegistry.TryGetComponent`.
* `AttributeHelper.HasAttribute` has had an overload's type signature loosened from `INamedTypeSymbol` to `ITypeSymbol`.
* Errors are now logged when sending messages to disconnected `INetChannel`s.
* Warnings are now logged if sending a message via Lidgren failed for some reason.
* `.yml` and `.ftl` files in the same directory are now concatenated onto each other, to reduce file count in packaged builds. This is done through the new `AssetPassMergeTextDirectories` pass.
* Added `System.Linq.ImmutableArrayExtensions` to sandbox.
* `ImmutableDictionary<TKey, TValue>` and `ImmutableHashSet<T>` can now be network serialized.
* `[AutoPausedField]` now works on fields of type `Dictionary<TKey, TimeSpan>`.
* `[NotYamlSerializable]` analyzer now detects nullable fields of the not-serializable type.
* `ItemList` items can now have a scale applied for the icon.
* Added new OS mouse cursor shapes for the SDL3 backend. These are not available on the GLFW backend.
* Added `IMidiRenderer.MinVolume` to scale the volume of MIDI notes.
* Added `SharedPhysicsSystem.ScaleFixtures`, to apply the physics-only changes of the prior `scale` command.
### Bugfixes
* `LayoutContainer.SetMarginsPreset` and `SetAnchorAndMarginPreset` now correctly use the provided control's top anchor when calculating the margins for its presets; it previously used the bottom anchor instead. This may result in a few UI differences, by a few pixels at most.
* `IConfigurationManager` no longer logs a warning when saving configuration in an integration test.
* Fixed impossible-to-source `ChannelClosedException`s when sending some net messages to disconnected `INetChannel`s.
* Fixed an edge case causing some color values to throw an error in `ColorNaming`.
* Fresh builds from specific projects should no longer cause errors related to `Robust.Client.Injectors` not being found.
* Stopped errors getting logged about `NoteOff` and `NoteOn` operations failing in MIDI.
* Fixed MIDI players not resuming properly when re-entering PVS range.
### Other
* Updated ImageSharp to 3.1.11 to stop the warning about a DoS vulnerability.
* Prototype YAML documents that are completely empty are now skipped by the prototype loader. Previously they would cause a load error for the whole file.
* `TileSpawnWindow` can now be localized.
* `BaseWindow` uses the new mouse cursor shapes for diagonal resizing.
* `NFluidsynth` has been updated to 0.2.0
### Internal
* Added `uitest` tab for standard mouse cursor shapes.
## 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

View File

@@ -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

View File

@@ -0,0 +1,3 @@
generic-map = map
generic-grid = grid
generic-mapid = map Id

View File

@@ -0,0 +1,33 @@
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-unknown = unknown color, you should not see this
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

View File

@@ -411,9 +411,6 @@ cmd-spawn-help = spawn <prototype> OR spawn <prototype> <relative entity ID> OR
cmd-cspawn-desc = Spawns a client-side entity with specific type at your feet.
cmd-cspawn-help = cspawn <entity type>
cmd-scale-desc = Increases or decreases an entity's size naively.
cmd-scale-help = scale <entityUid> <float>
cmd-dumpentities-desc = Dump entity list.
cmd-dumpentities-help = Dumps entity list of UIDs and prototype.
@@ -580,3 +577,5 @@ cmd-localization_set_culture-desc = Set DefaultCulture for the client Localizati
cmd-localization_set_culture-help = Usage: localization_set_culture <cultureName>
cmd-localization_set_culture-culture-name = <cultureName>
cmd-localization_set_culture-changed = Localization changed to { $code } ({ $nativeName } / { $englishName })
cmd-addmap-hint-2 = runMapInit [true / false]

View File

@@ -1,14 +1,13 @@
## EntitySpawnWindow
entity-spawn-window-title = Entity Spawn Panel
entity-spawn-window-search-bar-placeholder = search
entity-spawn-window-clear-button = Clear
entity-spawn-window-replace-button-text = Replace
entity-spawn-window-override-menu-tooltip = Override placement
## TileSpawnWindow
tile-spawn-window-title = Place Tiles
tile-spawn-window-mirror-button-text = Mirror Tiles
## Console
@@ -21,3 +20,5 @@ output-panel-scroll-down-button-text = Scroll Down
## Common Used
window-erase-button-text = Erase Mode
window-search-bar-placeholder = Search
window-clear-button = Clear

View File

@@ -0,0 +1,25 @@
## "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 }
## "Render Targets" dev window tab
dev-window-tab-render-targets-title = Render Targets
dev-window-tab-render-targets-reload = Reload
dev-window-tab-render-targets-filter = Filter
dev-window-tab-render-targets-column-id = ID
dev-window-tab-render-targets-column-name = Name
dev-window-tab-render-targets-column-size = Size
dev-window-tab-render-targets-column-type = Type
dev-window-tab-render-targets-column-vram = VRAM
dev-window-tab-render-targets-column-thumbnail = Thumbnail
dev-window-tab-render-targets-value-null = null
dev-window-tab-render-targets-value-not-available = Not available
dev-window-tab-render-targets-summary = Total VRAM: { $vram }

View File

@@ -2,6 +2,7 @@ input-key-Escape = Escape
input-key-Control = Control
input-key-Shift = Shift
input-key-Alt = Alt
input-key-Alt-mac = ⌥
input-key-Menu = Menu
input-key-F1 = F1
input-key-F2 = F2
@@ -70,8 +71,8 @@ input-key-MouseButton9 = Mouse 9
input-key-LSystem-win = Left Win
input-key-RSystem-win = Right Win
input-key-LSystem-mac = Left Cmd
input-key-RSystem-mac = Right Cmd
input-key-LSystem-mac = Left
input-key-RSystem-mac = Right
input-key-LSystem-linux = Left Meta
input-key-RSystem-linux = Right Meta

View File

@@ -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 =

View File

@@ -25,3 +25,9 @@ vv-sound-reference-distance = Reference Distance
vv-sound-loop = Loop
vv-sound-play-offset = Play Offset (s)
vv-sound-variation = Pitch variation
## ProtoId
vv-protoid-id-placeholder = Prototype ID
vv-protoid-select-button-label = Select
vv-protoid-addwindow-title = Set Prototype

View File

@@ -14,6 +14,8 @@ uniform highp vec2 lightCenter;
uniform highp float lightRange;
uniform highp float lightPower;
uniform highp float lightSoftness;
uniform highp float lightFalloff;
uniform highp float lightCurveFactor;
uniform highp float lightIndex;
uniform sampler2D shadowMap;
@@ -47,8 +49,15 @@ void fragment()
discard;
}
highp float dist = dot(diff, diff) + LIGHTING_HEIGHT;
highp float val = clamp((1.0 - clamp(sqrt(dist) / lightRange, 0.0, 1.0)) * (1.0 / (sqrt(dist + 1.0))), 0.0, 1.0);
// this implementation of light attenuation primarily adapted from
// https://lisyarus.github.io/blog/posts/point-light-attenuation.html
highp float sqr_dist = dot(diff, diff) + LIGHTING_HEIGHT;
highp float s = clamp(sqrt(sqr_dist) / lightRange, 0.0, 1.0);
highp float s2 = s * s;
// controls curve by lerping between two variants (inverse-shape and inversequadratic-shape)
highp float curveFactor = mix(s, s2, clamp(lightCurveFactor, 0.0, 1.0));
highp float val = clamp(((1.0 - s2) * (1.0 - s2)) / (1.0 + lightFalloff * curveFactor), 0.0, 1.0);
val *= lightPower;
val *= mask;

View File

@@ -0,0 +1,110 @@
using System.Threading.Tasks;
using Microsoft.CodeAnalysis.CSharp.Testing;
using Microsoft.CodeAnalysis.Testing;
using NUnit.Framework;
using VerifyCS =
Microsoft.CodeAnalysis.CSharp.Testing.CSharpAnalyzerVerifier<Robust.Analyzers.AfterAutoHandleStateAnalyzer,
Microsoft.CodeAnalysis.Testing.DefaultVerifier>;
namespace Robust.Analyzers.Tests;
[Parallelizable(ParallelScope.All | ParallelScope.Fixtures)]
[TestFixture, TestOf(typeof(AfterAutoHandleStateAnalyzer))]
public sealed class AfterAutoHandleStateAnalyzerTest
{
private const string SubscribeEventDef = """
using System;
namespace Robust.Shared.GameObjects;
public readonly struct EntityUid;
public abstract class EntitySystem
{
public void SubscribeLocalEvent<T, TEvent>() where TEvent : notnull { }
}
public interface IComponent;
public interface IComponentState;
""";
// A rare case for block-scoped namespace, I thought. Then I realized this
// only needed the one type definition.
private const string OtherTypeDefs = """
using System;
namespace JetBrains.Annotations
{
public sealed class BaseTypeRequiredAttribute(Type baseType) : Attribute;
}
""";
private static Task Verifier(string code, params DiagnosticResult[] expected)
{
var test = new CSharpAnalyzerTest<AfterAutoHandleStateAnalyzer, DefaultVerifier>
{
TestState = { Sources = { code } }
};
TestHelper.AddEmbeddedSources(test.TestState,
"Robust.Shared.Analyzers.ComponentNetworkGeneratorAuxiliary.cs",
"Robust.Shared.GameObjects.EventBusAttributes.cs");
test.TestState.Sources.Add(("EntitySystem.Subscriptions.cs", SubscribeEventDef));
test.TestState.Sources.Add(("Types.cs", OtherTypeDefs));
test.TestState.ExpectedDiagnostics.AddRange(expected);
return test.RunAsync();
}
[Test]
public async Task Test()
{
const string code = """
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
[AutoGenerateComponentState(true)]
public sealed class AutoGenTrue;
[AutoGenerateComponentState(true, true)]
public sealed class AutoGenTrueTrue;
public sealed class NotAutoGen;
[AutoGenerateComponentState]
public sealed class AutoGenNoArgs;
[AutoGenerateComponentState(false)]
public sealed class AutoGenFalse;
public sealed class Foo : EntitySystem
{
public void Good()
{
// Subscribing to other events works
SubscribeLocalEvent<AutoGenNoArgs, object>();
// First arg true allows subscribing
SubscribeLocalEvent<AutoGenTrue, AfterAutoHandleStateEvent>();
SubscribeLocalEvent<AutoGenTrueTrue, AfterAutoHandleStateEvent>();
}
public void Bad()
{
// Can't subscribe if AutoGenerateComponentState isn't even present
SubscribeLocalEvent<NotAutoGen, AfterAutoHandleStateEvent>();
// Can't subscribe if first arg is not specified/false
SubscribeLocalEvent<AutoGenNoArgs, AfterAutoHandleStateEvent>();
SubscribeLocalEvent<AutoGenFalse, AfterAutoHandleStateEvent>();
}
}
""";
await Verifier(code,
// /0/Test0.cs(29,9): error RA0040: Tried to subscribe to AfterAutoHandleStateEvent for 'NotAutoGen' which doesn't have an AutoGenerateComponentState attribute
VerifyCS.Diagnostic(AfterAutoHandleStateAnalyzer.MissingAttribute).WithSpan(29, 9, 29, 69).WithArguments("NotAutoGen"),
// /0/Test0.cs(32,9): error RA0041: Tried to subscribe to AfterAutoHandleStateEvent for 'AutoGenNoArgs' which doesn't have raiseAfterAutoHandleState set
VerifyCS.Diagnostic(AfterAutoHandleStateAnalyzer.MissingAttributeParam).WithSpan(32, 9, 32, 72).WithArguments("AutoGenNoArgs"),
// /0/Test0.cs(33,9): error RA0041: Tried to subscribe to AfterAutoHandleStateEvent for 'AutoGenFalse' which doesn't have raiseAfterAutoHandleState set
VerifyCS.Diagnostic(AfterAutoHandleStateAnalyzer.MissingAttributeParam).WithSpan(33, 9, 33, 71).WithArguments("AutoGenFalse")
);
}
}

View File

@@ -1,4 +1,4 @@
extern alias SerializationGenerator;
extern alias SerializationGenerator;
using System.Linq;
using System.Reflection;
using Microsoft.CodeAnalysis;
@@ -126,6 +126,48 @@ public sealed class ComponentPauseGeneratorTest
""");
}
[Test]
public void TestDictionary()
{
var result = RunGenerator("""
[AutoGenerateComponentPause]
public sealed partial class FooComponent : IComponent
{
[AutoPausedField]
public Dictionary<string, TimeSpan> Foo;
}
""");
ExpectNoDiagnostics(result);
ExpectSource(
result,
"""
// <auto-generated />
using Robust.Shared.GameObjects;
public partial class FooComponent
{
[RobustAutoGenerated]
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
public sealed class FooComponent_AutoPauseSystem : EntitySystem
{
public override void Initialize()
{
SubscribeLocalEvent<FooComponent, EntityUnpausedEvent>(OnEntityUnpaused);
}
private void OnEntityUnpaused(EntityUid uid, FooComponent component, ref EntityUnpausedEvent args)
{
foreach (var key in component.Foo.Keys)
component.Foo[key] += args.PausedTime;
}
}
}
""");
}
[Test]
public void TestAutoState()
{

View File

@@ -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 +190,67 @@ 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 { }
[NotYamlSerializable]
public readonly struct NotSerializableStruct { }
[DataDefinition]
public sealed partial class Foo
{
[DataField]
public NotSerializableClass BadField;
[DataField]
public NotSerializableClass BadProperty { get; set; }
[DataField]
public NotSerializableClass? BadNullableField;
[DataField]
public NotSerializableStruct BadStructField;
[DataField]
public NotSerializableStruct BadStructProperty { get; set; }
[DataField]
public NotSerializableStruct? BadNullableStructField;
[DataField]
public NotSerializableStruct? BadNullableStructProperty { 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(12,12): error RA0033: Data field BadField in data definition Foo is type NotSerializableClass, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(12, 12, 12, 32).WithArguments("BadField", "Foo", "NotSerializableClass"),
// /0/Test0.cs(15,12): error RA0033: Data field BadProperty in data definition Foo is type NotSerializableClass, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(15, 12, 15, 32).WithArguments("BadProperty", "Foo", "NotSerializableClass"),
// /0/Test0.cs(18,12): error RA0036: Data field BadNullableField in data definition Foo is type NotSerializableClass, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(18, 12, 18, 33).WithArguments("BadNullableField", "Foo", "NotSerializableClass"),
// /0/Test0.cs(21,12): error RA0036: Data field BadStructField in data definition Foo is type NotSerializableStruct, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(21, 12, 21, 33).WithArguments("BadStructField", "Foo", "NotSerializableStruct"),
// /0/Test0.cs(24,12): error RA0036: Data field BadStructProperty in data definition Foo is type NotSerializableStruct, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(24, 12, 24, 33).WithArguments("BadStructProperty", "Foo", "NotSerializableStruct"),
// /0/Test0.cs(27,12): error RA0036: Data field BadNullableStructField in data definition Foo is type NotSerializableStruct, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(27, 12, 27, 34).WithArguments("BadNullableStructField", "Foo", "NotSerializableStruct"),
// /0/Test0.cs(30,12): error RA0036: Data field BadNullableStructProperty in data definition Foo is type NotSerializableStruct, which is not YAML serializable
VerifyCS.Diagnostic(DataDefinitionAnalyzer.DataFieldYamlSerializableRule).WithSpan(30, 12, 30, 34).WithArguments("BadNullableStructProperty", "Foo", "NotSerializableStruct")
);
}
}

View 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));
}
}

View File

@@ -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"));
}
}

View 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");
}
}

View File

@@ -10,6 +10,7 @@
<ItemGroup>
<EmbeddedResource Include="..\Robust.Shared\Analyzers\AccessAttribute.cs" LogicalName="Robust.Shared.Analyzers.AccessAttribute.cs" LinkBase="Implementations" />
<EmbeddedResource Include="..\Robust.Shared\Analyzers\AccessPermissions.cs" LogicalName="Robust.Shared.Analyzers.AccessPermissions.cs" LinkBase="Implementations" />
<EmbeddedResource Include="..\Robust.Shared\Analyzers\ComponentNetworkGeneratorAuxiliary.cs" LogicalName="Robust.Shared.Analyzers.ComponentNetworkGeneratorAuxiliary.cs" LinkBase="Implementations" />
<EmbeddedResource Include="..\Robust.Shared\Analyzers\MustCallBaseAttribute.cs" LogicalName="Robust.Shared.IoC.MustCallBaseAttribute.cs" LinkBase="Implementations" />
<EmbeddedResource Include="..\Robust.Shared\Analyzers\PreferNonGenericVariantForAttribute.cs" LogicalName="Robust.Shared.Analyzers.PreferNonGenericVariantForAttribute.cs" LinkBase="Implementations" />
<EmbeddedResource Include="..\Robust.Shared\Analyzers\PreferOtherTypeAttribute.cs" LogicalName="Robust.Shared.Analyzers.PreferOtherTypeAttribute.cs" LinkBase="Implementations" />
@@ -17,6 +18,10 @@
<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>

View File

@@ -0,0 +1,85 @@
#nullable enable
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 AfterAutoHandleStateAnalyzer : DiagnosticAnalyzer
{
private const string AfterAutoHandleStateEventName = "AfterAutoHandleStateEvent";
private const string AutoGenStateAttribute = "Robust.Shared.Analyzers.AutoGenerateComponentStateAttribute";
private const string SubscribeLocalEventName = "SubscribeLocalEvent";
public static readonly DiagnosticDescriptor MissingAttribute = new(
Diagnostics.IdAutoGenStateAttributeMissing,
"Unreachable AfterAutoHandleState subscription",
"Tried to subscribe to AfterAutoHandleStateEvent for '{0}' which doesn't have an "
+ "AutoGenerateComponentState attribute",
"Usage",
DiagnosticSeverity.Error,
true,
// Does this even show up anywhere in Rider? >:(
"You must mark your component with '[AutoGenerateComponentState(true)]' to subscribe to this event."
);
public static readonly DiagnosticDescriptor MissingAttributeParam = new(
Diagnostics.IdAutoGenStateParamMissing,
"Unreachable AfterAutoHandleState subscription",
"Tried to subscribe to AfterAutoHandleStateEvent for '{0}' which doesn't have "
+ "raiseAfterAutoHandleState set",
"Usage",
DiagnosticSeverity.Error,
true,
"The AutoGenerateComponentState attribute must be passed 'true' in order to subscribe to this event."
);
public override ImmutableArray<DiagnosticDescriptor> SupportedDiagnostics =>
[MissingAttribute, MissingAttributeParam];
public override void Initialize(AnalysisContext context)
{
// This is more to stop user error rather than code generation error
// (Plus this shouldn't affect code gen anyway)
context.ConfigureGeneratedCodeAnalysis(GeneratedCodeAnalysisFlags.None);
context.EnableConcurrentExecution();
context.RegisterCompilationStartAction(compilationContext =>
{
var autoGenStateAttribute = compilationContext.Compilation.GetTypeByMetadataName(AutoGenStateAttribute);
// No attribute, no analyzer.
if (autoGenStateAttribute is null)
return;
compilationContext.RegisterOperationAction(
analysisContext => CheckEventSubscription(analysisContext, autoGenStateAttribute),
OperationKind.Invocation);
});
}
private static void CheckEventSubscription(OperationAnalysisContext context, ITypeSymbol autoGenStateAttribute)
{
if (context.Operation is not IInvocationOperation operation)
return;
// Check the method has the right name and has the right type args
if (operation.TargetMethod is not
{ Name: SubscribeLocalEventName, TypeArguments: [var component, { Name: AfterAutoHandleStateEventName }] })
return;
// Search the component's attributes for something matching autoGenStateAttribute
AttributeHelper.HasAttribute(component, autoGenStateAttribute, out var autoGenAttribute);
// First argument is raiseAfterAutoHandleState—note it shouldn't ever
// be null, since it has a default, but eh.
if (autoGenAttribute?.ConstructorArguments[0].Value is true)
return;
context.ReportDiagnostic(Diagnostic.Create(autoGenAttribute is null ? MissingAttribute : MissingAttributeParam,
operation.Syntax.GetLocation(),
component.Name));
}
}

View File

@@ -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 +182,51 @@ 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;
fieldTypeSymbol = TypeSymbolHelper.GetNullableUnderlyingTypeOrSelf(fieldTypeSymbol);
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 +237,25 @@ 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;
propertyTypeSymbol = TypeSymbolHelper.GetNullableUnderlyingTypeOrSelf(propertyTypeSymbol);
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 +380,14 @@ 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 +402,6 @@ 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 +425,11 @@ 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))

View 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()));
}
}

View 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()));
}
}
}

View File

@@ -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)

View File

@@ -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);

View File

@@ -0,0 +1,51 @@
using System;
using System.IO;
using Robust.Client.Utility;
namespace Robust.Client.WebView.Cef;
internal sealed partial class WebViewManagerCef
{
private const string BaseCacheName = "cef_cache";
private const string LockFileName = "robust.lock";
private FileStream? _lockFileStream;
private const int MaxAttempts = 15; // This probably shouldn't be a cvar because the only reason you'd need it change for legit just botting the game.
private string FindAndLockCacheDirectory()
{
var rootDir = Path.Combine(UserDataDir.GetRootUserDataDir(_gameController), BaseCacheName);
for (var i = 0; i < MaxAttempts; i++)
{
var cacheDirPath = Path.Combine(rootDir, i.ToString());
if (TryLockCacheDir(i, cacheDirPath))
return cacheDirPath;
}
throw new Exception("Unable to locate available CEF cache directory!");
}
private bool TryLockCacheDir(int attempt, string path)
{
_sawmill.Verbose($"Trying to lock cache directory {attempt}");
// Does not fail if directory already exists.
Directory.CreateDirectory(path);
var lockFilePath = Path.Combine(path, LockFileName);
try
{
var file = File.Open(lockFilePath, FileMode.Create, FileAccess.ReadWrite, FileShare.None);
_lockFileStream = file;
_sawmill.Debug($"Successfully locked CEF cache directory {attempt}");
return true;
}
catch (IOException ex)
{
_sawmill.Error($"Failed to lock cache directory {attempt}: {ex}");
return false;
}
}
}

View File

@@ -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!;
@@ -59,9 +61,9 @@ namespace Robust.Client.WebView.Cef
if (cefResourcesPath == null)
throw new InvalidOperationException("Unable to locate cef_resources directory!");
var cachePath = "";
if (_resourceManager.UserData is WritableDirProvider userData)
cachePath = userData.GetFullPath(new ResPath("/cef_cache"));
var remoteDebugPort = _cfg.GetCVar(WCVars.WebRemoteDebugPort);
var cachePath = FindAndLockCacheDirectory();
var settings = new CefSettings()
{
@@ -71,7 +73,7 @@ namespace Robust.Client.WebView.Cef
BrowserSubprocessPath = subProcessPath,
LocalesDirPath = Path.Combine(cefResourcesPath, "locales"),
ResourcesDirPath = cefResourcesPath,
RemoteDebuggingPort = 9222,
RemoteDebuggingPort = remoteDebugPort,
CookieableSchemesList = "usr,res",
CachePath = cachePath,
};

View File

@@ -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()
{
}

View File

@@ -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);

View File

@@ -26,4 +26,16 @@ public static class WCVars
/// </summary>
public static readonly CVarDef<bool> WebHeadless =
CVarDef.Create("web.headless", false, CVar.CLIENTONLY);
#if TOOLS
private const int DefaultRemoteDebugPort = 9222;
#else
private const int DefaultRemoteDebugPort = 0;
#endif
/// <summary>
/// If not 0, the port number used for Chromium's remote debugging.
/// </summary>
public static readonly CVarDef<int> WebRemoteDebugPort =
CVarDef.Create("web.remote_debug_port", DefaultRemoteDebugPort, CVar.CLIENTONLY);
}

View File

@@ -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)

View File

@@ -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.
@@ -56,8 +54,14 @@ namespace Robust.Client.Animations
}
else
{
var next = KeyFrames[nextKeyFrame];
// Get us a scale 0 -> 1 here.
var t = playingTime / KeyFrames[nextKeyFrame].KeyTime;
var t = playingTime / next.KeyTime;
// Apply easing to time parameter, if one was specified
if (next.Easing != null)
t = next.Easing(t);
switch (InterpolationMode)
{
@@ -122,9 +126,9 @@ 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:
@@ -149,10 +153,20 @@ namespace Robust.Client.Animations
/// </summary>
public readonly float KeyTime;
public KeyFrame(object value, float keyTime)
/// <summary>
/// An easing function to apply when interpolating to this keyframe's value.
/// Modifies the time parameter (0..1) of the interpolation between the previous keyframe and this one.
/// </summary>
/// <remarks>
/// See <see cref="Easings"/> for examples of easing functions, or provide your own.
/// </remarks>
public readonly Func<float, float>? Easing;
public KeyFrame(object value, float keyTime, Func<float, float>? easing = null)
{
Value = value;
KeyTime = keyTime;
Easing = easing;
}
}
}

View File

@@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
using OpenTK.Audio.OpenAL;
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Client.Audio.Sources;
using Robust.Client.ResourceManagement;
using Robust.Shared;
@@ -57,8 +56,8 @@ 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);
}
@@ -145,7 +144,7 @@ internal sealed partial class AudioManager : IAudioInternal
private static void RemoveEfx((int sourceHandle, int filterHandle) handles)
{
if (handles.filterHandle != 0)
EFX.DeleteFilter(handles.filterHandle);
ALC.EFX.DeleteFilter(handles.filterHandle);
}
private void _checkAlcError(ALDevice device,

View File

@@ -1,4 +1,3 @@
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Client.Audio.Effects;
using Robust.Shared.Audio.Components;
using Robust.Shared.GameObjects;

View File

@@ -372,13 +372,13 @@ public sealed partial class AudioSystem : SharedAudioSystem
return;
}
var parentUid = xform.ParentUid;
Vector2 worldPos;
component.Volume = component.Params.Volume;
// Handle grid audio differently by using grid position.
if ((component.Flags & AudioFlags.GridAudio) != 0x0)
{
var parentUid = xform.ParentUid;
worldPos = _maps.GetGridPosition(parentUid);
}
else
@@ -412,7 +412,7 @@ public sealed partial class AudioSystem : SharedAudioSystem
}
else
{
var occlusion = GetOcclusion(listener, delta, distance, entity);
var occlusion = GetOcclusion(listener, delta, distance, parentUid);
component.Occlusion = occlusion;
}
@@ -420,11 +420,11 @@ public sealed partial class AudioSystem : SharedAudioSystem
component.Position = worldPos;
// Make race cars go NYYEEOOOOOMMMMM
if (_physicsQuery.TryGetComponent(entity, out var physicsComp))
if (_physicsQuery.TryGetComponent(parentUid, out var physicsComp))
{
// This actually gets the tracked entity's xform & iterates up though the parents for the second time. Bit
// inefficient.
var velocity = _physics.GetMapLinearVelocity(entity, physicsComp, xform);
var velocity = _physics.GetMapLinearVelocity(parentUid, physicsComp);
component.Velocity = velocity;
}
}
@@ -582,13 +582,18 @@ public sealed partial class AudioSystem : SharedAudioSystem
{
if (TerminatingOrDeleted(entity))
{
Log.Error($"Tried to play coordinates audio on a terminating / deleted entity {ToPrettyString(entity)}");
LogAudioPlaybackOnInvalidEntity(specifier, entity);
return null;
}
var playing = CreateAndStartPlayingStream(audioParams, specifier, stream);
_xformSys.SetCoordinates(playing.Entity, new EntityCoordinates(entity, Vector2.Zero));
// Since we're playing the sound immediately in the middle of a tick, we need to force ProcessStream -now-
// to set occlusion/position/velocity etc
// otherwise predicted positional sounds will sound very incorrect in several possible ways (e#5802, e#6175) until the next tick
ProcessStream(playing.Entity, playing.Component, Transform(playing.Entity), GetListenerCoordinates());
return playing;
}
@@ -626,12 +631,16 @@ public sealed partial class AudioSystem : SharedAudioSystem
{
if (TerminatingOrDeleted(coordinates.EntityId))
{
Log.Error($"Tried to play coordinates audio on a terminating / deleted entity {ToPrettyString(coordinates.EntityId)}");
LogAudioPlaybackOnInvalidEntity(specifier, coordinates.EntityId);
return null;
}
var playing = CreateAndStartPlayingStream(audioParams, specifier, stream);
_xformSys.SetCoordinates(playing.Entity, coordinates);
// see PlayEntity for why this is necessary
ProcessStream(playing.Entity, playing.Component, Transform(playing.Entity), GetListenerCoordinates());
return playing;
}
@@ -714,8 +723,6 @@ public sealed partial class AudioSystem : SharedAudioSystem
offset = Math.Clamp(offset, 0f, maxOffset);
source.PlaybackPosition = offset;
// For server we will rely on the adjusted one but locally we will have to adjust it ourselves.
ApplyAudioParams(comp.Params, comp);
source.StartPlaying();
return (entity, comp);
}
@@ -753,6 +760,12 @@ 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

View File

@@ -1,5 +1,6 @@
using System;
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using System.Numerics;
using OpenTK.Audio.OpenAL;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Effects;
using Robust.Shared.Maths;
@@ -15,16 +16,16 @@ internal sealed class AudioEffect : IAudioEffect
public AudioEffect(IAudioInternal manager)
{
Handle = EFX.GenEffect();
Handle = ALC.EFX.GenEffect();
_master = manager;
EFX.Effect(Handle, EffectInteger.EffectType, (int) EffectType.EaxReverb);
ALC.EFX.Effect(Handle, EffectInteger.EffectType, (int) EffectType.EaxReverb);
}
public void Dispose()
{
if (Handle != 0)
{
EFX.DeleteEffect(Handle);
ALC.EFX.DeleteEffect(Handle);
Handle = 0;
}
}
@@ -43,14 +44,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbDensity, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbDensity, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbDensity, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbDensity, value);
_master._checkAlError();
}
}
@@ -61,14 +62,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbDiffusion, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbDiffusion, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbDiffusion, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbDiffusion, value);
_master._checkAlError();
}
}
@@ -79,14 +80,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbGain, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbGain, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbGain, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbGain, value);
_master._checkAlError();
}
}
@@ -97,14 +98,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbGainHF, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbGainHF, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbGainHF, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbGainHF, value);
_master._checkAlError();
}
}
@@ -115,14 +116,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbGainLF, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbGainLF, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbGainLF, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbGainLF, value);
_master._checkAlError();
}
}
@@ -133,14 +134,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayTime, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayTime, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbDecayTime, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbDecayTime, value);
_master._checkAlError();
}
}
@@ -151,14 +152,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayHFRatio, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayHFRatio, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbDecayHFRatio, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbDecayHFRatio, value);
_master._checkAlError();
}
}
@@ -169,14 +170,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayLFRatio, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbDecayLFRatio, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbDecayLFRatio, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbDecayLFRatio, value);
_master._checkAlError();
}
}
@@ -187,14 +188,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbReflectionsGain, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbReflectionsGain, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbReflectionsGain, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbReflectionsGain, value);
_master._checkAlError();
}
}
@@ -205,14 +206,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbReflectionsDelay, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbReflectionsDelay, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbReflectionsDelay, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbReflectionsDelay, value);
_master._checkAlError();
}
}
@@ -223,7 +224,7 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
var value = EFX.GetEffect(Handle, EffectVector3.EaxReverbReflectionsPan);
var value = ALC.EFX.GetEffect(Handle, EffectVector3.EaxReverbReflectionsPan);
_master._checkAlError();
return new Vector3(value.X, value.Z, value.Y);
}
@@ -231,7 +232,7 @@ internal sealed class AudioEffect : IAudioEffect
{
_checkDisposed();
var openVec = new OpenTK.Mathematics.Vector3(value.X, value.Y, value.Z);
EFX.Effect(Handle, EffectVector3.EaxReverbReflectionsPan, ref openVec);
ALC.EFX.Effect(Handle, EffectVector3.EaxReverbReflectionsPan, ref openVec);
_master._checkAlError();
}
}
@@ -242,14 +243,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbLateReverbGain, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbLateReverbGain, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbLateReverbGain, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbLateReverbGain, value);
_master._checkAlError();
}
}
@@ -260,14 +261,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbLateReverbDelay, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbLateReverbDelay, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbLateReverbDelay, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbLateReverbDelay, value);
_master._checkAlError();
}
}
@@ -278,7 +279,7 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
var value = EFX.GetEffect(Handle, EffectVector3.EaxReverbLateReverbPan);
var value = ALC.EFX.GetEffect(Handle, EffectVector3.EaxReverbLateReverbPan);
_master._checkAlError();
return new Vector3(value.X, value.Z, value.Y);
}
@@ -286,7 +287,7 @@ internal sealed class AudioEffect : IAudioEffect
{
_checkDisposed();
var openVec = new OpenTK.Mathematics.Vector3(value.X, value.Y, value.Z);
EFX.Effect(Handle, EffectVector3.EaxReverbLateReverbPan, ref openVec);
ALC.EFX.Effect(Handle, EffectVector3.EaxReverbLateReverbPan, ref openVec);
_master._checkAlError();
}
}
@@ -297,14 +298,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbEchoTime, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbEchoTime, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbEchoTime, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbEchoTime, value);
_master._checkAlError();
}
}
@@ -315,14 +316,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbEchoDepth, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbEchoDepth, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbEchoDepth, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbEchoDepth, value);
_master._checkAlError();
}
}
@@ -333,14 +334,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbModulationTime, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbModulationTime, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbModulationTime, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbModulationTime, value);
_master._checkAlError();
}
}
@@ -351,14 +352,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbModulationDepth, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbModulationDepth, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbModulationDepth, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbModulationDepth, value);
_master._checkAlError();
}
}
@@ -369,14 +370,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbAirAbsorptionGainHF, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbAirAbsorptionGainHF, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbAirAbsorptionGainHF, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbAirAbsorptionGainHF, value);
_master._checkAlError();
}
}
@@ -387,14 +388,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbHFReference, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbHFReference, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbHFReference, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbHFReference, value);
_master._checkAlError();
}
}
@@ -405,14 +406,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbLFReference, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbLFReference, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbLFReference, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbLFReference, value);
_master._checkAlError();
}
}
@@ -423,14 +424,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectFloat.EaxReverbRoomRolloffFactor, out var value);
ALC.EFX.GetEffect(Handle, EffectFloat.EaxReverbRoomRolloffFactor, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectFloat.EaxReverbRoomRolloffFactor, value);
ALC.EFX.Effect(Handle, EffectFloat.EaxReverbRoomRolloffFactor, value);
_master._checkAlError();
}
}
@@ -441,14 +442,14 @@ internal sealed class AudioEffect : IAudioEffect
get
{
_checkDisposed();
EFX.GetEffect(Handle, EffectInteger.EaxReverbDecayHFLimit, out var value);
ALC.EFX.GetEffect(Handle, EffectInteger.EaxReverbDecayHFLimit, out var value);
_master._checkAlError();
return value;
}
set
{
_checkDisposed();
EFX.Effect(Handle, EffectInteger.EaxReverbDecayHFLimit, value);
ALC.EFX.Effect(Handle, EffectInteger.EaxReverbDecayHFLimit, value);
_master._checkAlError();
}
}

View File

@@ -1,4 +1,4 @@
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using OpenTK.Audio.OpenAL;
using Robust.Shared.Audio.Effects;
namespace Robust.Client.Audio.Effects;
@@ -6,13 +6,13 @@ namespace Robust.Client.Audio.Effects;
/// <inheritdoc />
internal sealed class AuxiliaryAudio : IAuxiliaryAudio
{
internal int Handle = EFX.GenAuxiliaryEffectSlot();
internal int Handle = ALC.EFX.GenAuxiliaryEffectSlot();
public void Dispose()
{
if (Handle != -1)
{
EFX.DeleteAuxiliaryEffectSlot(Handle);
ALC.EFX.DeleteAuxiliaryEffectSlot(Handle);
Handle = -1;
}
}
@@ -22,11 +22,11 @@ internal sealed class AuxiliaryAudio : IAuxiliaryAudio
{
if (effect is AudioEffect audEffect)
{
EFX.AuxiliaryEffectSlot(Handle, EffectSlotInteger.Effect, audEffect.Handle);
ALC.EFX.AuxiliaryEffectSlot(Handle, EffectSlotInteger.Effect, audEffect.Handle);
}
else
{
EFX.AuxiliaryEffectSlot(Handle, EffectSlotInteger.Effect, 0);
ALC.EFX.AuxiliaryEffectSlot(Handle, EffectSlotInteger.Effect, 0);
}
}
}

View File

@@ -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>
@@ -207,4 +213,6 @@ public interface IMidiRenderer : IDisposable
/// Actually disposes of this renderer. Do NOT use outside the MIDI thread.
/// </summary>
internal void InternalDispose();
byte MinVolume { get; set; }
}

View 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;
}
}
}

View File

@@ -42,7 +42,7 @@ internal sealed partial class MidiManager : IMidiManager
[Dependency] private readonly IRuntimeLog _runtime = default!;
private AudioSystem _audioSys = default!;
private SharedPhysicsSystem _broadPhaseSystem = default!;
private SharedPhysicsSystem _physics = default!;
private SharedTransformSystem _xformSystem = default!;
public IReadOnlyList<IMidiRenderer> Renderers
@@ -81,7 +81,7 @@ internal sealed partial class MidiManager : IMidiManager
private Thread? _midiThread;
private ISawmill _midiSawmill = default!;
private float _gain = 0f;
private bool _volumeDirty = true;
private bool _gainDirty = true;
// Not reliable until Fluidsynth is initialized!
[ViewVariables(VVAccess.ReadWrite)]
@@ -96,7 +96,7 @@ internal sealed partial class MidiManager : IMidiManager
return;
_cfgMan.SetCVar(CVars.MidiVolume, clamped);
_volumeDirty = true;
_gainDirty = true;
}
}
@@ -114,12 +114,13 @@ internal sealed partial class MidiManager : IMidiManager
"/usr/share/sounds/sf2/TimGM6mb.sf2",
};
private static readonly string WindowsSoundfont = $@"{Environment.GetEnvironmentVariable("SystemRoot")}\system32\drivers\gm.dls";
private static readonly string WindowsSoundfont =
$@"{Environment.GetEnvironmentVariable("SystemRoot")}\system32\drivers\gm.dls";
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/";
@@ -145,11 +146,13 @@ internal sealed partial class MidiManager : IMidiManager
{
if (FluidsynthInitialized || _failedInitialize) return;
_cfgMan.OnValueChanged(CVars.MidiVolume, value =>
{
_gain = value;
_volumeDirty = true;
}, true);
_cfgMan.OnValueChanged(CVars.MidiVolume,
value =>
{
_gain = value;
_gainDirty = true;
},
true);
_midiSawmill = _logger.GetSawmill("midi");
#if DEBUG
@@ -167,13 +170,15 @@ internal sealed partial class MidiManager : IMidiManager
// not a directory, preserve the old file and create an actual directory
else if (!_resourceManager.UserData.IsDir(CustomSoundfontDirectory))
{
_resourceManager.UserData.Rename(CustomSoundfontDirectory, CustomSoundfontDirectory.WithName(CustomSoundfontDirectory.Filename + ".old"));
_resourceManager.UserData.Rename(CustomSoundfontDirectory,
CustomSoundfontDirectory.WithName(CustomSoundfontDirectory.Filename + ".old"));
_resourceManager.UserData.CreateDir(CustomSoundfontDirectory);
}
try
{
NFluidsynth.Logger.SetLoggerMethod(_loggerDelegate); // Will cause a safe DllNotFoundException if not available.
NFluidsynth.Logger
.SetLoggerMethod(_loggerDelegate); // Will cause a safe DllNotFoundException if not available.
_settings = new Settings();
_settings["synth.sample-rate"].DoubleValue = 44100;
@@ -193,7 +198,7 @@ internal sealed partial class MidiManager : IMidiManager
//_settings["synth.verbose"].IntValue = 1; // Useful for debugging.
var midiParallel = _cfgMan.GetCVar(CVars.MidiParallelism);
_settings["synth.polyphony"].IntValue = Math.Clamp(1024 + (int)(Math.Log2(midiParallel) * 2048), 1, 65535);
_settings["synth.polyphony"].IntValue = Math.Clamp(1024 + (int) (Math.Log2(midiParallel) * 2048), 1, 65535);
_settings["synth.cpu-cores"].IntValue = Math.Clamp(midiParallel, 1, 256);
_midiSawmill.Debug($"Synth Cores: {_settings["synth.cpu-cores"].IntValue}");
@@ -219,7 +224,7 @@ internal sealed partial class MidiManager : IMidiManager
};
_audioSys = _entityManager.EntitySysManager.GetEntitySystem<AudioSystem>();
_broadPhaseSystem = _entityManager.EntitySysManager.GetEntitySystem<SharedPhysicsSystem>();
_physics = _entityManager.EntitySysManager.GetEntitySystem<SharedPhysicsSystem>();
_xformSystem = _entityManager.System<SharedTransformSystem>();
_entityManager.GetEntityQuery<PhysicsComponent>();
_entityManager.GetEntityQuery<TransformComponent>();
@@ -263,83 +268,10 @@ internal sealed partial class MidiManager : IMidiManager
{
soundfontLoader.SetCallbacks(_soundfontLoaderCallbacks);
var renderer = new MidiRenderer(_settings!, soundfontLoader, mono, this, _audio, _taskManager, _midiSawmill);
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;
@@ -347,6 +279,7 @@ internal sealed partial class MidiManager : IMidiManager
{
_renderers.Add(renderer);
}
return renderer;
}
finally
@@ -383,99 +316,23 @@ internal sealed partial class MidiManager : IMidiManager
_updateSemaphore.Release();
_volumeDirty = false;
_gainDirty = false;
}
private void UpdateRenderer(IMidiRenderer renderer, MapCoordinates listener)
{
// TODO: This should be sharing more code with AudioSystem.
try
{
if (renderer.Disposed)
return;
if (_volumeDirty)
{
renderer.Source.Gain = Gain;
}
if (!renderer.Mono)
{
renderer.Source.Global = true;
return;
}
MapCoordinates mapPos;
if (renderer.TrackingEntity is {} trackedEntity && !_entityManager.Deleted(trackedEntity))
{
renderer.TrackingCoordinates = _xformSystem.GetMapCoordinates(renderer.TrackingEntity.Value);
// Pause it if the attached entity is paused.
if (_entityManager.IsPaused(renderer.TrackingEntity))
{
renderer.Source.Pause();
return;
}
}
else if (renderer.TrackingCoordinates == null)
{
renderer.Source.Pause();
return;
}
mapPos = renderer.TrackingCoordinates.Value;
// If it's on a different map then just mute it, not pause.
if (mapPos.MapId == MapId.Nullspace || mapPos.MapId != listener.MapId)
{
renderer.Source.Gain = 0f;
return;
}
// Was previously muted maybe so try unmuting it?
if (renderer.Source.Gain == 0f)
{
renderer.Source.Gain = Gain;
}
var worldPos = mapPos.Position;
var delta = worldPos - listener.Position;
var distance = delta.Length();
// Update position
// Out of range so just clip it for us.
if (distance > renderer.Source.MaxDistance)
{
// Still keeps the source playing, just with no volume.
renderer.Source.Gain = 0f;
return;
}
// Same imprecision suppression as audiosystem.
if (distance > 0f && distance < 0.01f)
{
worldPos = listener.Position;
delta = Vector2.Zero;
distance = 0f;
}
renderer.Source.Position = worldPos;
// Update velocity (doppler).
if (!_entityManager.Deleted(renderer.TrackingEntity))
{
var velocity = _broadPhaseSystem.GetMapLinearVelocity(renderer.TrackingEntity.Value);
renderer.Source.Velocity = velocity;
}
if (!renderer.Source.Global)
UpdateLocalRenderer(renderer, listener);
else
{
renderer.Source.Velocity = Vector2.Zero;
}
// Update occlusion
var occlusion = _audioSys.GetOcclusion(listener, delta, distance, renderer.TrackingEntity);
renderer.Source.Occlusion = occlusion;
UpdateGlobalRenderer(renderer);
}
catch (Exception ex)
{
@@ -483,6 +340,58 @@ internal sealed partial class MidiManager : IMidiManager
}
}
private void UpdateLocalRenderer(IMidiRenderer renderer, MapCoordinates listener)
{
if (_entityManager.Deleted(renderer.TrackingEntity) || _entityManager.IsPaused(renderer.TrackingEntity))
{
renderer.Source.Gain = 0f;
return;
}
MapCoordinates mapCoords = _xformSystem.GetMapCoordinates(renderer.TrackingEntity.Value);
renderer.TrackingCoordinates = mapCoords;
if (mapCoords.MapId == MapId.Nullspace || mapCoords.MapId != listener.MapId)
{
renderer.Source.Gain = 0f;
return;
}
Vector2 mapPosition = mapCoords.Position;
Vector2 listenerDelta = mapPosition - listener.Position;
var listenerDeltaLength = listenerDelta.Length();
if (listenerDeltaLength > renderer.Source.MaxDistance)
{
renderer.Source.Gain = 0f;
return;
}
if (listenerDeltaLength is > 0f and < 0.01f)
{
mapPosition = listener.Position;
listenerDelta = Vector2.Zero;
listenerDeltaLength = 0f;
}
if (_gainDirty || renderer.Source.Gain == 0f)
renderer.Source.Gain = Gain;
renderer.Source.Position = mapPosition;
renderer.Source.Velocity = _physics.GetMapLinearVelocity(renderer.TrackingEntity.Value);
renderer.Source.Occlusion =
_audioSys.GetOcclusion(listener, listenerDelta, listenerDeltaLength, renderer.TrackingEntity);
}
private void UpdateGlobalRenderer(IMidiRenderer renderer)
{
if (_gainDirty)
renderer.Source.Gain = Gain;
}
/// <summary>
/// Main method for the thread rendering the midi audio.
/// </summary>
@@ -502,7 +411,7 @@ internal sealed partial class MidiManager : IMidiManager
{
if (!renderer.Disposed)
{
if (renderer.Master is { Disposed: true })
if (renderer.Master is {Disposed: true})
renderer.Master = null;
renderer.Render();
@@ -572,130 +481,6 @@ 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

View 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;
}
}
}

View File

@@ -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;
@@ -214,6 +214,11 @@ internal sealed class MidiRenderer : IMidiRenderer
[ViewVariables]
public BitArray FilteredChannels { get; } = new(RobustMidiEvent.MaxChannels);
[ViewVariables]
public byte MinVolume { get => _minVolume; set => _minVolume = value; }
private byte _minVolume;
[ViewVariables(VVAccess.ReadWrite)]
public byte? VelocityOverride { get; set; } = null;
@@ -435,15 +440,6 @@ 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();
@@ -548,14 +544,7 @@ internal sealed class MidiRenderer : IMidiRenderer
if (velocity <= 0)
continue;
try
{
_synth.NoteOn(channel, key, velocity);
}
catch (FluidSynthInteropException e)
{
_midiSawmill.Error($"CH:{channel} KEY:{key} VEL:{velocity} {e.ToStringBetter()}");
}
_synth.TryNoteOn(channel, key, velocity);
}
}
@@ -583,19 +572,32 @@ internal sealed class MidiRenderer : IMidiRenderer
{
case RobustMidiCommand.NoteOff:
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = 0;
_synth.NoteOff(midiEvent.Channel, midiEvent.Key);
break;
_synth.TryNoteOff(midiEvent.Channel, midiEvent.Key);
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.TryNoteOn(midiEvent.Channel, midiEvent.Key, velocity);
break;
}
if (FilteredChannels[midiEvent.Channel])
break;
var velocity = VelocityOverride ?? midiEvent.Velocity;
if (MinVolume > 0)
velocity = (byte)Math.Floor(MathHelper.Lerp(MinVolume, 127, (float)velocity / 127));
velocity = VelocityOverride ?? velocity;
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = velocity;
_synth.NoteOn(midiEvent.Channel, midiEvent.Key, velocity);
break;
_synth.TryNoteOn(midiEvent.Channel, midiEvent.Key, velocity);
break;
case RobustMidiCommand.AfterTouch:
_rendererState.NoteVelocities.AsSpan[midiEvent.Channel].AsSpan[midiEvent.Key] = midiEvent.Value;
_synth.KeyPressure(midiEvent.Channel, midiEvent.Key, midiEvent.Value);

View File

@@ -1,7 +1,6 @@
using System;
using System.Numerics;
using OpenTK.Audio.OpenAL;
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Shared.Audio;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
@@ -77,7 +76,7 @@ internal sealed class AudioSource : BaseAudioSource
else
{
if (FilterHandle != 0)
EFX.DeleteFilter(FilterHandle);
ALC.EFX.DeleteFilter(FilterHandle);
AL.DeleteSource(SourceHandle);
Master.RemoveAudioSource(SourceHandle);

View File

@@ -1,7 +1,6 @@
using System;
using System.Numerics;
using OpenTK.Audio.OpenAL;
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Client.Audio.Effects;
using Robust.Shared.Audio.Effects;
using Robust.Shared.Audio.Sources;
@@ -82,9 +81,9 @@ public abstract class BaseAudioSource : IAudioSource
get
{
_checkDisposed();
var state = AL.GetSourceState(SourceHandle);
var state = AL.GetSource(SourceHandle, ALGetSourcei.SourceState);
Master._checkAlError();
return state == ALSourceState.Playing;
return state == (int)ALSourceState.Playing;
}
set
{
@@ -362,11 +361,11 @@ public abstract class BaseAudioSource : IAudioSource
if (audio is AuxiliaryAudio impAudio)
{
EFX.Source(SourceHandle, EFXSourceInteger3.AuxiliarySendFilter, impAudio.Handle, 0, 0);
ALC.EFX.Source(SourceHandle, EFXSourceInteger3.AuxiliarySendFilter, impAudio.Handle, 0, 0);
}
else
{
EFX.Source(SourceHandle, EFXSourceInteger3.AuxiliarySendFilter, 0, 0, 0);
ALC.EFX.Source(SourceHandle, EFXSourceInteger3.AuxiliarySendFilter, 0, 0, 0);
}
Master._checkAlError();
@@ -376,12 +375,12 @@ public abstract class BaseAudioSource : IAudioSource
{
if (FilterHandle == 0)
{
FilterHandle = EFX.GenFilter();
EFX.Filter(FilterHandle, FilterInteger.FilterType, (int) FilterType.Lowpass);
FilterHandle = ALC.EFX.GenFilter();
ALC.EFX.Filter(FilterHandle, FilterInteger.FilterType, (int) FilterType.Lowpass);
}
EFX.Filter(FilterHandle, FilterFloat.LowpassGain, gain);
EFX.Filter(FilterHandle, FilterFloat.LowpassGainHF, cutoff);
ALC.EFX.Filter(FilterHandle, FilterFloat.LowpassGain, gain);
ALC.EFX.Filter(FilterHandle, FilterFloat.LowpassGainHF, cutoff);
AL.Source(SourceHandle, ALSourcei.EfxDirectFilter, FilterHandle);
}

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using OpenTK.Audio.OpenAL;
using OpenTK.Audio.OpenAL.Extensions.Creative.EFX;
using Robust.Shared.Audio.Sources;
namespace Robust.Client.Audio.Sources;
@@ -37,9 +36,9 @@ internal sealed class BufferedAudioSource : BaseAudioSource, IBufferedAudioSourc
get
{
_checkDisposed();
var state = AL.GetSourceState(SourceHandle);
var state = AL.GetSource(SourceHandle, ALGetSourcei.SourceState);
_master._checkAlError();
return state == ALSourceState.Playing;
return state == (int)ALSourceState.Playing;
}
set
{
@@ -84,7 +83,7 @@ internal sealed class BufferedAudioSource : BaseAudioSource, IBufferedAudioSourc
else
{
if (FilterHandle != 0)
EFX.DeleteFilter(FilterHandle);
ALC.EFX.DeleteFilter(FilterHandle);
AL.DeleteSource(SourceHandle);
AL.DeleteBuffers(BufferHandles);

View File

@@ -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>();

View File

@@ -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
}

View File

@@ -71,7 +71,7 @@ internal sealed class ClientNetConfigurationManager : NetConfigurationManager, I
// Actually set the CVar
base.SetCVar(name, value, force);
if ((flags & CVar.REPLICATED) == 0)
if ((flags & CVar.REPLICATED) == 0 || !NetManager.IsConnected)
return;
var msg = new MsgConVars();

View File

@@ -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)

View File

@@ -4,7 +4,7 @@ using Robust.Shared.ContentPack;
namespace Robust.Client.Console.Commands
{
#if DEBUG
#if TOOLS
internal sealed class DumpMetadataMembersCommand : LocalizedCommands
{
public override string Command => "dmetamem";

View File

@@ -0,0 +1,124 @@
using System;
using Robust.Client.Graphics;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Maths;
using ItemJustification = Robust.Client.UserInterface.Controls.WrapContainer.ItemJustification;
namespace Robust.Client.Console.Commands;
internal sealed partial class UITestControl
{
private sealed class TabWrapContainer : Control
{
private readonly CheckBox _equalSizeBox;
private readonly CheckBox _reverseBox;
private readonly OptionButton _axisButton;
private readonly OptionButton _justifyButton;
private readonly LineEdit _separationEdit;
private readonly LineEdit _crossSeparationEdit;
public TabWrapContainer()
{
var container = new WrapContainer
{
MouseFilter = MouseFilterMode.Stop,
VerticalExpand = true,
};
var random = new Random(3005);
for (var i = 0; i < 35; i++)
{
var val = random.Next(1, 16);
var text = string.Create(val, 0, (span, _) => span.Fill('O'));
container.AddChild(new Button { Text = text });
}
AddChild(new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Vertical,
Children =
{
new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Horizontal,
SeparationOverride = 4,
Children =
{
(_equalSizeBox = new CheckBox
{
Text = nameof(WrapContainer.EqualSize)
}),
(_reverseBox = new CheckBox
{
Text = nameof(WrapContainer.Reverse)
}),
(_axisButton = new OptionButton()),
(_justifyButton = new OptionButton()),
(_separationEdit = new LineEdit
{
PlaceHolder = "Separation",
SetWidth = 100,
}),
(_crossSeparationEdit = new LineEdit
{
PlaceHolder = "Cross Separation",
SetWidth = 100,
})
}
},
new PanelContainer
{
PanelOverride = new StyleBoxFlat { BackgroundColor = Color.Black },
Children =
{
container
}
}
},
});
_axisButton.AddItem(nameof(Axis.Horizontal), (int)Axis.Horizontal);
_axisButton.AddItem(nameof(Axis.HorizontalReverse), (int)Axis.HorizontalReverse);
_axisButton.AddItem(nameof(Axis.Vertical), (int)Axis.Vertical);
_axisButton.AddItem(nameof(Axis.VerticalReverse), (int)Axis.VerticalReverse);
_axisButton.OnItemSelected += args =>
{
_axisButton.SelectId(args.Id);
container.LayoutAxis = (Axis)args.Id;
};
_justifyButton.AddItem(nameof(ItemJustification.Begin), (int)ItemJustification.Begin);
_justifyButton.AddItem(nameof(ItemJustification.Center), (int)ItemJustification.Center);
_justifyButton.AddItem(nameof(ItemJustification.End), (int)ItemJustification.End);
_justifyButton.OnItemSelected += args =>
{
_justifyButton.SelectId(args.Id);
container.Justification = (ItemJustification)args.Id;
};
_equalSizeBox.OnPressed += _ => container.EqualSize = _equalSizeBox.Pressed;
_reverseBox.OnPressed += _ => container.Reverse = _reverseBox.Pressed;
_separationEdit.OnTextChanged += args =>
{
if (!int.TryParse(args.Text, out var sep))
sep = 0;
container.SeparationOverride = sep;
};
_crossSeparationEdit.OnTextChanged += args =>
{
if (!int.TryParse(args.Text, out var sep))
sep = 0;
container.CrossSeparationOverride = sep;
};
}
}
}

View File

@@ -4,8 +4,6 @@ using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Console;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
@@ -44,7 +42,10 @@ Suspendisse hendrerit blandit urna ut laoreet. Suspendisse ac elit at erat males
var progressBar = new ProgressBar { MaxValue = 10, Value = 5 };
vBox.AddChild(progressBar);
var optionButton = new OptionButton();
var optionButton = new OptionButton
{
ToolTip = "This button has a tooltip. Spooky!"
};
optionButton.AddItem("Honk");
optionButton.AddItem("Foo");
optionButton.AddItem("Bar");
@@ -154,6 +155,8 @@ Suspendisse hendrerit blandit urna ut laoreet. Suspendisse ac elit at erat males
_sprite = new TabSpriteView();
_tabContainer.AddChild(_sprite);
_tabContainer.AddChild(TabCursorShapes());
_tabContainer.AddChild(new TabWrapContainer { Name = nameof(Tab.WrapContainer) });
}
public void OnClosed()
@@ -210,6 +213,53 @@ Suspendisse hendrerit blandit urna ut laoreet. Suspendisse ac elit at erat males
return label;
}
private Control TabCursorShapes()
{
var box = new BoxContainer
{
Orientation = BoxContainer.LayoutOrientation.Vertical,
};
var styleBox = new StyleBoxFlat
{
BackgroundColor = Color.Black
};
foreach (var cursorName in Enum.GetNames<CursorShape>())
{
// Go over names due to duplicate definitions in the enum.
var cursor = Enum.Parse<CursorShape>(cursorName);
// Wow was I bad at API design.
if (cursor == CursorShape.Custom)
continue;
var panel = new PanelContainer
{
PanelOverride = styleBox,
DefaultCursorShape = cursor,
MouseFilter = MouseFilterMode.Stop,
MinHeight = 30,
Children =
{
new Label
{
Text = cursorName,
VerticalAlignment = VAlignment.Center,
Margin = new Thickness(4)
}
}
};
box.AddChild(panel);
}
return new ScrollContainer
{
Children = { box },
VScrollEnabled = true,
HScrollEnabled = false,
Name = nameof(Tab.TabCursorShapes),
};
}
public void SelectTab(Tab tab)
{
_tabContainer.CurrentTab = (int)tab;
@@ -226,32 +276,14 @@ Suspendisse hendrerit blandit urna ut laoreet. Suspendisse ac elit at erat males
TextEdit = 6,
RichText = 7,
SpriteView = 8,
TabCursorShapes = 9,
WrapContainer = 10,
}
}
internal sealed class UITestCommand : LocalizedCommands
internal abstract class BaseUITestCommand : LocalizedCommands
{
public override string Command => "uitest";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
var window = new DefaultWindow { MinSize = new(800, 600) };
var control = new UITestControl();
window.OnClose += control.OnClosed;
window.Contents.AddChild(control);
window.OpenCentered();
}
}
internal sealed class UITest2Command : LocalizedCommands
{
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IUserInterfaceManager _uiMgr = default!;
public override string Command => "uitest2";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
public sealed override void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length > 1)
{
@@ -272,18 +304,10 @@ internal sealed class UITest2Command : LocalizedCommands
control.SelectTab(tab);
}
var window = _clyde.CreateWindow(new WindowCreateParameters
{
Title = Loc.GetString("cmd-uitest2-title"),
});
var root = _uiMgr.CreateWindowRoot(window);
window.DisposeOnClose = true;
window.RequestClosed += _ => control.OnClosed();
root.AddChild(control);
CreateWindow(control);
}
public override CompletionResult GetCompletion(IConsoleShell shell, string[] args)
public sealed override CompletionResult GetCompletion(IConsoleShell shell, string[] args)
{
if (args.Length == 1)
{
@@ -294,4 +318,35 @@ internal sealed class UITest2Command : LocalizedCommands
return CompletionResult.Empty;
}
protected abstract void CreateWindow(UITestControl control);
}
internal sealed class UITestCommand : BaseUITestCommand
{
public override string Command => "uitest";
protected override void CreateWindow(UITestControl control)
{
var window = new DefaultWindow { MinSize = new(800, 600) };
window.OnClose += control.OnClosed;
window.Contents.AddChild(control);
window.OpenCentered();
}
}
internal sealed class UITest2Command : BaseUITestCommand
{
public override string Command => "uitest2";
protected override void CreateWindow(UITestControl control)
{
var window = new OSWindow
{
Title = Loc.GetString("cmd-uitest2-title"),
};
window.AddChild(control);
window.Closed += control.OnClosed;
window.Show();
}
}

View File

@@ -0,0 +1,44 @@
#if TOOLS
using Robust.Client.Graphics;
using Robust.Shared.Console;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Robust.Client.Console.Commands;
internal sealed class ViewportClearAllCachedCommand : IConsoleCommand
{
[Dependency] private readonly IClydeInternal _clyde = default!;
public string Command => "vp_clear_all_cached";
public string Description => "Fires IClydeViewport.ClearCachedResources on all viewports";
public string Help => "";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
_clyde.ViewportsClearAllCached();
}
}
internal sealed class ViewportTestFinalizeCommand : IConsoleCommand
{
[Dependency] private readonly IClyde _clyde = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
public string Command => "vp_test_finalize";
public string Description => "Creates a viewport, renders it once, then leaks it (finalizes it).";
public string Help => "";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var vp = _clyde.CreateViewport(new Vector2i(1920, 1080), nameof(ViewportTestFinalizeCommand));
vp.Eye = _eyeManager.CurrentEye;
vp.Render();
// Leak it.
}
}
#endif // TOOLS

View File

@@ -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";

View File

@@ -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}");
}

View File

@@ -8,6 +8,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using SDL3;
namespace Robust.Client
{
@@ -93,6 +94,8 @@ namespace Robust.Client
public void Run(DisplayMode mode, GameControllerOptions options, Func<ILogHandler>? logHandlerFactory = null)
{
_displayMode = mode;
if (!StartupSystemSplash(options, logHandlerFactory))
{
_logger.Fatal("Failed to start game controller!");

View File

@@ -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;
@@ -108,6 +110,8 @@ namespace Robust.Client
private ResourceManifestData? _resourceManifest;
private DisplayMode _displayMode;
public void SetCommandLineArgs(CommandLineArgs args)
{
_commandLineArgs = args;
@@ -158,6 +162,7 @@ namespace Robust.Client
}
_serializationManager.Initialize();
_loc.Initialize();
// Call Init in game assemblies.
_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
@@ -270,6 +275,9 @@ namespace Robust.Client
}
};
_configurationManager.OnValueChanged(CVars.DisplayMaxFPS, _ => UpdateVsyncConfig());
_configurationManager.OnValueChanged(CVars.DisplayVSync, _ => UpdateVsyncConfig(), invokeImmediately: true);
_clyde.Ready();
if (_resourceManifest!.AutoConnect &&
@@ -384,7 +392,7 @@ 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)
@@ -706,6 +714,30 @@ namespace Robust.Client
}
private void UpdateVsyncConfig()
{
if (_displayMode == DisplayMode.Headless)
return;
var vsync = _configurationManager.GetCVar(CVars.DisplayVSync);
var maxFps = Math.Clamp(_configurationManager.GetCVar(CVars.DisplayMaxFPS), 0, 10_000);
_clyde.VsyncEnabled = vsync;
if (_mainLoop == null)
return;
if (vsync || maxFps == 0)
{
_mainLoop.SleepMode = SleepMode.None;
}
else
{
_mainLoop.SleepMode = SleepMode.Limit;
_mainLoop.LimitMinFrameTime = TimeSpan.FromSeconds(1.0 / maxFps);
}
}
internal enum DisplayMode : byte
{
Headless,

View File

@@ -29,6 +29,9 @@ namespace Robust.Client.GameObjects
internal event Action? AfterStartup;
internal event Action? AfterShutdown;
private readonly Queue<EntityUid> _queuedPredictedDeletions = new();
private readonly HashSet<EntityUid> _queuedPredictedDeletionsSet = new();
public override void Initialize()
{
SetupNetworking();
@@ -213,6 +216,34 @@ namespace Robust.Client.GameObjects
}
}
using (histogram?.WithLabels("PredictedQueueDel").NewTimer())
{
while (_queuedPredictedDeletions.TryDequeue(out var uid))
{
if (!MetaQuery.TryGetComponentInternal(uid, out var meta))
continue;
if (meta.EntityLifeStage >= EntityLifeStage.Terminating)
continue;
var xform = TransformQuery.GetComponentInternal(uid);
if (meta.NetEntity.IsClientSide())
{
DeleteEntity(uid, meta, xform);
}
else
{
_xforms.DetachEntity(uid, xform, meta, null);
// base call bypasses IGameTiming.InPrediction check
// This is pretty janky and there should be a way for the client to dirty an entity outside of prediction
// TODO PREDICTION
base.Dirty(uid, xform, meta);
}
}
_queuedPredictedDeletionsSet.Clear();
}
base.TickUpdate(frameTime, noPredictions, histogram);
}
@@ -296,7 +327,7 @@ 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;
@@ -317,18 +348,23 @@ namespace Robust.Client.GameObjects
}
}
/// <inheritdoc />
public override void PredictedQueueDeleteEntity(Entity<MetaDataComponent?, TransformComponent?> ent)
{
if (IsQueuedForDeletion(ent.Owner)
|| !MetaQuery.Resolve(ent.Owner, ref ent.Comp1)
|| ent.Comp1.EntityDeleted
|| !TransformQuery.Resolve(ent.Owner, ref ent.Comp2))
{
return;
}
public override bool IsQueuedForDeletion(EntityUid uid)
=> QueuedDeletionsSet.Contains(uid) || _queuedPredictedDeletions.Contains(uid);
if (ent.Comp1.NetEntity.IsClientSide())
/// <inheritdoc />
public override void PredictedQueueDeleteEntity(Entity<MetaDataComponent?> ent)
{
// Some UIs get disposed after entity-manager has shut down and already deleted all entities.
if (!Started)
return;
if (IsQueuedForDeletion(ent.Owner))
return;
if (!MetaQuery.Resolve(ent.Owner, ref ent.Comp, false))
return;
if (ent.Comp.NetEntity.IsClientSide())
{
// client-side QueueDeleteEntity re-fetches MetadataComp and checks IsClientSide().
// base call to skip that.
@@ -337,7 +373,10 @@ namespace Robust.Client.GameObjects
}
else
{
_xforms.DetachEntity(ent.Owner, ent.Comp2);
if (!_queuedPredictedDeletionsSet.Add(ent.Owner))
return;
_queuedPredictedDeletions.Enqueue(ent.Owner);
}
}
}

View File

@@ -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; }

View File

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

View File

@@ -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;

View File

@@ -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);
}

View File

@@ -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)

View File

@@ -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);
}
}

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@@ -1,3 +1,4 @@
using System.Diagnostics.Contracts;
using Robust.Client.Graphics;
using Robust.Client.Map;
using Robust.Client.ResourceManagement;
@@ -9,13 +10,14 @@ namespace Robust.Client.GameObjects;
public sealed class MapSystem : SharedMapSystem
{
protected override MapId GetNextMapId()
[Pure]
internal override MapId GetNextMapId()
{
// Client-side map entities use negative map Ids to avoid conflict with server-side maps.
var id = new MapId(--LastMapId);
var id = new MapId(LastMapId - 1);
while (MapExists(id) || UsedIds.Contains(id))
{
id = new MapId(--LastMapId);
id = new MapId(id.Value - 1);
}
return id;
}

View File

@@ -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);
}
@@ -28,6 +29,8 @@ namespace Robust.Client.GameObjects
component.Enabled = state.Enabled;
component.Offset = state.Offset;
component.Softness = state.Softness;
component.Falloff = state.Falloff;
component.CurveFactor = state.CurveFactor;
component.CastShadows = state.CastShadows;
component.Energy = state.Energy;
component.Radius = state.Radius;

View File

@@ -1,25 +0,0 @@
using System.Numerics;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
namespace Robust.Client.GameObjects;
public sealed class ScaleVisualsSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ScaleVisualsComponent, AppearanceChangeEvent>(OnChangeData);
}
private void OnChangeData(EntityUid uid, ScaleVisualsComponent component, ref AppearanceChangeEvent ev)
{
if (!ev.AppearanceData.TryGetValue(ScaleVisuals.Scale, out var scale) ||
ev.Sprite == null) return;
var vecScale = (Vector2)scale;
// Set it directly because prediction may call this multiple times.
ev.Sprite.Scale = vecScale;
}
}

View File

@@ -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;

View 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;
}
}
}

View File

@@ -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 +45,67 @@ 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;
target.Comp.Loop = source.Comp.Loop;
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));
}

View File

@@ -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>

View 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
}

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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
}

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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);
}
}

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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;
}
}

View 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);
}
}

View 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!);
}
}

View File

@@ -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);
}
}
}

View File

@@ -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;

View File

@@ -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()
{

View File

@@ -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);
}

View File

@@ -220,24 +220,34 @@ Had full state: {LastFullState != null}"
{
var compState = change.State;
if (compState is IComponentDeltaState delta
&& compData.TryGetValue(change.NetID, out var old)) // May fail if relying on implicit data
if (compState is not IComponentDeltaState delta)
{
DebugTools.Assert(old is not IComponentDeltaState, "last state is not a full state");
if (cloneDelta)
{
compState = delta.CreateNewFullState(old!);
}
else
{
delta.ApplyToFullState(old!);
compState = old;
}
DebugTools.Assert(compState is not IComponentDeltaState, "newly constructed state is not a full state");
compData[change.NetID] = compState;
continue;
}
compData[change.NetID] = compState;
if (!compData.TryGetValue(change.NetID, out var old))
{
// Either the server needs to ensure that the initial state it sends to a client is a full
// state, or the client needs to be able to construct an implicit full state (i.e., get-state
// code needs to be in shared code).
//
// Without this, the client won't be able to reset predicted changes made to this component.
DebugTools.Assert("Received delta state without having received or constructed an implicit full state");
continue;
}
DebugTools.Assert(old is not IComponentDeltaState, "last state is not a full state");
if (!cloneDelta)
{
delta.ApplyToFullState(old!);
continue;
}
var newFull = delta.CreateNewFullState(old!);
compData[change.NetID] = newFull;
DebugTools.Assert(newFull is not IComponentDeltaState, "constructed state is not a full state");
}
if (entityState.NetComponents == null)

View File

@@ -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>();
}

View File

@@ -1,6 +1,10 @@
using System;
using System.Runtime.InteropServices;
using Robust.Shared;
using Robust.Shared.Log;
#if WINDOWS
using TerraFX.Interop.Windows;
using TerraFX.Interop.DirectX;
#endif
namespace Robust.Client.Graphics.Clyde
{
@@ -13,6 +17,8 @@ namespace Robust.Client.Graphics.Clyde
private void InitGLContextManager()
{
CheckForceCompatMode();
// Advanced GL contexts currently disabled due to lack of testing etc.
if (OperatingSystem.IsWindows() && _cfg.GetCVar(CVars.DisplayAngle))
{
@@ -55,6 +61,74 @@ namespace Robust.Client.Graphics.Clyde
_glContext = new GLContextWindow(this);
}
private void CheckForceCompatMode()
{
#if WINDOWS
// Qualcomm (Snapdragon/Adreno) devices have broken OpenGL drivers on Windows.
if (CheckIsQualcommDevice())
{
_sawmillOgl.Info("We appear to be on a Qualcomm device. Enabling compat mode due to broken OpenGL driver");
_cfg.OverrideDefault(CVars.DisplayCompat, true);
}
#endif
}
#if WINDOWS
private static unsafe bool CheckIsQualcommDevice()
{
// Ideally we would check the OpenGL driver instead... but OpenGL is terrible so that's impossible.
// Let's just check with DXGI instead.
IDXGIFactory1* dxgiFactory;
ThrowIfFailed(
nameof(DirectX.CreateDXGIFactory1),
DirectX.CreateDXGIFactory1(Windows.__uuidof<IDXGIFactory1>(), (void**) &dxgiFactory));
try
{
uint idx = 0;
IDXGIAdapter* adapter;
while (dxgiFactory->EnumAdapters(idx, &adapter) != DXGI.DXGI_ERROR_NOT_FOUND)
{
try
{
DXGI_ADAPTER_DESC desc;
ThrowIfFailed("GetDesc", adapter->GetDesc(&desc));
var descString = ((ReadOnlySpan<char>)desc.Description).TrimEnd('\0');
if (descString.Contains("qualcomm", StringComparison.OrdinalIgnoreCase) ||
descString.Contains("snapdragon", StringComparison.OrdinalIgnoreCase) ||
descString.Contains("adreno", StringComparison.OrdinalIgnoreCase))
{
return true;
}
}
finally
{
adapter->Release();
}
idx += 1;
}
}
finally
{
dxgiFactory->Release();
}
return false;
}
private static void ThrowIfFailed(string methodName, HRESULT hr)
{
if (Windows.FAILED(hr))
{
Marshal.ThrowExceptionForHR(hr);
}
}
#endif
private struct GLContextSpec
{
public int Major;

View File

@@ -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);

View File

@@ -121,6 +121,19 @@ namespace Robust.Client.Graphics.Clyde
}
}
public void RenderNow(IRenderTarget renderTarget, Action<IRenderHandle> callback)
{
ClearRenderState();
_renderHandle.RenderInRenderTarget(
renderTarget,
() =>
{
callback(_renderHandle);
},
null);
}
private void RenderSingleWorldOverlay(Overlay overlay, Viewport vp, OverlaySpace space, in Box2 worldBox, in Box2Rotated worldBounds)
{
// Check that entity manager has started.
@@ -318,7 +331,7 @@ 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 +382,7 @@ 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)
{

View File

@@ -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
{

View File

@@ -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
{
@@ -452,6 +451,8 @@ namespace Robust.Client.Graphics.Clyde
var lastPower = float.NaN;
var lastColor = new Color(float.NaN, float.NaN, float.NaN, float.NaN);
var lastSoftness = float.NaN;
var lastFalloff = float.NaN;
var lastCurveFactor = float.NaN;
Texture? lastMask = null;
using (_prof.Group("Draw Lights"))
@@ -505,6 +506,18 @@ namespace Robust.Client.Graphics.Clyde
lightShader.SetUniformMaybe("lightSoftness", lastSoftness);
}
if (!MathHelper.CloseToPercent(lastFalloff, component.Falloff))
{
lastFalloff = component.Falloff;
lightShader.SetUniformMaybe("lightFalloff", lastFalloff);
}
if (!MathHelper.CloseToPercent(lastCurveFactor, component.CurveFactor))
{
lastCurveFactor = component.CurveFactor;
lightShader.SetUniformMaybe("lightCurveFactor", lastCurveFactor);
}
lightShader.SetUniformMaybe("lightCenter", lightPos);
lightShader.SetUniformMaybe("lightIndex",
component.CastShadows ? (i + 0.5f) / ShadowTexture.Height : -1);

View File

@@ -209,6 +209,7 @@ namespace Robust.Client.Graphics.Clyde
var pressure = estPixSize * size.X * size.Y;
var handle = AllocRid();
var renderTarget = new RenderTexture(size, textureObject, this, handle);
var data = new LoadedRenderTarget
{
IsWindow = false,
@@ -220,10 +221,11 @@ namespace Robust.Client.Graphics.Clyde
MemoryPressure = pressure,
ColorFormat = format.ColorFormat,
SampleParameters = sampleParameters,
Instance = new WeakReference<RenderTargetBase>(renderTarget),
Name = name,
};
//GC.AddMemoryPressure(pressure);
var renderTarget = new RenderTexture(size, textureObject, this, handle);
_renderTargets.Add(handle, data);
return renderTarget;
}
@@ -301,10 +303,22 @@ namespace Robust.Client.Graphics.Clyde
}
}
private sealed class LoadedRenderTarget
public IEnumerable<(RenderTargetBase, LoadedRenderTarget)> GetLoadedRenderTextures()
{
foreach (var loaded in _renderTargets.Values)
{
if (!loaded.Instance.TryGetTarget(out var instance))
continue;
yield return (instance, loaded);
}
}
internal sealed class LoadedRenderTarget
{
public bool IsWindow;
public WindowId WindowId;
public string? Name;
public Vector2i Size;
public bool IsSrgb;
@@ -325,9 +339,11 @@ namespace Robust.Client.Graphics.Clyde
public long MemoryPressure;
public TextureSampleParameters? SampleParameters;
public required WeakReference<RenderTargetBase> Instance;
}
private abstract class RenderTargetBase : IRenderTarget
internal abstract class RenderTargetBase : IRenderTarget
{
protected readonly Clyde Clyde;
private bool _disposed;
@@ -389,7 +405,7 @@ namespace Robust.Client.Graphics.Clyde
}
}
private sealed class RenderTexture : RenderTargetBase, IRenderTexture
internal sealed class RenderTexture : RenderTargetBase, IRenderTexture
{
public RenderTexture(Vector2i size, ClydeTexture texture, Clyde clyde, ClydeHandle handle)
: base(clyde, handle)

View File

@@ -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);

View File

@@ -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;

View File

@@ -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);

View File

@@ -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!;
}

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