using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Prometheus;
using Robust.Server.Player;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Server.GameObjects
{
///
/// Manager for entities -- controls things like template loading and instantiation
///
[UsedImplicitly] // DI Container
public sealed class ServerEntityManager : EntityManager, IServerEntityManagerInternal
{
private static readonly Gauge EntitiesCount = Metrics.CreateGauge(
"robust_entities_count",
"Amount of alive entities.");
[Dependency] private readonly IServerNetManager _networkManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
protected override int NextEntityUid { get; set; } = (int) EntityUid.FirstUid;
public override void Initialize()
{
SetupNetworking();
ReceivedSystemMessage += (_, systemMsg) => EventBus.RaiseEvent(EventSource.Network, systemMsg);
base.Initialize();
}
EntityUid IServerEntityManagerInternal.AllocEntity(string? prototypeName, EntityUid uid)
{
return AllocEntity(prototypeName, uid);
}
void IServerEntityManagerInternal.FinishEntityLoad(EntityUid entity, IEntityLoadContext? context)
{
LoadEntity(entity, context);
}
void IServerEntityManagerInternal.FinishEntityInitialization(EntityUid entity)
{
InitializeEntity(entity);
}
void IServerEntityManagerInternal.FinishEntityStartup(EntityUid entity)
{
StartEntity(entity);
}
private protected override EntityUid CreateEntity(string? prototypeName, EntityUid uid = default)
{
var entity = base.CreateEntity(prototypeName, uid);
if (!string.IsNullOrWhiteSpace(prototypeName))
{
var prototype = PrototypeManager.Index(prototypeName);
// At this point in time, all data configure on the entity *should* be purely from the prototype.
// As such, we can reset the modified ticks to Zero,
// which indicates "not different from client's own deserialization".
// So the initial data for the component or even the creation doesn't have to be sent over the wire.
foreach (var (netId, component) in GetNetComponents(entity))
{
// Make sure to ONLY get components that are defined in the prototype.
// Others could be instantiated directly by AddComponent (e.g. ContainerManager).
// And those aren't guaranteed to exist on the client, so don't clear them.
if (prototype.Components.ContainsKey(component.Name)) ((Component) component).ClearTicks();
}
}
return entity;
}
public override EntityStringRepresentation ToPrettyString(EntityUid uid)
{
TryGetComponent(uid, out ActorComponent? actor);
return base.ToPrettyString(uid) with { Session = actor?.PlayerSession };
}
#region IEntityNetworkManager impl
public override IEntityNetworkManager EntityNetManager => this;
///
public event EventHandler