Files
RobustToolbox/Robust.Shared/Map/MapManager.cs
Leon Friedrich fbc706f37b Refactor map loading & saving (#5572)
* Refactor map loading & saving

* test fixes

* ISerializationManager tweaks

* Fix component composition

* Try fix entity deserialization component composition

* comments

* CL

* error preinit

* a

* cleanup

* error if version is too new

* Add AlwaysPushSerializationTest

* Add auto-inclusion test

* Better categorization

* Combine test components

* Save -> TrySave

Also better handling for saving multiple entities individually

* Create new partial class for map loading

* Add OrphanSerializationTest

* Include MapIds in BeforeSerializationEvent

* Addd LifetimeSerializationTest

* Add TestMixedLifetimeSerialization

* Add CategorizationTest

* explicitly serialize list of nullspace entities

* Add backwards compatibility test

* Version comments

also fixes wrong v4 format

* add MapMergeTest

* Add NetEntity support

* Optimize EntityDeserializer

Avoid unnecessary component deserialization

* fix assert & other bugs

* fucking containers strike again

* Fix deletion of pre-init entities

* fix release note merge conflict

* Update Robust.Shared/Map/MapManager.GridCollection.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* VV

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-02-16 21:25:07 +11:00

79 lines
2.5 KiB
C#

using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Robust.Shared.Map;
/// <inheritdoc cref="IMapManager" />
[Virtual]
internal partial class MapManager : IMapManagerInternal, IEntityEventSubscriber
{
[Dependency] public readonly IGameTiming GameTiming = default!;
[Dependency] public readonly IEntityManager EntityManager = default!;
[Dependency] private readonly IManifoldManager _manifolds = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IConsoleHost _conhost = default!;
private ISawmill _sawmill = default!;
private SharedMapSystem _mapSystem = default!;
private SharedPhysicsSystem _physics = default!;
private SharedTransformSystem _transformSystem = default!;
private EntityQuery<GridTreeComponent> _gridTreeQuery;
private EntityQuery<MapGridComponent> _gridQuery;
/// <inheritdoc />
public void Initialize()
{
_gridTreeQuery = EntityManager.GetEntityQuery<GridTreeComponent>();
_gridQuery = EntityManager.GetEntityQuery<MapGridComponent>();
InitializeMapPausing();
_sawmill = _logManager.GetSawmill("system.map");
}
/// <inheritdoc />
public void Startup()
{
_physics = EntityManager.System<SharedPhysicsSystem>();
_transformSystem = EntityManager.System<SharedTransformSystem>();
_mapSystem = EntityManager.System<SharedMapSystem>();
_sawmill.Debug("Starting...");
}
/// <inheritdoc />
public void Shutdown()
{
_sawmill.Debug("Stopping...");
// TODO: AllEntityQuery instead???
var query = EntityManager.EntityQueryEnumerator<MapComponent>();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
/// <inheritdoc />
public void Restart()
{
_sawmill.Debug("Restarting...");
// Don't just call Shutdown / Startup because we don't want to touch the subscriptions on gridtrees
// Restart can be called any time during a game, whereas shutdown / startup are typically called upon connection.
var query = EntityManager.EntityQueryEnumerator<MapComponent>();
while (query.MoveNext(out var uid, out _))
{
EntityManager.DeleteEntity(uid);
}
}
}