Files
RobustToolbox/Robust.Server/GameObjects/Components/UserInterface/ServerUserInterfaceComponent.cs
Paul Ritter 80f9f24243 Serialization v3 aka constant suffering (#1606)
* oops

* fixes serialization il

* copytest

* typo & misc fixes

* 139 moment

* boxing

* mesa dum

* stuff

* goodbye bad friend

* last commit before the big (4) rewrite

* adds datanodes

* kills yamlobjserializer in favor of the new system

* adds more serializers, actually implements them & removes most of the last of the old system

* changed yamlfieldattribute namespace

* adds back iselfserialize

* refactors consts&flags

* renames everything to data(field/definition)

* adds afterserialization

* help

* dataclassgen

* fuggen help me mannen

* Fix most errors on content

* Fix engine errors except map loader

* maploader & misc fix

* misc fixes

* thing

* help

* refactors datanodes

* help me mannen

* Separate ITypeSerializer into reader and writer

* Convert all type serializers

* priority

* adds alot

* il fixes

* adds robustgen

* argh

* adds array & enum serialization

* fixes dataclasses

* adds vec2i / misc fixes

* fixes inheritance

* a very notcursed todo

* fixes some custom dataclasses

* push dis

* Remove data classes

* boutta box

* yes

* Add angle and regex serializer tests

* Make TypeSerializerTest abstract

* sets up ioc etc

* remove pushinheritance

* fixes

* Merge fixes, fix yaml hot reloading

* General fixes2

* Make enum serialization ignore case

* Fix the tag not being copied in data nodes

* Fix not properly serializing flag enums

* Fix component serialization on startup

* Implement ValueDataNode ToString

* Serialization IL fixes, fix return and string equality

* Remove async from prototype manager

* Make serializing unsupported node as enum exception more descriptive

* Fix serv3 tryread casting to serializer instead of reader

* Add constructor for invalid node type exception

* Temporary fix for SERV3: Turn populate delegate into regular code

* Fix not copying the data of non primitive types

* Fix not using the data definition found in copying

* Make ISerializationHooks require explicit implementations

* Add test for serialization inheritance

* Improve IsOverridenIn method

* Fix error message when a data definition is null

* Add method to cast a read value in Serv3Manager

* Rename IServ3Manager to ISerializationManager

* Rename usages of serv3manager, add generic copy method

* Fix IL copy method lookup

* Rename old usages of serv3manager

* Add ITypeCopier

* resistance is futile

* we will conquer this codebase

* Add copy method to all serializers

* Make primitive mismatch error message more descriptive

* bing bong im going to freacking heck

* oopsie moment

* hello are you interested in my wares

* does generic serializers under new architecture

* Convert every non generic serializer to the new format, general fixes

* Update usgaes of generic serializers, cleanup

* does some pushinheritance logic

* finishes pushinheritance FRAMEWORK

* shed

* Add box2, color and component registry serializer tests

* Create more deserialized types and store prototypes with their deserialized results

* Fixes and serializer updates

* Add serialization manager extensions

* adds pushinheritance

* Update all prototypes to have a parent and have consistent id/parent properties

* Fix grammar component serialization

* Add generic serializer tests

* thonk

* Add array serializer test

* Replace logger warning calls with exceptions

* fixes

* Move redundant methods to serialization manager extensions, cleanup

* Add array serialization

* fixes context

* more fixes

* argh

* inheritance

* this should do it

* fixes

* adds copiers & fixes some stuff

* copiers use context v1

* finishing copy context

* more context fixes

* Test fixes

* funky maps

* Fix server user interface component serialization

* Fix value tuple serialization

* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings

* fixes

* fixes more stuff

* yes

* Make abstract/interface skips debugs instead of warnings

* Fix typo

* Make some dictionaries readonly

* Add checks for the serialization manager initializing and already being initialized

* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute

* copy by ref

* Fix exception wording

* Update data field required summary with the new forbidden docs

* Use extension in map loader

* wanna erp

* Change serializing to not use il temporarily

* Make writing work with nullable types

* pushing

* check

* cuddling slaps HARD

* Add serialization priority test

* important fix

* a serialization thing

* serializer moment

* Add validation for some type serializers

* adds context

* moar context

* fixes

* Do the thing for appearance

* yoo lmao

* push haha pp

* Temporarily make copy delegate regular c# code

* Create deserialized component registry to handle not inheriting conflicting references

* YAML LINTER BABY

* ayes

* Fix sprite component norot not being default true like in latest master

* Remove redundant todos

* Add summary doc to every ISerializationManager method

* icon fixes

* Add skip hook argument to readers and copiers

* Merge fixes

* Fix ordering of arguments in read and copy reflection call

* Fix user interface components deserialization

* pew pew

* i am going to HECK

* Add MustUseReturnValue to copy-over methods

* Make serialization log calls use the same sawmill

* gamin

* Fix doc errors in ISerializationManager.cs

* goodbye brave soldier

* fixes

* WIP merge fixes and entity serialization

* aaaaaaaaaaaaaaa

* aaaaaaaaaaaaaaa

* adds inheritancebehaviour

* test/datafield fixes

* forgot that one

* adds more verbose validation

* This fixes the YAML hot reloading

* Replace yield break with Enumerable.Empty

* adds copiers

* aaaaaaaaaaaaa

* array fix
priority fix
misc fixes

* fix(?)

* fix.

* funny map serialization (wip)

* funny map serialization (wip)

* Add TODO

* adds proper info the validation

* Make yaml linter 5 times faster (~80% less execution time)

* Improves the error message for missing fields in the linter

* Include component name in unknown component type error node

* adds alwaysrelevant usa

* fixes mapsaving

* moved surpressor to analyzers proj

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 2ee4cc2c26.

* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests

* Fix nullability warnings

* Improve yaml linter message feedback

* oops moment

* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct

* Remove try catch from enum parsing

* Make dependency management in serialization less bad

* Make dependencies an argument instead of a property on the serialization manager

* Clean up type serializers

* Improve validation messages and resourc epath checking

* Fix sprite error message

* reached perfection

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-04 15:59:14 -08:00

396 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Server.GameObjects
{
/// <summary>
/// Contains a collection of entity-bound user interfaces that can be opened per client.
/// Bound user interfaces are indexed with an enum or string key identifier.
/// </summary>
/// <seealso cref="BoundUserInterface"/>
[PublicAPI]
public sealed class ServerUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
{
private readonly Dictionary<object, BoundUserInterface> _interfaces =
new();
[DataField("interfaces", readOnly: true)]
private List<PrototypeData> _interfaceData = new();
/// <summary>
/// Enumeration of all the interfaces this component provides.
/// </summary>
public IEnumerable<BoundUserInterface> Interfaces => _interfaces.Values;
void ISerializationHooks.AfterDeserialization()
{
_interfaces.Clear();
foreach (var prototypeData in _interfaceData)
{
_interfaces[prototypeData.UiKey] = new BoundUserInterface(prototypeData.UiKey, this);
}
}
public BoundUserInterface GetBoundUserInterface(object uiKey)
{
return _interfaces[uiKey];
}
public bool TryGetBoundUserInterface(object uiKey, [NotNullWhen(true)] out BoundUserInterface? boundUserInterface)
{
return _interfaces.TryGetValue(uiKey, out boundUserInterface);
}
public BoundUserInterface? GetBoundUserInterfaceOrNull(object uiKey)
{
return TryGetBoundUserInterface(uiKey, out var boundUserInterface)
? boundUserInterface
: null;
}
public bool HasBoundUserInterface(object uiKey)
{
return _interfaces.ContainsKey(uiKey);
}
internal void SendToSession(IPlayerSession session, BoundUserInterfaceMessage message, object uiKey)
{
SendNetworkMessage(new BoundInterfaceMessageWrapMessage(message, uiKey), session.ConnectedClient);
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel,
ICommonSession? session = null)
{
base.HandleNetworkMessage(message, netChannel, session);
switch (message)
{
case BoundInterfaceMessageWrapMessage wrapped:
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
if (!_interfaces.TryGetValue(wrapped.UiKey, out var @interface))
{
Logger.DebugS("go.comp.ui", "Got BoundInterfaceMessageWrapMessage for unknown UI key: {0}",
wrapped.UiKey);
return;
}
@interface.ReceiveMessage(wrapped.Message, (IPlayerSession)session);
break;
}
}
}
/// <summary>
/// Represents an entity-bound interface that can be opened by multiple players at once.
/// </summary>
[PublicAPI]
public sealed class BoundUserInterface
{
private bool _isActive;
public object UiKey { get; }
public ServerUserInterfaceComponent Owner { get; }
private readonly HashSet<IPlayerSession> _subscribedSessions = new();
private BoundUserInterfaceState? _lastState;
private bool _stateDirty;
private readonly Dictionary<IPlayerSession, BoundUserInterfaceState> _playerStateOverrides =
new();
/// <summary>
/// All of the sessions currently subscribed to this UserInterface.
/// </summary>
public IEnumerable<IPlayerSession> SubscribedSessions => _subscribedSessions;
public event Action<ServerBoundUserInterfaceMessage>? OnReceiveMessage;
public event Action<IPlayerSession>? OnClosed;
public BoundUserInterface(object uiKey, ServerUserInterfaceComponent owner)
{
UiKey = uiKey;
Owner = owner;
}
/// <summary>
/// Sets a state. This can be used for stateful UI updating, which can be easier to implement,
/// but is more costly on bandwidth.
/// This state is sent to all clients, and automatically sent to all new clients when they open the UI.
/// Pretty much how NanoUI did it back in ye olde BYOND.
/// </summary>
/// <param name="state">
/// The state object that will be sent to all current and future client.
/// This can be null.
/// </param>
/// <param name="session">
/// The player session to send this new state to.
/// Set to null for sending it to every subscribed player session.
/// </param>
public void SetState(BoundUserInterfaceState state, IPlayerSession? session = null)
{
if (session == null)
{
_lastState = state;
_playerStateOverrides.Clear();
}
else
{
_playerStateOverrides[session] = state;
}
_stateDirty = true;
}
/// <summary>
/// Switches between closed and open for a specific client.
/// </summary>
/// <param name="session">The player session to toggle the UI on.</param>
/// <exception cref="ArgumentException">
/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
/// </exception>
/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
public void Toggle(IPlayerSession session)
{
if (_subscribedSessions.Contains(session))
{
Close(session);
}
else
{
Open(session);
}
}
/// <summary>
/// Opens this interface for a specific client.
/// </summary>
/// <param name="session">The player session to open the UI on.</param>
/// <exception cref="ArgumentException">
/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
/// </exception>
/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
public void Open(IPlayerSession session)
{
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
if (session.Status == SessionStatus.Connecting || session.Status == SessionStatus.Disconnected)
{
throw new ArgumentException("Invalid session status.", nameof(session));
}
if (_subscribedSessions.Contains(session))
{
return;
}
_subscribedSessions.Add(session);
SendMessage(new OpenBoundInterfaceMessage(), session);
if (_lastState != null)
{
SendMessage(new UpdateBoundStateMessage(_lastState));
}
if (!_isActive)
{
_isActive = true;
EntitySystem.Get<UserInterfaceSystem>()
.ActivateInterface(this);
}
session.PlayerStatusChanged += OnSessionOnPlayerStatusChanged;
}
private void OnSessionOnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus == SessionStatus.Disconnected)
{
CloseShared(args.Session);
}
}
/// <summary>
/// Close this interface for a specific client.
/// </summary>
/// <param name="session">The session to close the UI on.</param>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
public void Close(IPlayerSession session)
{
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
if (!_subscribedSessions.Contains(session))
{
return;
}
var msg = new CloseBoundInterfaceMessage();
SendMessage(msg, session);
CloseShared(session);
}
private void CloseShared(IPlayerSession session)
{
OnClosed?.Invoke(session);
_subscribedSessions.Remove(session);
_playerStateOverrides.Remove(session);
session.PlayerStatusChanged -= OnSessionOnPlayerStatusChanged;
if (_subscribedSessions.Count == 0)
{
EntitySystem.Get<UserInterfaceSystem>()
.DeactivateInterface(this);
_isActive = false;
}
}
/// <summary>
/// Closes this interface for any clients that have it open.
/// </summary>
public void CloseAll()
{
foreach (var session in _subscribedSessions.ToArray())
Close(session);
}
/// <summary>
/// Returns whether or not a session has this UI open.
/// </summary>
/// <param name="session">The session to check.</param>
/// <returns>True if the player has this UI open, false otherwise.</returns>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
public bool SessionHasOpen(IPlayerSession session)
{
if (session == null) throw new ArgumentNullException(nameof(session));
return _subscribedSessions.Contains(session);
}
/// <summary>
/// Sends a message to ALL sessions that currently have the UI open.
/// </summary>
/// <param name="message">The message to send.</param>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="message"/> is null.</exception>
public void SendMessage(BoundUserInterfaceMessage message)
{
if (message == null)
{
throw new ArgumentNullException(nameof(message));
}
foreach (var session in _subscribedSessions)
{
Owner.SendToSession(session, message, UiKey);
}
}
/// <summary>
/// Sends a message to a specific session.
/// </summary>
/// <param name="message">The message to send.</param>
/// <param name="session">The session to send the message to.</param>
/// <exception cref="ArgumentNullException">Thrown if either argument is null.</exception>
/// <exception cref="ArgumentException">Thrown if the session does not have this UI open.</exception>
public void SendMessage(BoundUserInterfaceMessage message, IPlayerSession session)
{
if (message == null)
{
throw new ArgumentNullException(nameof(message));
}
AssertContains(session);
Owner.SendToSession(session, message, UiKey);
}
internal void ReceiveMessage(BoundUserInterfaceMessage wrappedMessage, IPlayerSession session)
{
if (!_subscribedSessions.Contains(session))
{
Logger.DebugS("go.comp.ui", "Got message from session not subscribed to us.");
return;
}
switch (wrappedMessage)
{
case CloseBoundInterfaceMessage _:
CloseShared(session);
break;
default:
var serverMsg = new ServerBoundUserInterfaceMessage(wrappedMessage, session);
OnReceiveMessage?.Invoke(serverMsg);
break;
}
}
private void AssertContains(IPlayerSession session)
{
if (!SessionHasOpen(session))
{
throw new ArgumentException("Player session does not have this UI open.");
}
}
public void DispatchPendingState()
{
if (!_stateDirty)
{
return;
}
foreach (var playerSession in _subscribedSessions)
{
if (!_playerStateOverrides.ContainsKey(playerSession) && _lastState != null)
{
SendMessage(new UpdateBoundStateMessage(_lastState), playerSession);
}
}
foreach (var (player, state) in _playerStateOverrides)
{
SendMessage(new UpdateBoundStateMessage(state), player);
}
_stateDirty = false;
}
}
[PublicAPI]
public class ServerBoundUserInterfaceMessage
{
public BoundUserInterfaceMessage Message { get; }
public IPlayerSession Session { get; }
public ServerBoundUserInterfaceMessage(BoundUserInterfaceMessage message, IPlayerSession session)
{
Message = message;
Session = session;
}
}
}