mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 11:40:52 +01:00
* 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>
396 lines
13 KiB
C#
396 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Robust.Server.GameObjects
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{
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/// <summary>
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/// Contains a collection of entity-bound user interfaces that can be opened per client.
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/// Bound user interfaces are indexed with an enum or string key identifier.
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/// </summary>
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/// <seealso cref="BoundUserInterface"/>
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[PublicAPI]
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public sealed class ServerUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
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{
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private readonly Dictionary<object, BoundUserInterface> _interfaces =
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new();
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[DataField("interfaces", readOnly: true)]
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private List<PrototypeData> _interfaceData = new();
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/// <summary>
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/// Enumeration of all the interfaces this component provides.
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/// </summary>
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public IEnumerable<BoundUserInterface> Interfaces => _interfaces.Values;
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void ISerializationHooks.AfterDeserialization()
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{
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_interfaces.Clear();
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foreach (var prototypeData in _interfaceData)
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{
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_interfaces[prototypeData.UiKey] = new BoundUserInterface(prototypeData.UiKey, this);
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}
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}
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public BoundUserInterface GetBoundUserInterface(object uiKey)
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{
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return _interfaces[uiKey];
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}
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public bool TryGetBoundUserInterface(object uiKey, [NotNullWhen(true)] out BoundUserInterface? boundUserInterface)
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{
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return _interfaces.TryGetValue(uiKey, out boundUserInterface);
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}
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public BoundUserInterface? GetBoundUserInterfaceOrNull(object uiKey)
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{
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return TryGetBoundUserInterface(uiKey, out var boundUserInterface)
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? boundUserInterface
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: null;
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}
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public bool HasBoundUserInterface(object uiKey)
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{
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return _interfaces.ContainsKey(uiKey);
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}
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internal void SendToSession(IPlayerSession session, BoundUserInterfaceMessage message, object uiKey)
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{
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SendNetworkMessage(new BoundInterfaceMessageWrapMessage(message, uiKey), session.ConnectedClient);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel,
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ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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switch (message)
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{
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case BoundInterfaceMessageWrapMessage wrapped:
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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if (!_interfaces.TryGetValue(wrapped.UiKey, out var @interface))
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{
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Logger.DebugS("go.comp.ui", "Got BoundInterfaceMessageWrapMessage for unknown UI key: {0}",
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wrapped.UiKey);
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return;
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}
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@interface.ReceiveMessage(wrapped.Message, (IPlayerSession)session);
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break;
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}
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}
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}
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/// <summary>
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/// Represents an entity-bound interface that can be opened by multiple players at once.
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/// </summary>
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[PublicAPI]
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public sealed class BoundUserInterface
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{
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private bool _isActive;
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public object UiKey { get; }
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public ServerUserInterfaceComponent Owner { get; }
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private readonly HashSet<IPlayerSession> _subscribedSessions = new();
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private BoundUserInterfaceState? _lastState;
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private bool _stateDirty;
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private readonly Dictionary<IPlayerSession, BoundUserInterfaceState> _playerStateOverrides =
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new();
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/// <summary>
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/// All of the sessions currently subscribed to this UserInterface.
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/// </summary>
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public IEnumerable<IPlayerSession> SubscribedSessions => _subscribedSessions;
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public event Action<ServerBoundUserInterfaceMessage>? OnReceiveMessage;
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public event Action<IPlayerSession>? OnClosed;
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public BoundUserInterface(object uiKey, ServerUserInterfaceComponent owner)
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{
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UiKey = uiKey;
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Owner = owner;
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}
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/// <summary>
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/// Sets a state. This can be used for stateful UI updating, which can be easier to implement,
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/// but is more costly on bandwidth.
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/// This state is sent to all clients, and automatically sent to all new clients when they open the UI.
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/// Pretty much how NanoUI did it back in ye olde BYOND.
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/// </summary>
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/// <param name="state">
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/// The state object that will be sent to all current and future client.
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/// This can be null.
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/// </param>
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/// <param name="session">
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/// The player session to send this new state to.
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/// Set to null for sending it to every subscribed player session.
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/// </param>
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public void SetState(BoundUserInterfaceState state, IPlayerSession? session = null)
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{
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if (session == null)
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{
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_lastState = state;
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_playerStateOverrides.Clear();
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}
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else
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{
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_playerStateOverrides[session] = state;
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}
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_stateDirty = true;
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}
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/// <summary>
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/// Switches between closed and open for a specific client.
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/// </summary>
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/// <param name="session">The player session to toggle the UI on.</param>
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/// <exception cref="ArgumentException">
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/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
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/// </exception>
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/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
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public void Toggle(IPlayerSession session)
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{
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if (_subscribedSessions.Contains(session))
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{
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Close(session);
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}
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else
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{
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Open(session);
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}
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}
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/// <summary>
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/// Opens this interface for a specific client.
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/// </summary>
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/// <param name="session">The player session to open the UI on.</param>
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/// <exception cref="ArgumentException">
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/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
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/// </exception>
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/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
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public void Open(IPlayerSession session)
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{
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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if (session.Status == SessionStatus.Connecting || session.Status == SessionStatus.Disconnected)
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{
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throw new ArgumentException("Invalid session status.", nameof(session));
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}
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if (_subscribedSessions.Contains(session))
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{
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return;
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}
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_subscribedSessions.Add(session);
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SendMessage(new OpenBoundInterfaceMessage(), session);
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if (_lastState != null)
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{
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SendMessage(new UpdateBoundStateMessage(_lastState));
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}
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if (!_isActive)
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{
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_isActive = true;
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EntitySystem.Get<UserInterfaceSystem>()
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.ActivateInterface(this);
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}
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session.PlayerStatusChanged += OnSessionOnPlayerStatusChanged;
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}
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private void OnSessionOnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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if (args.NewStatus == SessionStatus.Disconnected)
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{
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CloseShared(args.Session);
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}
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}
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/// <summary>
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/// Close this interface for a specific client.
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/// </summary>
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/// <param name="session">The session to close the UI on.</param>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
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public void Close(IPlayerSession session)
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{
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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if (!_subscribedSessions.Contains(session))
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{
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return;
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}
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var msg = new CloseBoundInterfaceMessage();
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SendMessage(msg, session);
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CloseShared(session);
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}
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private void CloseShared(IPlayerSession session)
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{
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OnClosed?.Invoke(session);
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_subscribedSessions.Remove(session);
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_playerStateOverrides.Remove(session);
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session.PlayerStatusChanged -= OnSessionOnPlayerStatusChanged;
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if (_subscribedSessions.Count == 0)
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{
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EntitySystem.Get<UserInterfaceSystem>()
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.DeactivateInterface(this);
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_isActive = false;
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}
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}
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/// <summary>
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/// Closes this interface for any clients that have it open.
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/// </summary>
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public void CloseAll()
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{
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foreach (var session in _subscribedSessions.ToArray())
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Close(session);
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}
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/// <summary>
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/// Returns whether or not a session has this UI open.
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/// </summary>
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/// <param name="session">The session to check.</param>
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/// <returns>True if the player has this UI open, false otherwise.</returns>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
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public bool SessionHasOpen(IPlayerSession session)
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{
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if (session == null) throw new ArgumentNullException(nameof(session));
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return _subscribedSessions.Contains(session);
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}
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/// <summary>
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/// Sends a message to ALL sessions that currently have the UI open.
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/// </summary>
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/// <param name="message">The message to send.</param>
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/// <exception cref="ArgumentNullException">Thrown if <paramref name="message"/> is null.</exception>
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public void SendMessage(BoundUserInterfaceMessage message)
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{
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if (message == null)
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{
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throw new ArgumentNullException(nameof(message));
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}
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foreach (var session in _subscribedSessions)
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{
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Owner.SendToSession(session, message, UiKey);
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}
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}
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/// <summary>
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/// Sends a message to a specific session.
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/// </summary>
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/// <param name="message">The message to send.</param>
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/// <param name="session">The session to send the message to.</param>
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/// <exception cref="ArgumentNullException">Thrown if either argument is null.</exception>
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/// <exception cref="ArgumentException">Thrown if the session does not have this UI open.</exception>
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public void SendMessage(BoundUserInterfaceMessage message, IPlayerSession session)
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{
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if (message == null)
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{
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throw new ArgumentNullException(nameof(message));
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}
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AssertContains(session);
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Owner.SendToSession(session, message, UiKey);
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}
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internal void ReceiveMessage(BoundUserInterfaceMessage wrappedMessage, IPlayerSession session)
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{
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if (!_subscribedSessions.Contains(session))
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{
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Logger.DebugS("go.comp.ui", "Got message from session not subscribed to us.");
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return;
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}
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switch (wrappedMessage)
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{
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case CloseBoundInterfaceMessage _:
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CloseShared(session);
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break;
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default:
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var serverMsg = new ServerBoundUserInterfaceMessage(wrappedMessage, session);
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OnReceiveMessage?.Invoke(serverMsg);
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break;
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}
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}
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private void AssertContains(IPlayerSession session)
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{
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if (!SessionHasOpen(session))
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{
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throw new ArgumentException("Player session does not have this UI open.");
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}
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}
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public void DispatchPendingState()
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{
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if (!_stateDirty)
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{
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return;
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}
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foreach (var playerSession in _subscribedSessions)
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{
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if (!_playerStateOverrides.ContainsKey(playerSession) && _lastState != null)
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{
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SendMessage(new UpdateBoundStateMessage(_lastState), playerSession);
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}
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}
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foreach (var (player, state) in _playerStateOverrides)
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{
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SendMessage(new UpdateBoundStateMessage(state), player);
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}
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_stateDirty = false;
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}
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}
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[PublicAPI]
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public class ServerBoundUserInterfaceMessage
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{
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public BoundUserInterfaceMessage Message { get; }
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public IPlayerSession Session { get; }
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public ServerBoundUserInterfaceMessage(BoundUserInterfaceMessage message, IPlayerSession session)
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{
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Message = message;
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Session = session;
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}
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}
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}
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