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* [Dependency] source generator No more reflection, no more codegen at runtime Also various changes to Roslyn helpers to make this easier to write. Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback. No fallback is available for [field: Dependency] properties, due to a Roslyn bug. Code Fixes exist. We love Roslyn * Apply dependencies generator changes to all code * Release notes * Preprocessor got hands * Handle nullable dependencies These are bad but gotta deal with it. * Apply suggestions from code review Co-authored-by: Moony <moony@hellomouse.net> * Fine, let's not use collection expressions --------- Co-authored-by: Moony <moony@hellomouse.net>
77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using System;
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using System.Threading.Tasks;
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using Prometheus;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Server.GameStates;
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internal sealed partial class PvsSystem
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{
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[Dependency] private IRobustSerializer _serializer = default!;
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/// <summary>
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/// Get and serialize <see cref="GameState"/> objects for each player. Compressing & sending the states is done later.
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/// </summary>
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private void SerializeStates()
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{
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using var _ = Histogram.WithLabels("Serialize States").NewTimer();
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var opts = new ParallelOptions {MaxDegreeOfParallelism = _parallelMgr.ParallelProcessCount};
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_oldestAck = GameTick.MaxValue.Value;
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Parallel.For(-1, _sessions.Length, opts, SerializeState);
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}
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/// <summary>
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/// Get and serialize a <see cref="GameState"/> for a single session (or the current replay).
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/// </summary>
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private void SerializeState(int i)
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{
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try
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{
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var guid = i >= 0 ? _sessions[i].Session.UserId.UserId : default;
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ServerGameStateManager.PvsEventSource.Log.WorkStart(_gameTiming.CurTick.Value, i, guid);
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if (i >= 0)
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SerializeSessionState(_sessions[i]);
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else
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_replay.Update();
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ServerGameStateManager.PvsEventSource.Log.WorkStop(_gameTiming.CurTick.Value, i, guid);
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}
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catch (Exception e) // Catch EVERY exception
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{
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var source = i >= 0 ? _sessions[i].Session.ToString() : "replays";
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Log.Log(LogLevel.Error, e, $"Caught exception while serializing game state for {source}.");
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#if !EXCEPTION_TOLERANCE
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throw;
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#endif
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}
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}
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/// <summary>
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/// Get and serialize a <see cref="GameState"/> for a single session.
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/// </summary>
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private void SerializeSessionState(PvsSession data)
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{
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ComputeSessionState(data);
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InterlockedHelper.Min(ref _oldestAck, data.FromTick.Value);
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DebugTools.AssertEqual(data.StateStream, null);
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// PVS benchmarks use dummy sessions.
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// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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if (data.Session.Channel is not DummyChannel)
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{
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data.StateStream = RobustMemoryManager.GetMemoryStream();
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_serializer.SerializeDirect(data.StateStream, data.State);
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}
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data.ClearState();
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}
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}
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