Files
RobustToolbox/Robust.Shared/GameObjects/Systems/SharedAppearanceSystem.cs
T
SlamBamActionmanandGitHub e5995d4edc Add ObjectSerializer, AppearanceComponent.AppearanceDataInit, and AppearanceSystem.AppendData (#5324)
* V1 commit

* V2 Commit, ObjectSerializer

* Make sure write for objects have the !type:<T> set

* Added AppearanceDataInit

* Change to AppearanceDataInit setting to AppearanceData the moment it itself gets set; ComponentInit is too late. Forgive me sloth.

* RELEASE-NOTES.md

* Fix release notes

* Fix release-notes for realsies
2024-08-28 22:43:58 +10:00

156 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Shared.GameObjects;
public abstract class SharedAppearanceSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AppearanceComponent, ComponentGetState>(OnAppearanceGetState);
}
protected abstract void OnAppearanceGetState(EntityUid uid, AppearanceComponent component,
ref ComponentGetState args);
/// <summary>
/// Mark an appearance component as dirty, so that the appearance will get updated in the next frame update.
/// </summary>
public virtual void QueueUpdate(EntityUid uid, AppearanceComponent component)
{
}
private bool CheckIfApplyingState(AppearanceComponent component)
{
return _timing.ApplyingState && component.NetSyncEnabled; // TODO consider removing this and avoiding the component resolve altogether.
}
public void SetData(EntityUid uid, Enum key, object value, AppearanceComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
// If appearance data is changing due to server state application, the server's comp state is getting applied
// anyways, so we can skip this.
if (CheckIfApplyingState(component))
return;
if (component.AppearanceData.TryGetValue(key, out var existing) && existing.Equals(value))
return;
//Commented out until there is a suitable way to check that ISerializationManager.CopyTo works without doing the copying
//DebugTools.Assert(value.GetType().IsValueType || value is ICloneable, "Appearance data values must be cloneable.");
component.AppearanceData[key] = value;
Dirty(uid, component);
QueueUpdate(uid, component);
}
public void RemoveData(EntityUid uid, Enum key, AppearanceComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
if (CheckIfApplyingState(component))
return;
component.AppearanceData.Remove(key);
Dirty(uid, component);
QueueUpdate(uid, component);
}
public bool TryGetData<T>(EntityUid uid, Enum key, [NotNullWhen(true)] out T value, AppearanceComponent? component = null)
{
if (Resolve(uid, ref component) &&
component.AppearanceData.TryGetValue(key, out var objValue) &&
objValue is T)
{
value = (T)objValue;
return true;
}
value = default!;
return false;
}
public bool TryGetData(EntityUid uid, Enum key, [NotNullWhen(true)] out object? value, AppearanceComponent? component = null)
{
if (!Resolve(uid, ref component))
{
value = null;
return false;
}
return component.AppearanceData.TryGetValue(key, out value);
}
/// <summary>
/// Copies appearance data from <c>src</c> to <c>dest</c>.
/// If <c>src</c> has no <see cref="AppearanceComponent"/> nothing is done.
/// If <c>dest</c> has no <c>AppearanceComponent</c> then it is created.
/// </summary>
public void CopyData(Entity<AppearanceComponent?> src, Entity<AppearanceComponent?> dest)
{
if (!Resolve(src, ref src.Comp, false))
return;
dest.Comp ??= EnsureComp<AppearanceComponent>(dest);
dest.Comp.AppearanceData.Clear();
foreach (var (key, value) in src.Comp.AppearanceData)
{
dest.Comp.AppearanceData[key] = value;
}
Dirty(dest, dest.Comp);
QueueUpdate(dest, dest.Comp);
}
/// <summary>
/// Appends appearance data from <c>src</c> to <c>dest</c>. If a key/value pair already exists in <c>dest</c>, it gets replaced.
/// If <c>src</c> has no <see cref="AppearanceComponent"/> nothing is done.
/// If <c>dest</c> has no <c>AppearanceComponent</c> then it is created.
/// </summary>
public void AppendData(Entity<AppearanceComponent?> src, Entity<AppearanceComponent?> dest)
{
if (!Resolve(src, ref src.Comp, false))
return;
AppendData(src.Comp, dest);
}
public void AppendData(AppearanceComponent srcComp, Entity<AppearanceComponent?> dest)
{
dest.Comp ??= EnsureComp<AppearanceComponent>(dest);
foreach (var (key, value) in srcComp.AppearanceData)
{
dest.Comp.AppearanceData[key] = value;
}
Dirty(dest, dest.Comp);
QueueUpdate(dest, dest.Comp);
}
}
[Serializable, NetSerializable]
public sealed class AppearanceComponentState : ComponentState
{
public readonly Dictionary<Enum, object> Data;
public AppearanceComponentState(Dictionary<Enum, object> data)
{
Data = data;
}
}