mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +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>
188 lines
5.8 KiB
C#
188 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Robust.Client.GameObjects
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{
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public class ClientUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
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{
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[Dependency] private readonly IReflectionManager _reflectionManager = default!;
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[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
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private readonly Dictionary<object, BoundUserInterface> _openInterfaces =
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new();
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private readonly Dictionary<object, PrototypeData> _interfaces = new();
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[DataField("interfaces", readOnly: true)]
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private List<PrototypeData> _interfaceData = new();
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void ISerializationHooks.AfterDeserialization()
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{
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_interfaces.Clear();
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foreach (var data in _interfaceData)
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{
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_interfaces[data.UiKey] = data;
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}
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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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// Double nested switches who needs readability anyways.
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switch (wrapped.Message)
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{
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case OpenBoundInterfaceMessage _:
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if (_openInterfaces.ContainsKey(wrapped.UiKey))
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{
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return;
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}
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OpenInterface(wrapped);
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break;
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case CloseBoundInterfaceMessage _:
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Close(wrapped.UiKey, true);
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break;
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default:
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if (_openInterfaces.TryGetValue(wrapped.UiKey, out var bi))
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{
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bi.InternalReceiveMessage(wrapped.Message);
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}
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break;
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}
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break;
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}
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}
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private void OpenInterface(BoundInterfaceMessageWrapMessage wrapped)
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{
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var data = _interfaces[wrapped.UiKey];
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// TODO: This type should be cached, but I'm too lazy.
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var type = _reflectionManager.LooseGetType(data.ClientType);
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var boundInterface = (BoundUserInterface) _dynamicTypeFactory.CreateInstance(type, new[]{this, wrapped.UiKey});
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boundInterface.Open();
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_openInterfaces[wrapped.UiKey] = boundInterface;
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}
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internal void Close(object uiKey, bool remoteCall)
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{
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if (!_openInterfaces.TryGetValue(uiKey, out var boundUserInterface))
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{
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return;
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}
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if(!remoteCall)
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SendMessage(new CloseBoundInterfaceMessage(), uiKey);
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_openInterfaces.Remove(uiKey);
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boundUserInterface.Dispose();
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}
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internal void SendMessage(BoundUserInterfaceMessage message, object uiKey)
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{
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SendNetworkMessage(new BoundInterfaceMessageWrapMessage(message, uiKey));
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}
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}
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/// <summary>
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/// An abstract class to override to implement bound user interfaces.
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/// </summary>
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public abstract class BoundUserInterface : IDisposable
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{
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protected ClientUserInterfaceComponent Owner { get; }
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protected object UiKey { get; }
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/// <summary>
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/// The last received state object sent from the server.
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/// </summary>
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protected BoundUserInterfaceState? State { get; private set; }
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protected BoundUserInterface(ClientUserInterfaceComponent owner, object uiKey)
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{
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Owner = owner;
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UiKey = uiKey;
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}
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/// <summary>
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/// Invoked when the UI is opened.
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/// Do all creation and opening of things like windows in here.
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/// </summary>
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protected internal virtual void Open()
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{
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}
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/// <summary>
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/// Invoked when the server uses <c>SetState</c>.
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/// </summary>
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protected virtual void UpdateState(BoundUserInterfaceState state)
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{
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}
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/// <summary>
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/// Invoked when the server sends an arbitrary message.
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/// </summary>
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protected virtual void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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}
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/// <summary>
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/// Invoked to close the UI.
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/// </summary>
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protected void Close()
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{
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Owner.Close(UiKey, false);
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}
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/// <summary>
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/// Sends a message to the server-side UI.
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/// </summary>
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protected void SendMessage(BoundUserInterfaceMessage message)
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{
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Owner.SendMessage(message, UiKey);
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}
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internal void InternalReceiveMessage(BoundUserInterfaceMessage message)
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{
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switch (message)
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{
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case UpdateBoundStateMessage updateBoundStateMessage:
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State = updateBoundStateMessage.State;
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UpdateState(State);
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break;
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default:
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ReceiveMessage(message);
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break;
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}
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}
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~BoundUserInterface()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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}
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}
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}
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