Files
RobustToolbox/Robust.Client/GameObjects/EntitySystems/MapSystem.cs
Leon Friedrich fbc706f37b Refactor map loading & saving (#5572)
* Refactor map loading & saving

* test fixes

* ISerializationManager tweaks

* Fix component composition

* Try fix entity deserialization component composition

* comments

* CL

* error preinit

* a

* cleanup

* error if version is too new

* Add AlwaysPushSerializationTest

* Add auto-inclusion test

* Better categorization

* Combine test components

* Save -> TrySave

Also better handling for saving multiple entities individually

* Create new partial class for map loading

* Add OrphanSerializationTest

* Include MapIds in BeforeSerializationEvent

* Addd LifetimeSerializationTest

* Add TestMixedLifetimeSerialization

* Add CategorizationTest

* explicitly serialize list of nullspace entities

* Add backwards compatibility test

* Version comments

also fixes wrong v4 format

* add MapMergeTest

* Add NetEntity support

* Optimize EntityDeserializer

Avoid unnecessary component deserialization

* fix assert & other bugs

* fucking containers strike again

* Fix deletion of pre-init entities

* fix release note merge conflict

* Update Robust.Shared/Map/MapManager.GridCollection.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* VV

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-02-16 21:25:07 +11:00

39 lines
1.1 KiB
C#

using Robust.Client.Graphics;
using Robust.Client.Map;
using Robust.Client.ResourceManagement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Robust.Client.GameObjects;
public sealed class MapSystem : SharedMapSystem
{
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IResourceCache _resource = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
protected override MapId GetNextMapId()
{
// Client-side map entities use negative map Ids to avoid conflict with server-side maps.
var id = new MapId(--LastMapId);
while (MapExists(id) || UsedIds.Contains(id))
{
id = new MapId(--LastMapId);
}
return id;
}
public override void Initialize()
{
base.Initialize();
_overlayManager.AddOverlay(new TileEdgeOverlay(EntityManager, _resource, _tileDefinitionManager));
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<TileEdgeOverlay>();
}
}