mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* Added a new special MetaDataComponent to store entity data that isn't specific to a component. * Adds ExposeData to MetaDataComponent. Name of the entity now defaults to the prototype name. * EntityStates changed so that the list of networked components is not sent every tick for a modified entity. * Code cleanup & doc comments. * MetaDataComponent Name and Description are taken from the prototype before storing them in the component. * Adds the EntityState serializer benchmark. This isn't a test, but is really useful. * Redesigned the logic in ServerGameStateManager. * Adds MetaDataComponent registration to the UnitTesting project.
488 lines
15 KiB
C#
488 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Shared.GameObjects
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{
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/// <inheritdoc />
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public abstract class EntityManager : IEntityManager
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{
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#region Dependencies
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[Dependency]
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private readonly IEntityNetworkManager EntityNetworkManager;
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[Dependency]
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private readonly IPrototypeManager PrototypeManager;
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[Dependency]
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protected readonly IEntitySystemManager EntitySystemManager;
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[Dependency]
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private readonly IComponentFactory ComponentFactory;
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[Dependency]
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private readonly INetManager _network;
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[Dependency]
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private readonly IComponentManager _componentManager;
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[Dependency]
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private readonly IGameTiming _gameTiming;
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#endregion Dependencies
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/// <inheritdoc />
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public GameTick CurrentTick => _gameTiming.CurTick;
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/// <inheritdoc />
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public IComponentManager ComponentManager => _componentManager;
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/// <inheritdoc />
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public IEntityNetworkManager EntityNetManager => EntityNetworkManager;
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/// <summary>
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/// All entities currently stored in the manager.
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/// </summary>
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protected readonly Dictionary<EntityUid, IEntity> Entities = new Dictionary<EntityUid, IEntity>();
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/// <summary>
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/// List of all entities, used for iteration.
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/// </summary>
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protected readonly List<Entity> _allEntities = new List<Entity>();
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protected readonly Queue<IncomingEntityMessage> MessageBuffer = new Queue<IncomingEntityMessage>();
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protected int NextUid = (int)EntityUid.FirstUid;
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private readonly Dictionary<Type, List<Delegate>> _eventSubscriptions
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= new Dictionary<Type, List<Delegate>>();
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private readonly Dictionary<IEntityEventSubscriber, Dictionary<Type, Delegate>> _inverseEventSubscriptions
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= new Dictionary<IEntityEventSubscriber, Dictionary<Type, Delegate>>();
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private readonly Queue<Tuple<object, EntityEventArgs>> _eventQueue
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= new Queue<Tuple<object, EntityEventArgs>>();
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public bool Started { get; protected set; }
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#region IEntityManager Members
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public virtual void Initialize()
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{
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_network.RegisterNetMessage<MsgEntity>(MsgEntity.NAME, HandleEntityNetworkMessage);
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}
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public virtual void Startup()
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{
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}
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public virtual void Shutdown()
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{
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FlushEntities();
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EntitySystemManager.Shutdown();
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Started = false;
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_componentManager.Clear();
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}
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public virtual void Update(float frameTime)
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{
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ProcessMsgBuffer();
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EntitySystemManager.Update(frameTime);
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ProcessEventQueue();
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CullDeletedEntities();
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}
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public virtual void FrameUpdate(float frameTime)
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{
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EntitySystemManager.FrameUpdate(frameTime);
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}
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/// <summary>
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/// Retrieves template with given name from prototypemanager.
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/// </summary>
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/// <param name="prototypeName">name of the template</param>
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/// <returns>Template</returns>
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public EntityPrototype GetTemplate(string prototypeName)
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{
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return PrototypeManager.Index<EntityPrototype>(prototypeName);
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}
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#region Entity Management
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public abstract IEntity SpawnEntity(string protoName);
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public abstract IEntity ForceSpawnEntityAt(string entityType, GridCoordinates coordinates);
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public abstract IEntity ForceSpawnEntityAt(string entityType, Vector2 position, MapId argMap);
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public abstract bool TrySpawnEntityAt(string entityType, Vector2 position, MapId argMap, out IEntity entity);
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public abstract bool TrySpawnEntityAt(string entityType, GridCoordinates coordinates, out IEntity entity);
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/// <summary>
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/// Returns an entity by id
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/// </summary>
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/// <param name="uid"></param>
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/// <returns>Entity or null if entity id doesn't exist</returns>
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public IEntity GetEntity(EntityUid uid)
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{
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return Entities[uid];
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}
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/// <summary>
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/// Attempt to get an entity, returning whether or not an entity was gotten.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="entity">The requested entity or null if the entity couldn't be found.</param>
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/// <returns>True if a value was returned, false otherwise.</returns>
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public bool TryGetEntity(EntityUid uid, out IEntity entity)
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{
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if (Entities.TryGetValue(uid, out entity) && !entity.Deleted)
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{
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return true;
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}
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// entity might get assigned if it's deleted but still found,
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// prevent somebody from being "smart".
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entity = null;
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return false;
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}
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public IEnumerable<IEntity> GetEntities(IEntityQuery query)
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{
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return query.Match(this);
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}
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public IEnumerable<IEntity> GetEntitiesAt(Vector2 position)
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{
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foreach (var entity in GetEntities())
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{
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var transform = entity.Transform;
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if (FloatMath.CloseTo(transform.GridPosition.X, position.X) && FloatMath.CloseTo(transform.GridPosition.Y, position.Y))
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{
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yield return entity;
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}
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}
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}
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public IEnumerable<IEntity> GetEntities()
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{
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// Manual index loop to allow adding to the list while iterating.
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// ReSharper disable once ForCanBeConvertedToForeach
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// ReSharper disable once LoopCanBeConvertedToQuery
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for (var i = 0; i < _allEntities.Count; i++)
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{
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var entity = _allEntities[i];
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if (entity.Deleted)
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{
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continue;
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}
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yield return entity;
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}
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}
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/// <summary>
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/// Shuts-down and removes given Entity. This is also broadcast to all clients.
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/// </summary>
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/// <param name="e">Entity to remove</param>
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public virtual void DeleteEntity(IEntity e)
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{
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e.Shutdown();
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}
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public void DeleteEntity(EntityUid uid)
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{
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if (TryGetEntity(uid, out var entity))
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{
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DeleteEntity(entity);
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}
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}
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public bool EntityExists(EntityUid uid)
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{
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return TryGetEntity(uid, out var _);
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}
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/// <summary>
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/// Disposes all entities and clears all lists.
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/// </summary>
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public void FlushEntities()
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{
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foreach (IEntity e in GetEntities())
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{
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e.Shutdown();
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}
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CullDeletedEntities();
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}
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/// <summary>
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/// Allocates an entity and stores it but does not load components or do initialization.
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/// </summary>
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private protected Entity AllocEntity(string prototypeName, EntityUid? uid = null)
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{
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if (uid == null)
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{
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uid = new EntityUid(NextUid++);
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}
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if (EntityExists(uid.Value))
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{
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throw new InvalidOperationException($"UID already taken: {uid}");
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}
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var prototype = PrototypeManager.Index<EntityPrototype>(prototypeName);
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var entity = prototype.AllocEntity(uid.Value, this);
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Entities[entity.Uid] = entity;
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_allEntities.Add(entity);
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return entity;
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}
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/// <summary>
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/// Allocates an entity and loads components but does not do initialization.
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/// </summary>
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private protected Entity CreateEntity(string prototypeName, EntityUid? uid = null)
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{
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var entity = AllocEntity(prototypeName, uid);
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entity.Prototype.LoadEntity(entity, ComponentFactory, null);
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return entity;
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}
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private protected void LoadEntity(Entity entity, IEntityLoadContext context)
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{
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entity.Prototype.LoadEntity(entity, ComponentFactory, context);
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}
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private protected static void InitializeAndStartEntity(Entity entity)
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{
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InitializeEntity(entity);
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StartEntity(entity);
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}
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private protected static void InitializeEntity(Entity entity)
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{
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entity.InitializeComponents();
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entity.Initialize();
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}
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private protected static void StartEntity(Entity entity)
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{
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entity.StartAllComponents();
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}
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#endregion Entity Management
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#region ComponentEvents
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public void SubscribeEvent<T>(Delegate eventHandler, IEntityEventSubscriber s)
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where T : EntityEventArgs
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{
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Type eventType = typeof(T);
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if (!_eventSubscriptions.ContainsKey(eventType))
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{
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_eventSubscriptions.Add(eventType, new List<Delegate> { eventHandler });
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}
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else if (!_eventSubscriptions[eventType].Contains(eventHandler))
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{
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_eventSubscriptions[eventType].Add(eventHandler);
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}
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if (!_inverseEventSubscriptions.ContainsKey(s))
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{
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_inverseEventSubscriptions.Add(
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s,
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new Dictionary<Type, Delegate>()
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);
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}
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if (!_inverseEventSubscriptions[s].ContainsKey(eventType))
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{
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_inverseEventSubscriptions[s].Add(eventType, eventHandler);
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}
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}
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public void UnsubscribeEvent<T>(IEntityEventSubscriber s)
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where T : EntityEventArgs
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{
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Type eventType = typeof(T);
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if (_inverseEventSubscriptions.ContainsKey(s) && _inverseEventSubscriptions[s].ContainsKey(eventType))
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{
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UnsubscribeEvent(eventType, _inverseEventSubscriptions[s][eventType], s);
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}
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}
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public void UnsubscribeEvent(Type eventType, Delegate evh, IEntityEventSubscriber s)
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{
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if (_eventSubscriptions.ContainsKey(eventType) && _eventSubscriptions[eventType].Contains(evh))
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{
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_eventSubscriptions[eventType].Remove(evh);
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}
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if (_inverseEventSubscriptions.ContainsKey(s) && _inverseEventSubscriptions[s].ContainsKey(eventType))
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{
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_inverseEventSubscriptions[s].Remove(eventType);
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}
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}
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public void RaiseEvent(object sender, EntityEventArgs toRaise)
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{
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ProcessSingleEvent(new Tuple<object, EntityEventArgs>(sender, toRaise));
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}
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public void QueueEvent(object sender, EntityEventArgs toRaise)
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{
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_eventQueue.Enqueue(new Tuple<object, EntityEventArgs>(sender, toRaise));
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}
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public void RemoveSubscribedEvents(IEntityEventSubscriber subscriber)
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{
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if (!_inverseEventSubscriptions.TryGetValue(subscriber, out var val))
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{
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return;
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}
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foreach (var keyValuePair in val.ToList())
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{
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UnsubscribeEvent(keyValuePair.Key, keyValuePair.Value, subscriber);
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}
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}
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#endregion ComponentEvents
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#endregion IEntityManager Members
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#region ComponentEvents
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private void ProcessEventQueue()
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{
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while (_eventQueue.Count != 0)
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{
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var current = _eventQueue.Dequeue();
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ProcessSingleEvent(current);
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}
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}
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private void ProcessSingleEvent(Tuple<object, EntityEventArgs> argsTuple)
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{
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var sender = argsTuple.Item1;
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var args = argsTuple.Item2;
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var eventType = args.GetType();
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if (_eventSubscriptions.ContainsKey(eventType))
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{
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foreach (Delegate handler in _eventSubscriptions[eventType])
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{
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handler.DynamicInvoke(sender, args);
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}
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}
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}
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#endregion ComponentEvents
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#region message processing
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protected void ProcessMsgBuffer()
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{
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if (!Started)
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{
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return;
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}
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if (MessageBuffer.Count == 0)
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{
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return;
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}
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var misses = new List<IncomingEntityMessage>();
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while (MessageBuffer.Count != 0)
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{
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var incomingEntity = MessageBuffer.Dequeue();
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if (!Entities.TryGetValue(incomingEntity.Message.EntityUid, out var entity))
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{
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incomingEntity.LastProcessingAttempt = DateTime.Now;
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if ((incomingEntity.LastProcessingAttempt - incomingEntity.ReceivedTime).TotalSeconds > incomingEntity.Expires)
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misses.Add(incomingEntity);
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}
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else
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{
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entity.HandleNetworkMessage(incomingEntity);
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}
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}
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foreach (var miss in misses)
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MessageBuffer.Enqueue(miss);
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}
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/// <summary>
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/// Handle an incoming network message by passing the message to the EntityNetworkManager
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/// and handling the parsed result.
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/// </summary>
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/// <param name="msg">Incoming raw network message</param>
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private void HandleEntityNetworkMessage(MsgEntity msg)
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{
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var incomingEntity = EntityNetworkManager.HandleEntityNetworkMessage(msg);
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// bad message or handled by something else
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if (incomingEntity == null)
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return;
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if (!Started)
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{
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if (incomingEntity.Message.Type != EntityMessageType.Error)
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{
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MessageBuffer.Enqueue(incomingEntity);
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}
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return;
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}
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if (!Entities.TryGetValue(incomingEntity.Message.EntityUid, out var entity))
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{
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MessageBuffer.Enqueue(incomingEntity);
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}
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else
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{
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entity.HandleNetworkMessage(incomingEntity);
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}
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}
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#endregion message processing
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private void CullDeletedEntities()
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{
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// Culling happens in updates.
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// It doesn't matter because to-be culled entities can't be accessed.
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// This should prevent most cases of "somebody is iterating while we're removing things"
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for (var i = 0; i < _allEntities.Count; i++)
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{
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var entity = _allEntities[i];
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if (!entity.Deleted)
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{
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continue;
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}
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_allEntities.RemoveSwap(i);
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Entities.Remove(entity.Uid);
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// Process the one we just swapped next.
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i--;
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}
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}
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}
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public enum EntityMessageType
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{
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Error = 0,
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ComponentMessage,
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EntityMessage,
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SystemMessage
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}
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}
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