mirror of
https://github.com/space-wizards/RobustToolbox.git
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233 lines
8.1 KiB
C#
233 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Robust.Shared.GameObjects
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{
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/// <summary>
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/// Serialized state of a <see cref="MetaDataComponent"/>.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class MetaDataComponentState : ComponentState
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{
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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public string? Name { get; }
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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public string? Description { get; }
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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public string? PrototypeId { get; }
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/// <summary>
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/// When this entity was paused.
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/// </summary>
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public TimeSpan? PauseTime;
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/// <summary>
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/// Constructs a new instance of <see cref="MetaDataComponentState"/>.
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/// </summary>
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/// <param name="name">The in-game name of this entity.</param>
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/// <param name="description">The in-game description of this entity.</param>
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/// <param name="prototypeId">The prototype this entity was created from, if any.</param>
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/// <param name="pauseTime">When this entity was paused.</param>
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public MetaDataComponentState(string? name, string? description, string? prototypeId, TimeSpan? pauseTime)
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{
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Name = name;
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Description = description;
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PrototypeId = prototypeId;
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PauseTime = pauseTime;
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}
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}
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/// <summary>
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/// Contains meta data about this entity that isn't component specific.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class MetaDataComponent : Component
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{
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[DataField("name")] internal string? _entityName;
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[DataField("desc")] internal string? _entityDescription;
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internal EntityPrototype? _entityPrototype;
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/// <summary>
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/// The components attached to the entity that are currently networked.
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/// </summary>
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[ViewVariables]
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internal readonly Dictionary<ushort, IComponent> NetComponents = new();
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/// <summary>
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/// Network identifier for this entity.
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/// </summary>
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[ViewVariables]
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[Access(typeof(EntityManager), Other = AccessPermissions.ReadExecute)]
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public NetEntity NetEntity { get; internal set; } = NetEntity.Invalid;
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/// <summary>
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/// When this entity was paused, if applicable. Note that this is the actual time, not the duration which gets
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/// returned by <see cref="MetaDataSystem.GetPauseTime"/>.
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/// </summary>
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internal TimeSpan? PauseTime;
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// Every entity starts at tick 1, because they are conceptually created in the time between 0->1
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[ViewVariables]
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public GameTick EntityLastModifiedTick { get; internal set; } = GameTick.First;
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/// <summary>
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/// This is the tick at which the client last applied state data received from the server.
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/// </summary>
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[ViewVariables]
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public GameTick LastStateApplied { get; internal set; } = GameTick.Zero;
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/// <summary>
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/// This is the most recent tick at which a networked component was removed from this entity.
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/// Currently only reliable server-side, client side prediction may cause the value to be wrong.
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/// </summary>
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[ViewVariables]
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public GameTick LastComponentRemoved { get; internal set; } = GameTick.Zero;
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/// <summary>
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/// The in-game name of this entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityName
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{
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get
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{
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if (_entityName == null)
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return _entityPrototype != null ? _entityPrototype.Name : string.Empty;
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return _entityName;
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}
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[Obsolete("Use MetaDataSystem.SetEntityName")]
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set
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{
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if (value == EntityName)
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return;
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<MetaDataSystem>().SetEntityName(Owner, value, this);
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}
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}
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/// <summary>
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/// The in-game description of this entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string EntityDescription
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{
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get
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{
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if (_entityDescription == null)
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return _entityPrototype != null ? _entityPrototype.Description : string.Empty;
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return _entityDescription;
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}
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[Obsolete("Use MetaDataSystem.SetEntityDescription")]
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set
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{
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if (value == EntityDescription)
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return;
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<MetaDataSystem>().SetEntityDescription(Owner, value, this);
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}
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}
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/// <summary>
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/// The prototype this entity was created from, if any.
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/// </summary>
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[ViewVariables]
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public EntityPrototype? EntityPrototype
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{
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get => _entityPrototype;
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[Obsolete("Use MetaDataSystem.SetEntityPrototype")]
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set
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{
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_entityPrototype = value;
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Dirty();
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}
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}
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/// <summary>
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/// The current lifetime stage of this entity. You can use this to check
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/// if the entity is initialized or being deleted.
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/// </summary>
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[ViewVariables]
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public EntityLifeStage EntityLifeStage { get; internal set; }
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[DataField("flags")]
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public MetaDataFlags Flags
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{
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get => _flags;
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internal set
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{
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if (_flags == value)
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return;
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// In container and detached to null are mutually exclusive flags.
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DebugTools.Assert((value & (MetaDataFlags.InContainer | MetaDataFlags.Detached)) != (MetaDataFlags.InContainer | MetaDataFlags.Detached));
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_flags = value;
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}
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}
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internal MetaDataFlags _flags;
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/// <summary>
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/// The sum of our visibility layer and our parent's visibility layers.
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/// </summary>
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/// <remarks>
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/// Every entity will always have the first bit set to true.
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/// </remarks>
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[ViewVariables] // TODO ACCESS RRestrict writing to server-side visibility system
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public int VisibilityMask { get; internal set; }= 1;
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[ViewVariables]
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public bool EntityPaused => PauseTime != null;
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public bool EntityInitialized => EntityLifeStage >= EntityLifeStage.Initialized;
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public bool EntityInitializing => EntityLifeStage == EntityLifeStage.Initializing;
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public bool EntityDeleted => EntityLifeStage >= EntityLifeStage.Deleted;
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[Obsolete("Do not use from content")]
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public override void ClearTicks()
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{
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// Do not clear modified ticks.
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// MetaDataComponent is used in the game state system to carry initial data like prototype ID.
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// So it ALWAYS has to be sent.
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// (Creation can still be cleared though)
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ClearCreationTick();
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}
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}
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[Flags]
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public enum MetaDataFlags : byte
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{
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None = 0,
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/// <summary>
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/// Whether the entity has any component that has state information specific to particular players.
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/// </summary>
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SessionSpecific = 1 << 0,
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/// <summary>
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/// Whether the entity is currently inside of a container.
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/// </summary>
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InContainer = 1 << 1,
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/// <summary>
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/// Used by clients to indicate that an entity has left their visible set.
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/// </summary>
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Detached = 1 << 2,
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}
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}
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