mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +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>
392 lines
15 KiB
C#
392 lines
15 KiB
C#
using System;
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using System.IO;
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using System.Net;
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using System.Threading.Tasks;
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using Robust.Client.Audio.Midi;
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using Robust.Client.Console;
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using Robust.Client.GameObjects;
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using Robust.Client.GameStates;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Placement;
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using Robust.Client.Player;
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using Robust.Client.ResourceManagement;
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using Robust.Client.State;
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using Robust.Client.UserInterface;
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using Robust.Client.Utility;
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using Robust.Client.ViewVariables;
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using Robust.LoaderApi;
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using Robust.Shared;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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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;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Robust.Client
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{
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internal sealed partial class GameController : IGameControllerInternal
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{
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[Dependency] private readonly IConfigurationManagerInternal _configurationManager = default!;
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[Dependency] private readonly IResourceCacheInternal _resourceCache = default!;
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[Dependency] private readonly IRobustSerializer _serializer = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientNetManager _networkManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly IUserInterfaceManagerInternal _userInterfaceManager = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IClientConsoleHost _console = default!;
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[Dependency] private readonly ITimerManager _timerManager = default!;
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[Dependency] private readonly IClientEntityManager _entityManager = default!;
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[Dependency] private readonly IPlacementManager _placementManager = default!;
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[Dependency] private readonly IClientGameStateManager _gameStateManager = default!;
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[Dependency] private readonly IOverlayManagerInternal _overlayManager = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly ITaskManager _taskManager = default!;
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[Dependency] private readonly IViewVariablesManagerInternal _viewVariablesManager = default!;
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[Dependency] private readonly IDiscordRichPresence _discord = default!;
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[Dependency] private readonly IClydeInternal _clyde = default!;
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[Dependency] private readonly IFontManagerInternal _fontManager = default!;
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[Dependency] private readonly IModLoaderInternal _modLoader = default!;
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[Dependency] private readonly IScriptClient _scriptClient = default!;
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustMappedStringSerializer _stringSerializer = default!;
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[Dependency] private readonly IAuthManager _authManager = default!;
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[Dependency] private readonly IMidiManager _midiManager = default!;
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private CommandLineArgs? _commandLineArgs;
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private bool _disableAssemblyLoadContext;
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// Arguments for loader-load. Not used otherwise.
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private IMainArgs? _loaderArgs;
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public InitialLaunchState LaunchState { get; private set; } = default!;
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public bool LoadConfigAndUserData { get; set; } = true;
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public void SetCommandLineArgs(CommandLineArgs args)
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{
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_commandLineArgs = args;
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}
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public bool Startup(Func<ILogHandler>? logHandlerFactory = null)
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{
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ReadInitialLaunchState();
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SetupLogging(_logManager, logHandlerFactory ?? (() => new ConsoleLogHandler()));
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_taskManager.Initialize();
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// Figure out user data directory.
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var userDataDir = GetUserDataDir();
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_configurationManager.Initialize(false);
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// MUST load cvars before loading from config file so the cfg manager is aware of secure cvars.
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// So SECURE CVars are blacklisted from config.
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_configurationManager.LoadCVarsFromAssembly(typeof(GameController).Assembly); // Client
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_configurationManager.LoadCVarsFromAssembly(typeof(IConfigurationManager).Assembly); // Shared
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if (LoadConfigAndUserData)
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{
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var configFile = Path.Combine(userDataDir, "client_config.toml");
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if (File.Exists(configFile))
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{
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// Load config from user data if available.
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_configurationManager.LoadFromFile(configFile);
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}
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else
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{
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// Else we just use code-defined defaults and let it save to file when the user changes things.
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_configurationManager.SetSaveFile(configFile);
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}
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}
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_configurationManager.OverrideConVars(EnvironmentVariables.GetEnvironmentCVars());
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if (_commandLineArgs != null)
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{
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_configurationManager.OverrideConVars(_commandLineArgs.CVars);
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}
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_resourceCache.Initialize(LoadConfigAndUserData ? userDataDir : null);
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ProgramShared.DoMounts(_resourceCache, _commandLineArgs?.MountOptions, "Content.Client", _loaderArgs != null);
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if (_loaderArgs != null)
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{
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_stringSerializer.EnableCaching = false;
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_resourceCache.MountLoaderApi(_loaderArgs.FileApi, "Resources/");
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_modLoader.VerifierExtraLoadHandler = VerifierExtraLoadHandler;
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}
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// Bring display up as soon as resources are mounted.
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if (!_clyde.Initialize())
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{
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return false;
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}
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_clyde.SetWindowTitle("Space Station 14");
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_fontManager.Initialize();
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// Disable load context usage on content start.
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// This prevents Content.Client being loaded twice and things like csi blowing up because of it.
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_modLoader.SetUseLoadContext(!_disableAssemblyLoadContext);
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_modLoader.SetEnableSandboxing(true);
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if (!_modLoader.TryLoadModulesFrom(new ResourcePath("/Assemblies/"), "Content."))
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{
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Logger.Fatal("Errors while loading content assemblies.");
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return false;
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}
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foreach (var loadedModule in _modLoader.LoadedModules)
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{
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_configurationManager.LoadCVarsFromAssembly(loadedModule);
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}
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IoCManager.Resolve<ISerializationManager>().Initialize();
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// Call Init in game assemblies.
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_modLoader.BroadcastRunLevel(ModRunLevel.PreInit);
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_modLoader.BroadcastRunLevel(ModRunLevel.Init);
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_userInterfaceManager.Initialize();
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_networkManager.Initialize(false);
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IoCManager.Resolve<INetConfigurationManager>().SetupNetworking();
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_serializer.Initialize();
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_inputManager.Initialize();
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_console.Initialize();
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_prototypeManager.Initialize();
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_prototypeManager.LoadDirectory(new ResourcePath(@"/Prototypes/"));
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_prototypeManager.Resync();
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_mapManager.Initialize();
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_entityManager.Initialize();
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_gameStateManager.Initialize();
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_placementManager.Initialize();
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_viewVariablesManager.Initialize();
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_scriptClient.Initialize();
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_client.Initialize();
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_discord.Initialize();
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_modLoader.BroadcastRunLevel(ModRunLevel.PostInit);
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if (_commandLineArgs?.Username != null)
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{
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_client.PlayerNameOverride = _commandLineArgs.Username;
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}
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_authManager.LoadFromEnv();
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_clyde.Ready();
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if ((_commandLineArgs?.Connect == true || _commandLineArgs?.Launcher == true)
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&& LaunchState.ConnectEndpoint != null)
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{
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_client.ConnectToServer(LaunchState.ConnectEndpoint);
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}
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return true;
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}
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private Stream? VerifierExtraLoadHandler(string arg)
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{
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DebugTools.AssertNotNull(_loaderArgs);
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if (_loaderArgs!.FileApi.TryOpen(arg, out var stream))
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{
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return stream;
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}
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return null;
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}
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private void ReadInitialLaunchState()
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{
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if (_commandLineArgs == null)
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{
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LaunchState = new InitialLaunchState(false, null, null, null);
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}
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else
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{
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var addr = _commandLineArgs.ConnectAddress;
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if (!addr.Contains("://"))
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{
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addr = "udp://" + addr;
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}
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var uri = new Uri(addr);
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if (uri.Scheme != "udp")
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{
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Logger.Warning($"connect-address '{uri}' does not have URI scheme of udp://..");
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}
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LaunchState = new InitialLaunchState(
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_commandLineArgs.Launcher,
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_commandLineArgs.ConnectAddress,
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_commandLineArgs.Ss14Address,
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new DnsEndPoint(uri.Host, uri.IsDefaultPort ? 1212 : uri.Port));
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}
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}
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public void Shutdown(string? reason = null)
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{
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// Already got shut down I assume,
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if (!_mainLoop.Running)
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{
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return;
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}
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if (reason != null)
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{
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Logger.Info($"Shutting down! Reason: {reason}");
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}
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else
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{
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Logger.Info("Shutting down!");
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}
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_mainLoop.Running = false;
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}
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private void Input(FrameEventArgs frameEventArgs)
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{
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_clyde.ProcessInput(frameEventArgs);
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_networkManager.ProcessPackets();
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_taskManager.ProcessPendingTasks(); // tasks like connect
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}
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private void Tick(FrameEventArgs frameEventArgs)
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{
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_modLoader.BroadcastUpdate(ModUpdateLevel.PreEngine, frameEventArgs);
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_timerManager.UpdateTimers(frameEventArgs);
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_taskManager.ProcessPendingTasks();
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_userInterfaceManager.Update(frameEventArgs);
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if (_client.RunLevel >= ClientRunLevel.Connected)
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{
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_componentManager.CullRemovedComponents();
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_gameStateManager.ApplyGameState();
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_entityManager.Update(frameEventArgs.DeltaSeconds);
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_playerManager.Update(frameEventArgs.DeltaSeconds);
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}
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_stateManager.Update(frameEventArgs);
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_modLoader.BroadcastUpdate(ModUpdateLevel.PostEngine, frameEventArgs);
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}
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private void Update(FrameEventArgs frameEventArgs)
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{
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_clyde.FrameProcess(frameEventArgs);
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_modLoader.BroadcastUpdate(ModUpdateLevel.FramePreEngine, frameEventArgs);
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_stateManager.FrameUpdate(frameEventArgs);
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if (_client.RunLevel >= ClientRunLevel.Connected)
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{
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_placementManager.FrameUpdate(frameEventArgs);
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_entityManager.FrameUpdate(frameEventArgs.DeltaSeconds);
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}
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_overlayManager.FrameUpdate(frameEventArgs);
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_userInterfaceManager.FrameUpdate(frameEventArgs);
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_modLoader.BroadcastUpdate(ModUpdateLevel.FramePostEngine, frameEventArgs);
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}
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private void Render()
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{
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}
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internal static void SetupLogging(ILogManager logManager, Func<ILogHandler> logHandlerFactory)
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{
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logManager.RootSawmill.AddHandler(logHandlerFactory());
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//logManager.GetSawmill("res.typecheck").Level = LogLevel.Info;
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logManager.GetSawmill("res.tex").Level = LogLevel.Info;
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logManager.GetSawmill("console").Level = LogLevel.Info;
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logManager.GetSawmill("go.sys").Level = LogLevel.Info;
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logManager.GetSawmill("ogl.debug.performance").Level = LogLevel.Fatal;
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// Stupid nvidia driver spams buffer info on DebugTypeOther every time you re-allocate a buffer.
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logManager.GetSawmill("ogl.debug.other").Level = LogLevel.Warning;
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logManager.GetSawmill("gdparse").Level = LogLevel.Error;
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logManager.GetSawmill("discord").Level = LogLevel.Warning;
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logManager.GetSawmill("net.predict").Level = LogLevel.Info;
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logManager.GetSawmill("szr").Level = LogLevel.Info;
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logManager.GetSawmill("loc").Level = LogLevel.Error;
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#if DEBUG_ONLY_FCE_INFO
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#if DEBUG_ONLY_FCE_LOG
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var fce = logManager.GetSawmill("fce");
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#endif
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AppDomain.CurrentDomain.FirstChanceException += (sender, args) =>
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{
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// TODO: record FCE stats
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#if DEBUG_ONLY_FCE_LOG
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fce.Fatal(message);
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#endif
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}
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#endif
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var uh = logManager.GetSawmill("unhandled");
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AppDomain.CurrentDomain.UnhandledException += (sender, args) =>
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{
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var message = ((Exception) args.ExceptionObject).ToString();
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uh.Log(args.IsTerminating ? LogLevel.Fatal : LogLevel.Error, message);
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};
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var uo = logManager.GetSawmill("unobserved");
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TaskScheduler.UnobservedTaskException += (sender, args) =>
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{
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uo.Error(args.Exception!.ToString());
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#if EXCEPTION_TOLERANCE
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args.SetObserved(); // don't crash
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#endif
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};
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}
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private string GetUserDataDir()
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{
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if (_commandLineArgs?.SelfContained == true)
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{
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// Self contained mode. Data is stored in a directory called user_data next to Robust.Client.exe.
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var exeDir = typeof(GameController).Assembly.Location;
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if (string.IsNullOrEmpty(exeDir))
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{
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throw new Exception("Unable to locate client exe");
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}
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exeDir = Path.GetDirectoryName(exeDir);
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return Path.Combine(exeDir ?? throw new InvalidOperationException(), "user_data");
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}
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return UserDataDir.GetUserDataDir();
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}
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internal enum DisplayMode : byte
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{
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Headless,
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Clyde,
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}
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private void Cleanup()
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{
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_networkManager.Shutdown("Client shutting down");
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_midiManager.Shutdown();
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_entityManager.Shutdown();
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_clyde.Shutdown();
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}
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}
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}
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