Files
RobustToolbox/Robust.Shared/Audio/AudioParams.cs
Paul Ritter 80f9f24243 Serialization v3 aka constant suffering (#1606)
* 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>
2021-03-04 15:59:14 -08:00

205 lines
6.4 KiB
C#

using Robust.Shared.Serialization;
using System;
using System.Diagnostics.Contracts;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Audio
{
/// <summary>
/// Contains common audio parameters for audio playback on the client.
/// </summary>
[Serializable, NetSerializable]
[DataDefinition]
public struct AudioParams : IPopulateDefaultValues
{
/// <summary>
/// Base volume to play the audio at, in dB.
/// </summary>
[DataField("volume")]
public float Volume { get; set; }
/// <summary>
/// Scale for the audio pitch.
/// </summary>
[DataField("pitchscale")]
public float PitchScale { get; set; }
/// <summary>
/// Audio bus to play on.
/// </summary>
[DataField("busname")]
public string BusName { get; set; }
/// <summary>
/// Only applies to positional audio.
/// The maximum distance from which the audio is hearable.
/// </summary>
[DataField("maxdistance")]
public float MaxDistance { get; set; }
/// <summary>
/// Only applies to positional audio.
/// Positional audio is dampened over distance with this as exponent.
/// </summary>
[DataField("attenuation")]
public float Attenuation { get; set; }
/// <summary>
/// Only applies to global (non-positional) audio.
/// Target channels if the audio configuration has more than 2 speakers.
/// </summary>
[DataField("mixtarget")]
public AudioMixTarget MixTarget { get; set; }
[DataField("loop")]
public bool Loop { get; set; }
[DataField("playoffset")]
public float PlayOffsetSeconds { get; set; }
// For the max distance value: it's 2000 in Godot, but I assume that's PIXELS due to the 2D positioning,
// so that's divided by 32 (EyeManager.PIXELSPERMETER).
/// <summary>
/// The "default" audio configuration.
/// </summary>
public static readonly AudioParams Default = new(0, 1, "Master", 62.5f, 1, AudioMixTarget.Stereo, false, 0f);
public AudioParams(float volume, float pitchScale, string busName, float maxDistance, float attenuation,
AudioMixTarget mixTarget, bool loop, float playOffsetSeconds) : this()
{
Volume = volume;
PitchScale = pitchScale;
BusName = busName;
MaxDistance = maxDistance;
Attenuation = attenuation;
MixTarget = mixTarget;
Loop = loop;
PlayOffsetSeconds = playOffsetSeconds;
}
/// <summary>
/// Returns a copy of this instance with a new volume set, for easy chaining.
/// </summary>
/// <param name="volume">The new volume.</param>
[Pure]
public AudioParams WithVolume(float volume)
{
var me = this;
me.Volume = volume;
return me;
}
/// <summary>
/// Returns a copy of this instance with a new pitch scale set, for easy chaining.
/// </summary>
/// <param name="pitch">The new pitch scale.</param>
[Pure]
public AudioParams WithPitchScale(float pitch)
{
var me = this;
me.PitchScale = pitch;
return me;
}
/// <summary>
/// Returns a copy of this instance with a new bus name set, for easy chaining.
/// </summary>
/// <param name="bus">The new bus name.</param>
[Pure]
public AudioParams WithBusName(string bus)
{
var me = this;
me.BusName = bus;
return me;
}
/// <summary>
/// Returns a copy of this instance with a new attenuation set, for easy chaining.
/// </summary>
/// <param name="attenuation">The new attenuation.</param>
[Pure]
public AudioParams WithAttenuation(float attenuation)
{
var me = this;
me.Attenuation = attenuation;
return me;
}
/// <summary>
/// Returns a copy of this instance with a new max distance set, for easy chaining.
/// </summary>
/// <param name="dist">The new max distance.</param>
[Pure]
public AudioParams WithMaxDistance(float dist)
{
var me = this;
me.MaxDistance = dist;
return me;
}
/// <summary>
/// Returns a copy of this instance with a new mix target set, for easy chaining.
/// </summary>
/// <param name="mixTarget">The new mix target.</param>
[Pure]
public AudioParams WithMixTarget(AudioMixTarget mixTarget)
{
var me = this;
me.MixTarget = mixTarget;
return me;
}
/// <summary>
/// Returns a copy of this instance with a loop set, for easy chaining.
/// </summary>
/// <param name="loop">The new loop.</param>
[Pure]
public AudioParams WithLoop(bool loop)
{
var me = this;
me.Loop = loop;
return me;
}
[Pure]
public AudioParams WithPlayOffset(float offset)
{
var me = this;
me.PlayOffsetSeconds = offset;
return me;
}
public void PopulateDefaultValues()
{
PitchScale = 1f;
BusName = "Master";
MaxDistance = 62.5f;
Attenuation = 1f;
MixTarget = AudioMixTarget.Stereo;
}
}
/// <summary>
/// Controls target channels for non-positional audio if the audio configuration has more than 2 speakers.
/// </summary>
public enum AudioMixTarget : byte
{
// These match the values in the Godot enum,
// but this is shared so we can't reference it.
/// <summary>
/// The audio will only be played on the first channel.
/// </summary>
Stereo = 0,
/// <summary>
/// The audio will be played on all surround channels.
/// </summary>
Surround = 1,
/// <summary>
/// The audio will be played on the second channel, which is usually the center.
/// </summary>
Center = 2,
}
}