Files
RobustToolbox/Robust.Shared/Containers/IContainer.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

130 lines
4.9 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Robust.Shared.Containers
{
/// <summary>
/// A container is a way to "contain" entities inside other entities, in a logical way.
/// This is alike BYOND's <c>contents</c> system, except more advanced.
/// </summary>
/// <remarks>
/// <p>
/// Containers are logical separations of entities contained inside another entity.
/// for example, a crate with two separated compartments would have two separate containers.
/// If an entity inside compartment A drops something,
/// the dropped entity would be placed in compartment A too,
/// and compartment B would be completely untouched.
/// </p>
/// <p>
/// Containers are managed by an entity's <see cref="IContainerManager" />,
/// and have an ID to be referenced by.
/// </p>
/// </remarks>
/// <seealso cref="IContainerManager" />
[PublicAPI]
[ImplicitDataDefinitionForInheritors]
public interface IContainer
{
/// <summary>
/// Readonly collection of all the entities contained within this specific container
/// </summary>
IReadOnlyList<IEntity> ContainedEntities { get; }
/// <summary>
/// The type of this container.
/// </summary>
string ContainerType { get; }
/// <summary>
/// True if the container has been shut down via <see cref="Shutdown" />
/// </summary>
bool Deleted { get; }
/// <summary>
/// The ID of this container.
/// </summary>
string ID { get; }
/// <summary>
/// The container manager owning this container.
/// </summary>
IContainerManager Manager { get; }
/// <summary>
/// Prevents light from escaping the container, from ex. a flashlight.
/// </summary>
bool OccludesLight { get; set; }
/// <summary>
/// The entity owning this container.
/// </summary>
IEntity Owner { get; }
/// <summary>
/// Should the contents of this container be shown? False for closed containers like lockers, true for
/// things like glass display cases.
/// </summary>
bool ShowContents { get; set; }
/// <summary>
/// Checks if the entity can be inserted into this container.
/// </summary>
/// <param name="toinsert">The entity to attempt to insert.</param>
/// <returns>True if the entity can be inserted, false otherwise.</returns>
bool CanInsert(IEntity toinsert);
/// <summary>
/// Attempts to insert the entity into this container.
/// </summary>
/// <remarks>
/// If the insertion is successful, the inserted entity will end up parented to the
/// container entity, and the inserted entity's local position will be set to the zero vector.
/// </remarks>
/// <param name="toinsert">The entity to insert.</param>
/// <returns>False if the entity could not be inserted.</returns>
/// <exception cref="InvalidOperationException">
/// Thrown if this container is a child of the entity,
/// which would cause infinite loops.
/// </exception>
bool Insert(IEntity toinsert);
/// <summary>
/// Checks if the entity can be removed from this container.
/// </summary>
/// <param name="toremove">The entity to check.</param>
/// <returns>True if the entity can be removed, false otherwise.</returns>
bool CanRemove(IEntity toremove);
/// <summary>
/// Attempts to remove the entity from this container.
/// </summary>
/// <param name="toremove">The entity to attempt to remove.</param>
/// <returns>True if the entity was removed, false otherwise.</returns>
bool Remove(IEntity toremove);
/// <summary>
/// Forcefully removes an entity from the container. Normally you would want to use <see cref="Remove" />,
/// this function should be avoided.
/// </summary>
/// <param name="toRemove">The entity to attempt to remove.</param>
void ForceRemove(IEntity toRemove);
/// <summary>
/// Checks if the entity is contained in this container.
/// This is not recursive, so containers of children are not checked.
/// </summary>
/// <param name="contained">The entity to check.</param>
/// <returns>True if the entity is immediately contained in this container, false otherwise.</returns>
bool Contains(IEntity contained);
/// <summary>
/// Clears the container and marks it as deleted.
/// </summary>
void Shutdown();
}
}