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