Files
RobustToolbox/Robust.Shared/GameObjects/Component.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

230 lines
7.4 KiB
C#

using System;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Reflection;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
/// <inheritdoc />
[Reflect(false)]
[ImplicitDataDefinitionForInheritorsAttribute]
public abstract class Component : IComponent
{
/// <inheritdoc />
[ViewVariables]
public abstract string Name { get; }
/// <inheritdoc />
[ViewVariables]
public virtual uint? NetID => null;
/// <inheritdoc />
[ViewVariables]
public virtual bool NetworkSynchronizeExistence => false;
[DataField("netsync")]
private bool _netSyncEnabled = true;
/// <inheritdoc />
[ViewVariables]
public bool NetSyncEnabled
{
get => _netSyncEnabled;
set => _netSyncEnabled = value;
}
/// <inheritdoc />
[ViewVariables]
public IEntity Owner { get; set; } = default!;
/// <inheritdoc />
[ViewVariables]
public bool Paused => Owner.Paused;
/// <summary>
/// True if this entity is a client-only entity.
/// That is, it does not exist on the server, only THIS client.
/// </summary>
[ViewVariables]
public bool IsClientSide => Owner.Uid.IsClientSide();
[ViewVariables]
public bool Initialized { get; private set; }
private bool _running;
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public bool Running
{
get => _running;
set
{
if(_running == value)
return;
if(value)
Startup();
else
Shutdown();
_running = value;
}
}
/// <inheritdoc />
[ViewVariables]
public bool Deleted { get; private set; }
[ViewVariables]
public GameTick CreationTick { get; private set; }
[ViewVariables]
public GameTick LastModifiedTick { get; private set; }
/// <inheritdoc />
public virtual void OnRemove()
{
if (Running)
throw new InvalidOperationException("Cannot Remove a running entity!");
// We have been marked for deletion by the Component Manager.
Deleted = true;
}
/// <summary>
/// Called when the component gets added to an entity.
/// </summary>
public virtual void OnAdd()
{
if (Initialized)
throw new InvalidOperationException("Cannot Add an Initialized component!");
if (Running)
throw new InvalidOperationException("Cannot Add a running component!");
if (Deleted)
throw new InvalidOperationException("Cannot Add a Deleted component!");
CreationTick = Owner.EntityManager.CurrentTick;
}
/// <inheritdoc />
public virtual void Initialize()
{
if (Initialized)
throw new InvalidOperationException("Component already Initialized!");
if (Running)
throw new InvalidOperationException("Cannot Initialize a running component!");
if (Deleted)
throw new InvalidOperationException("Cannot Initialize a Deleted component!");
Initialized = true;
}
/// <summary>
/// Starts up a component. This is called automatically after all components are Initialized and the entity is Initialized.
/// This can be called multiple times during the component's life, and at any time.
/// </summary>
protected virtual void Startup()
{
if (!Initialized)
throw new InvalidOperationException("Cannot Start an uninitialized component!");
if (Running)
throw new InvalidOperationException("Cannot Startup a running component!");
if (Deleted)
throw new InvalidOperationException("Cannot Start a Deleted component!");
_running = true;
}
/// <summary>
/// Shuts down the component. The is called Automatically by OnRemove. This can be called multiple times during
/// the component's life, and at any time.
/// </summary>
protected virtual void Shutdown()
{
if (!Initialized)
throw new InvalidOperationException("Cannot Shutdown an uninitialized component!");
if (!Running)
throw new InvalidOperationException("Cannot Shutdown an unstarted component!");
if (Deleted)
throw new InvalidOperationException("Cannot Shutdown a Deleted component!");
_running = false;
}
/// <inheritdoc />
public void Dirty()
{
if (Owner != null)
{
Owner.Dirty();
LastModifiedTick = Owner.EntityManager.CurrentTick;
}
}
/// <summary>
/// Sends a message to all other components in this entity.
/// This is an alias of 'Owner.SendMessage(this, message);'
/// </summary>
/// <param name="message">Message to send.</param>
protected void SendMessage(ComponentMessage message)
{
Owner.SendMessage(this, message);
}
/// <summary>
/// Sends a message over the network to all other components on the networked entity. This works both ways.
/// This is an alias of 'Owner.SendNetworkMessage(this, message);'
/// </summary>
/// <param name="message">Message to send.</param>
/// <param name="channel">Network channel to send the message over. If null, broadcast to all channels.</param>
protected void SendNetworkMessage(ComponentMessage message, INetChannel? channel = null)
{
Owner.SendNetworkMessage(this, message, channel);
}
/// <inheritdoc />
public virtual void HandleMessage(ComponentMessage message, IComponent? component) { }
/// <inheritdoc />
public virtual void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null) { }
/// <param name="player"></param>
/// <inheritdoc />
public virtual ComponentState GetComponentState(ICommonSession player)
{
if (NetID == null)
throw new InvalidOperationException($"Cannot make state for component without Net ID: {GetType()}");
return new ComponentState(NetID.Value);
}
/// <inheritdoc />
public virtual void HandleComponentState(ComponentState? curState, ComponentState? nextState) { }
// these two methods clear the LastModifiedTick/CreationTick to mark it as "not different from prototype load".
// This is used as optimization in the game state system to avoid sending redundant component data.
internal virtual void ClearTicks()
{
LastModifiedTick = GameTick.Zero;
ClearCreationTick();
}
internal void ClearCreationTick()
{
CreationTick = GameTick.Zero;
}
}
}