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