Files
RobustToolbox/Robust.Shared/GameObjects/IComponent.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

139 lines
5.9 KiB
C#

using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Robust.Shared.GameObjects
{
/// <remarks>
/// Base component for the ECS system.
/// All discoverable implementations of IComponent must override the <see cref="Name" />.
/// Instances are dynamically instantiated by a <c>ComponentFactory</c>, and will have their IoC Dependencies resolved.
/// </remarks>
public interface IComponent : IEntityEventSubscriber
{
/// <summary>
/// Represents the network ID for the component.
/// The network ID is used to determine which component will receive the component state
/// on the other side of the network.
/// If this is <c>null</c>, the component is not replicated across the network.
/// </summary>
/// <seealso cref="NetworkSynchronizeExistence" />
/// <seealso cref="IComponentRegistration.NetID" />
uint? NetID { get; }
/// <summary>
/// Name that this component is represented with in prototypes.
/// </summary>
/// <seealso cref="IComponentRegistration.Name" />
string Name { get; }
/// <summary>
/// Whether the Owner has been paused.
/// </summary>
bool Paused { get; }
/// <summary>
/// Whether the client should synchronize component additions and removals.
/// If this is false and the component gets added or removed server side, the client will not do the same.
/// If this is true and the server adds or removes the component, the client will do as such too.
/// This flag has no effect if <see cref="NetID" /> is <c>null</c>.
/// This is disabled by default, usually the client builds their instance from a prototype.
/// </summary>
/// <seealso cref="IComponentRegistration.NetworkSynchronizeExistence" />
bool NetworkSynchronizeExistence { get; }
/// <summary>
/// Whether this component should be synchronized with clients when modified.
/// If this is true, the server will synchronize all client instances with the data in this instance.
/// If this is false, clients can modify the data in their instances without being overwritten by the server.
/// This flag has no effect if <see cref="NetID" /> is <c>null</c>.
/// This is enabled by default.
/// </summary>
bool NetSyncEnabled { get; }
/// <summary>
/// Entity that this component is attached to.
/// </summary>
IEntity Owner { get; }
/// <summary>
/// Component has been properly initialized.
/// </summary>
bool Initialized { get; }
/// <summary>
/// This is true when the component is active. Set this value to start or stop the component.
/// </summary>
bool Running { get; set; }
/// <summary>
/// True if the component has been removed from its owner, AKA deleted.
/// </summary>
bool Deleted { get; }
/// <summary>
/// Marks the component as dirty so that the network will re-sync it with clients.
/// </summary>
void Dirty();
/// <summary>
/// This is the tick the component was created.
/// </summary>
GameTick CreationTick { get; }
/// <summary>
/// This is the last game tick Dirty() was called.
/// </summary>
GameTick LastModifiedTick { get; }
/// <summary>
/// Called when the component is removed from an entity.
/// Shuts down the component.
/// This should be called AFTER any inheriting classes OnRemove code has run. This should be last.
/// </summary>
void OnRemove();
/// <summary>
/// Called when all of the entity's other components have been added and are available,
/// But are not necessarily initialized yet. DO NOT depend on the values of other components to be correct.
/// </summary>
void Initialize();
/// <summary>
/// Handles a local incoming component message.
/// </summary>
/// <param name="message">Incoming event message.</param>
/// <param name="component">The local component that sent the message.</param>
void HandleMessage(ComponentMessage message, IComponent? component);
/// <summary>
/// Handles an incoming component message from the server.
/// </summary>
/// <param name="message">Incoming event message.</param>
/// <param name="netChannel">The channel of the remote client that sent the message.</param>
/// <param name="session">The session data for the player who sent this message. Null if this is a client.</param>
void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null);
/// <summary>
/// Get the component's state for replicating on the client.
/// </summary>
/// <param name="player"></param>
/// <returns>ComponentState object</returns>
ComponentState GetComponentState(ICommonSession player);
/// <summary>
/// Handles an incoming component state from the server.
/// </summary>
/// <remarks>
/// This function should only be called on the client.
/// Both, one, or neither of the two states can be null.
/// On the next tick, curState will be nextState.
/// Passing null for both arguments should do nothing.
/// </remarks>
/// <param name="curState">Current component state for this tick.</param>
/// <param name="nextState">Next component state for the next tick.</param>
void HandleComponentState(ComponentState? curState, ComponentState? nextState);
}
}