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* [Dependency] source generator No more reflection, no more codegen at runtime Also various changes to Roslyn helpers to make this easier to write. Requires all types with dependencies to be partial and not have readonly dependency fields. An analyzer enforces this at warning level, the previous injection strategies have remained in the code *for now* as a fallback. No fallback is available for [field: Dependency] properties, due to a Roslyn bug. Code Fixes exist. We love Roslyn * Apply dependencies generator changes to all code * Release notes * Preprocessor got hands * Handle nullable dependencies These are bad but gotta deal with it. * Apply suggestions from code review Co-authored-by: Moony <moony@hellomouse.net> * Fine, let's not use collection expressions --------- Co-authored-by: Moony <moony@hellomouse.net>
96 lines
3.2 KiB
C#
96 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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namespace Robust.Server.GameObjects
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{
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/// <summary>
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/// Server side processing of incoming user commands.
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/// </summary>
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public sealed partial class InputSystem : SharedInputSystem
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{
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[Dependency] private IPlayerManager _playerManager = default!;
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private readonly Dictionary<ICommonSession, IPlayerCommandStates> _playerInputs = new();
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private readonly Dictionary<ICommonSession, uint> _lastProcessedInputCmd = new();
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/// <inheritdoc />
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public override void Initialize()
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{
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SubscribeNetworkEvent<FullInputCmdMessage>(InputMessageHandler);
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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}
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/// <inheritdoc />
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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}
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private void InputMessageHandler(InputCmdMessage message, EntitySessionEventArgs eventArgs)
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{
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if (!(message is FullInputCmdMessage msg))
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return;
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//Client Sanitization: out of bounds functionID
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if (!_playerManager.KeyMap.TryGetKeyFunction(msg.InputFunctionId, out var function))
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return;
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//Client Sanitization: bad enum key state value
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if (!Enum.IsDefined(typeof(BoundKeyState), msg.State))
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return;
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var session = eventArgs.SenderSession;
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if (_lastProcessedInputCmd[session] < msg.InputSequence)
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_lastProcessedInputCmd[session] = msg.InputSequence;
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// set state, only bound key functions get state changes
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var states = GetInputStates(session);
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states.SetState(function, msg.State);
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// route the cmdMessage to the proper bind
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//Client Sanitization: unbound command, just ignore
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foreach (var handler in BindRegistry.GetHandlers(function))
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{
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if (handler.HandleCmdMessage(EntityManager, session, msg)) return;
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}
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}
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public IPlayerCommandStates GetInputStates(ICommonSession session)
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{
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return _playerInputs[session];
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}
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public uint GetLastInputCommand(ICommonSession? session)
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{
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return session == null ? default : _lastProcessedInputCmd.GetValueOrDefault(session);
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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switch (args.NewStatus)
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{
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case SessionStatus.Connected:
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_playerInputs.Add(args.Session, new PlayerCommandStates());
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_lastProcessedInputCmd.Add(args.Session, 0);
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break;
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case SessionStatus.Disconnected:
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_playerInputs.Remove(args.Session);
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_lastProcessedInputCmd.Remove(args.Session);
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break;
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}
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}
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}
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}
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