Files
RobustToolbox/Robust.Shared/GameObjects/Entity.cs

495 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Animations;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Shared.GameObjects
{
/// <inheritdoc />
public sealed class Entity : IEntity
{
#region Members
/// <inheritdoc />
public IEntityManager EntityManager { get; private set; }
/// <inheritdoc />
[ViewVariables]
public EntityUid Uid { get; private set; }
/// <inheritdoc />
[ViewVariables]
public EntityPrototype Prototype
{
get => MetaData.EntityPrototype;
internal set => MetaData.EntityPrototype = value;
}
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public string Description
{
get => MetaData.EntityDescription;
set => MetaData.EntityDescription = value;
}
/// <inheritdoc />
[ViewVariables]
// Every entity starts at tick 1, because they are conceptually created in the time between 0->1
public GameTick LastModifiedTick { get; private set; } = new GameTick(1);
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public string Name
{
get => MetaData.EntityName;
set => MetaData.EntityName = value;
}
/// <inheritdoc />
[ViewVariables]
public bool Initialized { get; private set; }
[ViewVariables]
public bool Initializing { get; private set; }
/// <inheritdoc />
[ViewVariables]
public bool Deleted { get; private set; }
private ITransformComponent _transform;
/// <inheritdoc />
[ViewVariables]
public ITransformComponent Transform => _transform ?? (_transform = GetComponent<ITransformComponent>());
private IMetaDataComponent _metaData;
/// <inheritdoc />
[ViewVariables]
public IMetaDataComponent MetaData => _metaData ?? (_metaData = GetComponent<IMetaDataComponent>());
#endregion Members
#region Initialization
/// <summary>
/// Sets fundamental managers after the entity has been created.
/// </summary>
/// <remarks>
/// This is a separate method because C# makes constructors painful.
/// </remarks>
/// <exception cref="InvalidOperationException">
/// Thrown if the method is called and the entity already has initialized managers.
/// </exception>
public void SetManagers(IEntityManager entityManager)
{
if (EntityManager != null)
{
throw new InvalidOperationException("Entity already has initialized managers.");
}
EntityManager = entityManager;
}
/// <inheritdoc />
public bool IsValid()
{
return !Deleted;
}
/// <summary>
/// Initialize the entity's UID. This can only be called once.
/// </summary>
/// <param name="uid">The new UID.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if the method is called and the entity already has a UID.
/// </exception>
public void SetUid(EntityUid uid)
{
if (!uid.IsValid())
throw new ArgumentException("Uid is not valid.", nameof(uid));
if (Uid.IsValid())
throw new InvalidOperationException("Entity already has a UID.");
Uid = uid;
}
/// <summary>
/// Calls Initialize() on all registered components.
/// </summary>
public void InitializeComponents()
{
Initializing = true;
// Initialize() can modify the collection of components.
var components = EntityManager.ComponentManager.GetComponents(Uid);
foreach (var t in components)
{
var comp = (Component) t;
if (comp != null && !comp.Initialized)
{
comp.Initialize();
DebugTools.Assert(comp.Initialized, $"Component {comp.Name} did not call base {nameof(comp.Initialize)} in derived method.");
}
}
#if DEBUG
// Second integrity check in case of.
foreach (var t in EntityManager.ComponentManager.GetComponents(Uid))
{
DebugTools.Assert(t.Initialized, $"Component {t.Name} was not initialized at the end of {nameof(InitializeComponents)}.");
}
#endif
Initialized = true;
Initializing = false;
}
/// <summary>
/// Calls Startup() on all registered components.
/// </summary>
public void StartAllComponents()
{
// Startup() can modify _components
// TODO: This code can only handle additions to the list. Is there a better way?
var components = EntityManager.ComponentManager.GetComponents(Uid);
foreach (var t in components)
{
var comp = (Component)t;
if (comp != null && comp.Initialized && !comp.Deleted)
comp.Running = true;
}
}
#endregion Initialization
#region Component Messaging
/// <inheritdoc />
public void SendMessage(IComponent owner, ComponentMessage message)
{
var components = EntityManager.ComponentManager.GetComponents(Uid);
foreach (var component in components)
{
if (owner != component)
component.HandleMessage(message, null, owner);
}
}
/// <inheritdoc />
public void SendNetworkMessage(IComponent owner, ComponentMessage message, INetChannel channel = null)
{
EntityManager.EntityNetManager.SendComponentNetworkMessage(channel, this, owner, message);
}
#endregion Component Messaging
#region Entity Events
/// <inheritdoc />
public void SubscribeEvent<T>(EntityEventHandler<EntityEventArgs> evh, IEntityEventSubscriber s)
where T : EntityEventArgs
{
EntityManager.EventBus.SubscribeEvent(evh, s);
}
/// <inheritdoc />
public void UnsubscribeEvent<T>(IEntityEventSubscriber s)
where T : EntityEventArgs
{
EntityManager.EventBus.UnsubscribeEvent<T>(s);
}
/// <inheritdoc />
public void RaiseEvent(EntityEventArgs toRaise)
{
EntityManager.EventBus.RaiseEvent(this, toRaise);
}
#endregion Entity Events
#region Components
/// <summary>
/// Public method to add a component to an entity.
/// Calls the component's onAdd method, which also adds it to the component manager.
/// </summary>
/// <param name="component">The component to add.</param>
public void AddComponent(Component component)
{
EntityManager.ComponentManager.AddComponent(this, component);
}
/// <inheritdoc />
public T AddComponent<T>()
where T : Component, new()
{
return EntityManager.ComponentManager.AddComponent<T>(this);
}
private void AddComponent(Component component, bool overwrite)
{
EntityManager.ComponentManager.AddComponent(this, component, overwrite);
}
/// <inheritdoc />
public void RemoveComponent<T>()
{
EntityManager.ComponentManager.RemoveComponent<T>(Uid);
}
private void RemoveComponent(IComponent component)
{
EntityManager.ComponentManager.RemoveComponent(Uid, component);
}
/// <inheritdoc />
public bool HasComponent<T>()
{
return EntityManager.ComponentManager.HasComponent(Uid, typeof(T));
}
/// <inheritdoc />
public bool HasComponent(Type type)
{
return EntityManager.ComponentManager.HasComponent(Uid, type);
}
private bool HasComponent(uint netId)
{
return EntityManager.ComponentManager.HasComponent(Uid, netId);
}
/// <inheritdoc />
public T GetComponent<T>()
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return (T)EntityManager.ComponentManager.GetComponent(Uid, typeof(T));
}
/// <inheritdoc />
public IComponent GetComponent(Type type)
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return EntityManager.ComponentManager.GetComponent(Uid, type);
}
/// <inheritdoc />
public IComponent GetComponent(uint netId)
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return EntityManager.ComponentManager.GetComponent(Uid, netId);
}
/// <inheritdoc />
public bool TryGetComponent<T>(out T component)
where T : class
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return EntityManager.ComponentManager.TryGetComponent(Uid, out component);
}
/// <inheritdoc />
public bool TryGetComponent(Type type, out IComponent component)
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return EntityManager.ComponentManager.TryGetComponent(Uid, type, out component);
}
/// <inheritdoc />
public bool TryGetComponent(uint netId, out IComponent component)
{
DebugTools.Assert(!Deleted, "Tried to get component on a deleted entity.");
return EntityManager.ComponentManager.TryGetComponent(Uid, netId, out component);
}
/// <inheritdoc />
public void Shutdown()
{
EntityManager.ComponentManager.DisposeComponents(Uid);
// Entity manager culls us because we're set to Deleted.
Deleted = true;
}
/// <inheritdoc />
public void Delete()
{
EntityManager.DeleteEntity(this);
}
/// <inheritdoc />
public IEnumerable<IComponent> GetAllComponents()
{
return EntityManager.ComponentManager.GetComponents(Uid);
}
/// <inheritdoc />
public IEnumerable<T> GetAllComponents<T>()
{
return EntityManager.ComponentManager.GetComponents<T>(Uid);
}
#endregion Components
#region GameState
private readonly Dictionary<uint, (ComponentState curState, ComponentState nextState)> _compStateWork
= new Dictionary<uint, (ComponentState curState, ComponentState nextState)>();
/// <summary>
/// Applies an entity state to this entity.
/// </summary>
/// <param name="curState">State to apply.</param>
internal void HandleEntityState(EntityState curState, EntityState nextState)
{
_compStateWork.Clear();
if(curState?.ComponentChanges != null)
{
foreach (var compChange in curState.ComponentChanges)
{
if (compChange.Deleted)
{
if (TryGetComponent(compChange.NetID, out var comp))
{
RemoveComponent(comp);
}
}
else
{
if (HasComponent(compChange.NetID))
continue;
var newComp = (Component) IoCManager.Resolve<IComponentFactory>().GetComponent(compChange.ComponentName);
newComp.Owner = this;
AddComponent(newComp, true);
}
}
}
if(curState?.ComponentStates != null)
{
foreach (var compState in curState.ComponentStates)
{
_compStateWork[compState.NetID] = (compState, null);
}
}
if(nextState?.ComponentStates != null)
{
foreach (var compState in nextState.ComponentStates)
{
if (_compStateWork.TryGetValue(compState.NetID, out var state))
{
_compStateWork[compState.NetID] = (state.curState, compState);
}
else
{
_compStateWork[compState.NetID] = (null, compState);
}
}
}
foreach (var kvStates in _compStateWork)
{
if (!TryGetComponent(kvStates.Key, out var component))
{
DebugTools.Assert("Component does not exist for state.");
continue;
}
DebugTools.Assert(kvStates.Value.curState == null
|| kvStates.Value.curState.GetType() == component.StateType,
"Component state is of the wrong type.");
component.HandleComponentState(kvStates.Value.curState, kvStates.Value.nextState);
}
}
/// <inheritdoc />
public EntityState GetEntityState(GameTick fromTick)
{
var compStates = GetComponentStates(fromTick);
var changed = new List<ComponentChanged>();
foreach (var c in EntityManager.ComponentManager.GetNetComponents(Uid))
{
//TODO: This method is completely broken, GetNetComponents() does not return deleted components.
DebugTools.Assert(c.Initialized);
//Ticks start at 1
DebugTools.Assert(c.CreationTick != GameTick.Zero && c.LastModifiedTick != GameTick.Zero);
if (c.CreationTick >= fromTick && !c.Deleted)
{
// Can't be null since it's returned by GetNetComponents
// ReSharper disable once PossibleInvalidOperationException
changed.Add(ComponentChanged.Added(c.NetID.Value, c.Name));
}
else if (c.Deleted && c.LastModifiedTick >= fromTick)
{
// Can't be null since it's returned by GetNetComponents
// ReSharper disable once PossibleInvalidOperationException
changed.Add(ComponentChanged.Removed(c.NetID.Value));
}
}
var es = new EntityState(Uid, changed, compStates);
return es;
}
/// <summary>
/// Server-side method to get the state of all our components
/// </summary>
/// <returns></returns>
private List<ComponentState> GetComponentStates(GameTick fromTick)
{
var list = new List<ComponentState>();
foreach (var component in EntityManager.ComponentManager.GetNetComponents(Uid))
{
if (!component.NetSyncEnabled || component.LastModifiedTick < fromTick)
{
continue;
}
list.Add(component.GetComponentState());
}
return list;
}
/// <summary>
/// Marks this entity as dirty so that the networking will sync it with clients.
/// </summary>
public void Dirty()
{
LastModifiedTick = EntityManager.CurrentTick;
}
#endregion GameState
/// <inheritdoc />
public override string ToString()
{
return $"{Name} ({Uid}, {Prototype?.ID})";
}
}
}