Fix maploading once and for all. (#7501)

This commit is contained in:
Moony
2022-04-15 16:35:58 -05:00
committed by GitHub
parent cdfde3edf1
commit 4d70395d11
8 changed files with 217 additions and 135 deletions

View File

@@ -11,7 +11,9 @@ using Content.Shared.Coordinates;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Station;
using JetBrains.Annotations;
using Prometheus;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Network;
@@ -64,6 +66,12 @@ namespace Content.Server.GameTicking
[ViewVariables]
public int RoundId { get; private set; }
/// <summary>
/// Loads all the maps for the given round.
/// </summary>
/// <remarks>
/// Must be called before the runlevel is set to InRound.
/// </remarks>
private void LoadMaps()
{
AddGamePresetRules();
@@ -86,85 +94,36 @@ namespace Content.Server.GameTicking
_mapManager.AddUninitializedMap(toLoad);
}
_mapLoader.LoadMap(toLoad, map.MapPath.ToString());
var grids = _mapManager.GetAllMapGrids(toLoad).ToList();
var dict = new Dictionary<string, StationId>();
StationId SetupInitialStation(IMapGrid grid, GameMapPrototype map)
{
var stationId = _stationSystem.InitialSetupStationGrid(grid.GridEntityId, map);
SetupGridStation(grid);
// ass!
_spawnPoint = grid.ToCoordinates();
return stationId;
}
// Iterate over all BecomesStation
for (var i = 0; i < grids.Count; i++)
{
var grid = grids[i];
// We still setup the grid
if (!TryComp<BecomesStationComponent>(grid.GridEntityId, out var becomesStation))
continue;
var stationId = SetupInitialStation(grid, map);
dict.Add(becomesStation.Id, stationId);
}
if (!dict.Any())
{
// Oh jeez, no stations got loaded.
// We'll just take the first grid and setup that, then.
var grid = grids[0];
var stationId = SetupInitialStation(grid, map);
dict.Add("Station", stationId);
}
// Iterate over all PartOfStation
for (var i = 0; i < grids.Count; i++)
{
var grid = grids[i];
if (!TryComp<PartOfStationComponent>(grid.GridEntityId, out var partOfStation))
continue;
SetupGridStation(grid);
if (dict.TryGetValue(partOfStation.Id, out var stationId))
{
_stationSystem.AddGridToStation(grid.GridEntityId, stationId);
}
else
{
_sawmill.Error($"Grid {grid.Index} ({grid.GridEntityId}) specified that it was part of station {partOfStation.Id} which does not exist");
}
}
LoadGameMap(map, toLoad, null);
}
var timeSpan = _gameTiming.RealTime - startTime;
_sawmill.Info($"Loaded maps in {timeSpan.TotalMilliseconds:N2}ms.");
}
private void SetupGridStation(IMapGrid grid)
/// <summary>
/// Loads a new map, allowing systems interested in it to handle loading events.
/// In the base game, this is required to be used if you want to load a station.
/// </summary>
/// <param name="map">Game map prototype to load in.</param>
/// <param name="targetMapId">Map to load into.</param>
/// <param name="loadOptions">Map loading options, includes offset.</param>
/// <param name="stationName">Name to assign to the loaded station.</param>
/// <returns>All loaded entities and grids.</returns>
public (IReadOnlyList<EntityUid>, IReadOnlyList<GridId>) LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions? loadOptions, string? stationName = null)
{
var stationXform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
var loadOpts = loadOptions ?? new MapLoadOptions();
if (StationOffset)
{
// Apply a random offset to the station grid entity.
var x = _robustRandom.NextFloat(-MaxStationOffset, MaxStationOffset);
var y = _robustRandom.NextFloat(-MaxStationOffset, MaxStationOffset);
stationXform.LocalPosition = new Vector2(x, y);
}
var ev = new PreGameMapLoad(targetMapId, map, loadOpts);
RaiseLocalEvent(ev);
if (StationRotation)
{
stationXform.LocalRotation = _robustRandom.NextFloat(MathF.Tau);
}
var (entities, gridIds) = _mapLoader.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, entities, gridIds, stationName));
_spawnPoint = _mapManager.GetGrid(gridIds[0]).ToCoordinates();
return (entities, gridIds);
}
public void StartRound(bool force = false)
@@ -532,6 +491,7 @@ namespace Content.Server.GameTicking
/// Contains a list of game map prototypes to load; modify it if you want to load different maps,
/// for example as part of a game rule.
/// </summary>
[PublicAPI]
public sealed class LoadingMapsEvent : EntityEventArgs
{
public List<GameMapPrototype> Maps;
@@ -542,6 +502,54 @@ namespace Content.Server.GameTicking
}
}
/// <summary>
/// Event raised before the game loads a given map.
/// This event is mutable, and load options should be tweaked if necessary.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PreGameMapLoad : EntityEventArgs
{
public readonly MapId Map;
public GameMapPrototype GameMap;
public MapLoadOptions Options;
public PreGameMapLoad(MapId map, GameMapPrototype gameMap, MapLoadOptions options)
{
Map = map;
GameMap = gameMap;
Options = options;
}
}
/// <summary>
/// Event raised after the game loads a given map.
/// </summary>
/// <remarks>
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PostGameMapLoad : EntityEventArgs
{
public readonly GameMapPrototype GameMap;
public readonly MapId Map;
public readonly IReadOnlyList<EntityUid> Entities;
public readonly IReadOnlyList<GridId> Grids;
public readonly string? StationName;
public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> entities, IReadOnlyList<GridId> grids, string? stationName)
{
GameMap = gameMap;
Map = map;
Entities = entities;
Grids = grids;
StationName = stationName;
}
}
/// <summary>
/// Event raised to refresh the late join status.
/// If you want to disallow late joins, listen to this and call Disallow.