Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -12,6 +12,7 @@ using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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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.ViewVariables;
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namespace Content.Client.GameObjects.Components
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@@ -22,37 +23,43 @@ namespace Content.Client.GameObjects.Components
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/// This AnimationTrack derivative does not rely on keyframes since it often needs to have a randomized duration.
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/// </summary>
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[Serializable]
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public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty, IExposeData
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[ImplicitDataDefinitionForInheritors]
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public abstract class LightBehaviourAnimationTrack : AnimationTrackProperty
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{
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[ViewVariables] public string ID { get; set; }
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[ViewVariables] public string Property { get; protected set; }
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[ViewVariables] public bool IsLooped { get; set; }
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[ViewVariables] public bool Enabled { get; set; }
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[ViewVariables] public float StartValue { get; set; }
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[ViewVariables] public float EndValue { get; set; }
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[ViewVariables] public float MinDuration { get; set; }
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[ViewVariables] public float MaxDuration { get; set; }
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[ViewVariables] public AnimationInterpolationMode InterpolateMode { get; set; }
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[DataField("id")] [ViewVariables] public string ID { get; set; } = string.Empty;
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[DataField("property")]
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[ViewVariables]
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public virtual string Property { get; protected set; } = "Radius";
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[DataField("isLooped")] [ViewVariables] public bool IsLooped { get; set; }
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[DataField("enabled")] [ViewVariables] public bool Enabled { get; set; }
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[DataField("startValue")] [ViewVariables] public float StartValue { get; set; }
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[DataField("endValue")]
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[ViewVariables]
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public float EndValue { get; set; } = 2f;
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[DataField("minDuration")]
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[ViewVariables]
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public float MinDuration { get; set; } = -1f;
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[DataField("maxDuration")]
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[ViewVariables]
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public float MaxDuration { get; set; } = 2f;
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[DataField("interpolate")]
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[ViewVariables]
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public AnimationInterpolationMode InterpolateMode { get; set; } = AnimationInterpolationMode.Linear;
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[ViewVariables] protected float MaxTime { get; set; }
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protected PointLightComponent Light = default;
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protected IRobustRandom RobustRandom = default;
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protected PointLightComponent Light;
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protected IRobustRandom RobustRandom;
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private float _maxTime = default;
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public virtual void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.ID, "id", string.Empty);
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serializer.DataField(this, x => x.IsLooped, "isLooped", false);
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serializer.DataField(this, x => x.Enabled, "enabled", false);
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serializer.DataField(this, x => x.StartValue, "startValue", 0f);
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serializer.DataField(this, x => x.EndValue, "endValue", 2f);
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serializer.DataField(this, x => x.MinDuration, "minDuration", -1f);
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serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f);
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serializer.DataField(this, x => x.Property, "property", "Radius");
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serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear);
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}
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public void Initialize(PointLightComponent light)
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{
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Light = light;
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@@ -212,10 +219,10 @@ namespace Content.Client.GameObjects.Components
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[UsedImplicitly]
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public class RandomizeBehaviour : LightBehaviourAnimationTrack
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{
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private object _randomValue1 = default;
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private object _randomValue2 = default;
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private object _randomValue3 = default;
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private object _randomValue4 = default;
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private object _randomValue1;
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private object _randomValue2;
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private object _randomValue3;
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private object _randomValue4;
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public override void OnInitialize()
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{
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@@ -275,11 +282,16 @@ namespace Content.Client.GameObjects.Components
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/// A light behaviour that cycles through a list of colors.
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/// </summary>
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[UsedImplicitly]
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public class ColorCycleBehaviour : LightBehaviourAnimationTrack
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[DataDefinition]
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public class ColorCycleBehaviour : LightBehaviourAnimationTrack, ISerializationHooks
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{
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public List<Color> ColorsToCycle { get; set; }
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[DataField("property")]
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[ViewVariables]
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public override string Property { get; protected set; } = "Color";
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private int _colorIndex = 0;
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[DataField("colors")] public List<Color> ColorsToCycle { get; set; } = new();
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private int _colorIndex;
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public override void OnStart()
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{
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@@ -320,23 +332,13 @@ namespace Content.Client.GameObjects.Components
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return (-1, playingTime);
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}
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public override void ExposeData(ObjectSerializer serializer)
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void ISerializationHooks.AfterDeserialization()
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{
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serializer.DataField(this, x => x.ID, "id", string.Empty);
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serializer.DataField(this, x => x.IsLooped, "isLooped", false);
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serializer.DataField(this, x => x.Enabled, "enabled", false);
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serializer.DataField(this, x => x.MinDuration, "minDuration", -1f);
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serializer.DataField(this, x => x.MaxDuration, "maxDuration", 2f);
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serializer.DataField(this, x => x.InterpolateMode, "interpolate", AnimationInterpolationMode.Linear);
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ColorsToCycle = serializer.ReadDataField("colors", new List<Color>());
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Property = "Color";
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if (ColorsToCycle.Count < 2)
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{
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throw new InvalidOperationException($"{nameof(ColorCycleBehaviour)} has less than 2 colors to cycle");
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}
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}
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}
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#endregion
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@@ -344,11 +346,11 @@ namespace Content.Client.GameObjects.Components
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/// A component which applies a specific behaviour to a PointLightComponent on its owner.
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/// </summary>
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[RegisterComponent]
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public class LightBehaviourComponent : SharedLightBehaviourComponent
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public class LightBehaviourComponent : SharedLightBehaviourComponent, ISerializationHooks
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{
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private const string KeyPrefix = nameof(LightBehaviourComponent);
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private class AnimationContainer
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public class AnimationContainer
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{
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public AnimationContainer(int key, Animation animation, LightBehaviourAnimationTrack track)
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{
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@@ -363,16 +365,36 @@ namespace Content.Client.GameObjects.Components
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public LightBehaviourAnimationTrack LightBehaviour { get; set; }
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}
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[ViewVariables(VVAccess.ReadOnly)]
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[DataField("behaviours")]
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public readonly List<LightBehaviourAnimationTrack> Behaviours = new();
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[ViewVariables(VVAccess.ReadOnly)]
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private readonly List<AnimationContainer> _animations = new();
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private float _originalRadius = default;
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private float _originalEnergy = default;
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private Angle _originalRotation = default;
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private Color _originalColor = default;
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private bool _originalEnabled = default;
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private PointLightComponent _lightComponent = default;
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private AnimationPlayerComponent _animationPlayer = default;
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private float _originalRadius;
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private float _originalEnergy;
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private Angle _originalRotation;
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private Color _originalColor;
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private bool _originalEnabled;
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private PointLightComponent _lightComponent;
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private AnimationPlayerComponent _animationPlayer;
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void ISerializationHooks.AfterDeserialization()
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{
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var key = 0;
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foreach (var behaviour in Behaviours)
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{
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var animation = new Animation()
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{
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AnimationTracks = { behaviour }
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};
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_animations.Add(new AnimationContainer(key, animation, behaviour));
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key++;
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}
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}
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protected override void Startup()
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{
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@@ -380,7 +402,7 @@ namespace Content.Client.GameObjects.Components
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CopyLightSettings();
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_animationPlayer = Owner.EnsureComponent<AnimationPlayerComponent>();
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_animationPlayer.AnimationCompleted += s => OnAnimationCompleted(s);
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_animationPlayer.AnimationCompleted += OnAnimationCompleted;
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foreach (var container in _animations)
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{
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@@ -516,24 +538,5 @@ namespace Content.Client.GameObjects.Components
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StartLightBehaviour(behaviour.ID);
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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var behaviours = serializer.ReadDataField("behaviours", new List<LightBehaviourAnimationTrack>());
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var key = 0;
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foreach (LightBehaviourAnimationTrack behaviour in behaviours)
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{
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var animation = new Animation()
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{
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AnimationTracks = { behaviour }
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};
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_animations.Add(new AnimationContainer(key, animation, behaviour));
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key++;
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}
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}
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}
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}
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