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>
This commit is contained in:
Paul Ritter
2021-03-05 01:08:38 +01:00
committed by GitHub
parent 05d4d9692c
commit 5c50b1f6ed
545 changed files with 4547 additions and 6650 deletions

View File

@@ -4,14 +4,14 @@ using JetBrains.Annotations;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Utility;
using YamlDotNet.RepresentationModel;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using static Content.Shared.GameObjects.Components.VendingMachines.SharedVendingMachineComponent;
namespace Content.Client.GameObjects.Components.VendingMachines
{
[UsedImplicitly]
public sealed class VendingMachineVisualizer : AppearanceVisualizer
public sealed class VendingMachineVisualizer : AppearanceVisualizer, ISerializationHooks
{
// TODO: Should default to off or broken if damaged
//
@@ -37,41 +37,53 @@ namespace Content.Client.GameObjects.Components.VendingMachines
{"broken", VendingMachineVisualLayers.Unlit},
};
[DataField("screen")]
private bool _screen;
[DataField("normal")]
private bool _normal;
[DataField("normalUnshaded")]
private bool _normalUnshaded;
[DataField("eject")]
private bool _eject;
[DataField("ejectUnshaded")]
private bool _ejectUnshaded;
[DataField("deny")]
private bool _deny;
[DataField("denyUnshaded")]
private bool _denyUnshaded;
[DataField("broken")]
private bool _broken;
[DataField("brokenUnshaded")]
private bool _brokenUnshaded;
private readonly Dictionary<string, Animation> _animations = new();
public override void LoadData(YamlMappingNode node)
void ISerializationHooks.AfterDeserialization()
{
base.LoadData(node);
_baseStates = new Dictionary<string, bool>
// Used a dictionary so the yaml can adhere to the style-guide and the texture states can be clear
var states = new Dictionary<string, bool>
{
{"off", true},
{"screen", _screen},
{"normal", _normal},
{"normal-unshaded", _normalUnshaded},
{"eject", _eject},
{"eject-unshaded", _ejectUnshaded},
{"deny", _deny},
{"deny-unshaded", _denyUnshaded},
{"broken", _broken},
{"broken-unshaded", _brokenUnshaded},
};
// Used a dictionary so the yaml can adhere to the style-guide and the texture states can be clear
var states = new Dictionary<string, string>
{
{"screen", "screen"},
{"normal", "normal"},
{"normalUnshaded", "normal-unshaded"},
{"eject", "eject"},
{"ejectUnshaded", "eject-unshaded"},
{"deny", "deny"},
{"denyUnshaded", "deny-unshaded"},
{"broken", "broken"},
{"brokenUnshaded", "broken-unshaded"},
};
foreach (var (state, textureState) in states)
{
if (!node.TryGetNode(state, out var yamlNode))
{
_baseStates[textureState] = false;
continue;
}
_baseStates.Add(textureState, yamlNode.AsBool());
}
_baseStates = states;
if (_baseStates["deny"])
{