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

@@ -14,7 +14,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.ActionBlocking
@@ -27,60 +27,70 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
/// The time it takes to apply a <see cref="CuffedComponent"/> to an entity.
/// </summary>
[ViewVariables]
public float CuffTime { get; set; }
[DataField("cuffTime")]
public float CuffTime { get; set; } = 5f;
/// <summary>
/// The time it takes to remove a <see cref="CuffedComponent"/> from an entity.
/// </summary>
[ViewVariables]
public float UncuffTime { get; set; }
[DataField("uncuffTime")]
public float UncuffTime { get; set; } = 5f;
/// <summary>
/// The time it takes for a cuffed entity to remove <see cref="CuffedComponent"/> from itself.
/// </summary>
[ViewVariables]
public float BreakoutTime { get; set; }
[DataField("breakoutTime")]
public float BreakoutTime { get; set; } = 30f;
/// <summary>
/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
/// </summary>
[ViewVariables]
public float StunBonus { get; set; }
[DataField("stunBonus")]
public float StunBonus { get; set; } = 2f;
/// <summary>
/// Will the cuffs break when removed?
/// </summary>
[ViewVariables]
[DataField("breakOnRemove")]
public bool BreakOnRemove { get; set; }
/// <summary>
/// The path of the RSI file used for the player cuffed overlay.
/// </summary>
[ViewVariables]
public string? CuffedRSI { get; set; }
[DataField("cuffedRSI")]
public string? CuffedRSI { get; set; } = "Objects/Misc/handcuffs.rsi";
/// <summary>
/// The iconstate used with the RSI file for the player cuffed overlay.
/// </summary>
[ViewVariables]
public string? OverlayIconState { get; set; }
[DataField("bodyIconState")]
public string? OverlayIconState { get; set; } = "body-overlay";
/// <summary>
/// The iconstate used for broken handcuffs
/// </summary>
[ViewVariables]
[DataField("brokenIconState")]
public string? BrokenState { get; set; }
/// <summary>
/// The iconstate used for broken handcuffs
/// </summary>
[ViewVariables]
[DataField("brokenName")]
public string BrokenName { get; set; } = default!;
/// <summary>
/// The iconstate used for broken handcuffs
/// </summary>
[ViewVariables]
[DataField("brokenDesc")]
public string BrokenDesc { get; set; } = default!;
[ViewVariables]
@@ -101,12 +111,21 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
}
}
public string? StartCuffSound { get; set; }
public string? EndCuffSound { get; set; }
public string? StartBreakoutSound { get; set; }
public string? StartUncuffSound { get; set; }
public string? EndUncuffSound { get; set; }
public Color Color { get; set; }
[DataField("startCuffSound")]
public string StartCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_start.ogg";
[DataField("endCuffSound")] public string EndCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_end.ogg";
[DataField("startBreakoutSound")]
public string StartBreakoutSound { get; set; } = "/Audio/Items/Handcuffs/cuff_breakout_start.ogg";
[DataField("startUncuffSound")]
public string StartUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg";
[DataField("endUncuffSound")]
public string EndUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg";
[DataField("color")]
public Color Color { get; set; } = Color.White;
// Non-exposed data fields
private bool _isBroken = false;
@@ -116,27 +135,6 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
/// </summary>
private bool _cuffing;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.CuffTime, "cuffTime", 5.0f);
serializer.DataField(this, x => x.BreakoutTime, "breakoutTime", 30.0f);
serializer.DataField(this, x => x.UncuffTime, "uncuffTime", 5.0f);
serializer.DataField(this, x => x.StunBonus, "stunBonus", 2.0f);
serializer.DataField(this, x => x.StartCuffSound, "startCuffSound", "/Audio/Items/Handcuffs/cuff_start.ogg");
serializer.DataField(this, x => x.EndCuffSound, "endCuffSound", "/Audio/Items/Handcuffs/cuff_end.ogg");
serializer.DataField(this, x => x.StartUncuffSound, "startUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
serializer.DataField(this, x => x.EndUncuffSound, "endUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
serializer.DataField(this, x => x.StartBreakoutSound, "startBreakoutSound", "/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
serializer.DataField(this, x => x.CuffedRSI, "cuffedRSI", "Objects/Misc/handcuffs.rsi");
serializer.DataField(this, x => x.OverlayIconState, "bodyIconState", "body-overlay");
serializer.DataField(this, x => x.Color, "color", Color.White);
serializer.DataField(this, x => x.BreakOnRemove, "breakOnRemove", false);
serializer.DataField(this, x => x.BrokenState, "brokenIconState", string.Empty);
serializer.DataField(this, x => x.BrokenName, "brokenName", string.Empty);
serializer.DataField(this, x => x.BrokenDesc, "brokenDesc", string.Empty);
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new HandcuffedComponentState(Broken ? BrokenState : string.Empty);