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

@@ -20,7 +20,7 @@ using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
@@ -33,7 +33,8 @@ namespace Content.Server.GameObjects.Components.Atmos
private const float MaxExplosionRange = 14f;
private const float DefaultOutputPressure = Atmospherics.OneAtmosphere;
private float _pressureResistance;
[DataField("pressureResistance")]
private float _pressureResistance = Atmospherics.OneAtmosphere * 5f;
private int _integrity = 3;
@@ -41,12 +42,14 @@ namespace Content.Server.GameObjects.Components.Atmos
[ViewVariables] private BoundUserInterface? _userInterface;
[ViewVariables] public GasMixture? Air { get; set; }
[DataField("air")] [ViewVariables] public GasMixture? Air { get; set; } = new();
/// <summary>
/// Distributed pressure.
/// </summary>
[ViewVariables] public float OutputPressure { get; private set; }
[DataField("outputPressure")]
[ViewVariables]
public float OutputPressure { get; private set; } = DefaultOutputPressure;
/// <summary>
/// Tank is connected to internals.
@@ -61,21 +64,25 @@ namespace Content.Server.GameObjects.Components.Atmos
/// <summary>
/// Pressure at which tanks start leaking.
/// </summary>
[DataField("tankLeakPressure")]
public float TankLeakPressure { get; set; } = 30 * Atmospherics.OneAtmosphere;
/// <summary>
/// Pressure at which tank spills all contents into atmosphere.
/// </summary>
[DataField("tankRupturePressure")]
public float TankRupturePressure { get; set; } = 40 * Atmospherics.OneAtmosphere;
/// <summary>
/// Base 3x3 explosion.
/// </summary>
[DataField("tankFragmentPressure")]
public float TankFragmentPressure { get; set; } = 50 * Atmospherics.OneAtmosphere;
/// <summary>
/// Increases explosion for each scale kPa above threshold.
/// </summary>
[DataField("tankFragmentScale")]
public float TankFragmentScale { get; set; } = 10 * Atmospherics.OneAtmosphere;
public override void Initialize()
@@ -94,19 +101,6 @@ namespace Content.Server.GameObjects.Components.Atmos
UpdateUserInterface(true);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Air, "air", new GasMixture());
serializer.DataField(this, x => x.OutputPressure, "outputPressure", DefaultOutputPressure);
serializer.DataField(this, x => x.TankLeakPressure, "tankLeakPressure", 30 * Atmospherics.OneAtmosphere);
serializer.DataField(this, x => x.TankRupturePressure, "tankRupturePressure", 40 * Atmospherics.OneAtmosphere);
serializer.DataField(this, x => x.TankFragmentPressure, "tankFragmentPressure", 50 * Atmospherics.OneAtmosphere);
serializer.DataField(this, x => x.TankFragmentScale, "tankFragmentScale", 10 * Atmospherics.OneAtmosphere);
serializer.DataField(ref _pressureResistance, "pressureResistance", Atmospherics.OneAtmosphere * 5f);
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("gas-tank-examine", ("pressure", Math.Round(Air?.Pressure ?? 0))));
@@ -355,10 +349,9 @@ namespace Content.Server.GameObjects.Components.Atmos
}
[UsedImplicitly]
[DataDefinition]
public class ToggleInternalsAction : IToggleItemAction
{
void IExposeData.ExposeData(ObjectSerializer serializer) {}
public bool DoToggleAction(ToggleItemActionEventArgs args)
{
if (!args.Item.TryGetComponent<GasTankComponent>(out var gasTankComponent)) return false;