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

@@ -14,8 +14,10 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Fluids
@@ -28,18 +30,28 @@ namespace Content.Server.GameObjects.Components.Fluids
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
private ReagentUnit _transferAmount;
[DataField("transferAmount")]
private ReagentUnit _transferAmount = ReagentUnit.New(10);
[DataField("spraySound")]
private string _spraySound;
private float _sprayVelocity;
private float _sprayAliveTime;
[DataField("sprayVelocity")]
private float _sprayVelocity = 1.5f;
[DataField("sprayAliveTime")]
private float _sprayAliveTime = 0.75f;
private TimeSpan _lastUseTime;
private TimeSpan _cooldownEnd;
private float _cooldownTime;
private string _vaporPrototype;
private int _vaporAmount;
private float _vaporSpread;
[DataField("cooldownTime")]
private float _cooldownTime = 0.5f;
[DataField("sprayedPrototype")]
private string _vaporPrototype = "Vapor";
[DataField("vaporAmount")]
private int _vaporAmount = 1;
[DataField("vaporSpread")]
private float _vaporSpread = 90f;
[DataField("hasSafety")]
private bool _hasSafety;
private bool _safety;
[DataField("safety")]
private bool _safety = true;
/// <summary>
/// The amount of solution to be sprayer from this solution when using it
@@ -77,21 +89,6 @@ namespace Content.Server.GameObjects.Components.Fluids
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _vaporPrototype, "sprayedPrototype", "Vapor");
serializer.DataField(ref _vaporAmount, "vaporAmount", 1);
serializer.DataField(ref _vaporSpread, "vaporSpread", 90f);
serializer.DataField(ref _cooldownTime, "cooldownTime", 0.5f);
serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(10));
serializer.DataField(ref _sprayVelocity, "sprayVelocity", 1.5f);
serializer.DataField(ref _spraySound, "spraySound", string.Empty);
serializer.DataField(ref _sprayAliveTime, "sprayAliveTime", 0.75f);
serializer.DataField(ref _hasSafety, "hasSafety", false);
serializer.DataField(ref _safety, "safety", true);
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (!ActionBlockerSystem.CanInteract(eventArgs.User))