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:
@@ -13,7 +13,9 @@ using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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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.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
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@@ -32,17 +34,12 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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private CellChargerStatus _status;
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[ViewVariables]
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private int _chargeRate;
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[DataField("chargeRate")]
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private int _chargeRate = 100;
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[ViewVariables]
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private float _transferEfficiency;
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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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serializer.DataField(ref _chargeRate, "chargeRate", 100);
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serializer.DataField(ref _transferEfficiency, "transferEfficiency", 0.85f);
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}
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[DataField("transferEfficiency")]
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private float _transferEfficiency = 0.85f;
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public override void Initialize()
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{
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@@ -5,7 +5,9 @@ using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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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.Utility;
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using Robust.Shared.ViewVariables;
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@@ -36,19 +38,14 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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private EmergencyLightState _state = EmergencyLightState.Empty;
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[ViewVariables(VVAccess.ReadWrite)]
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private float _wattage;
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[DataField("wattage")]
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private float _wattage = 5;
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[ViewVariables(VVAccess.ReadWrite)]
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private float _chargingWattage;
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[DataField("chargingWattage")]
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private float _chargingWattage = 60;
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[ViewVariables(VVAccess.ReadWrite)]
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private float _chargingEfficiency;
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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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serializer.DataField(ref _wattage, "wattage", 5);
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serializer.DataField(ref _chargingWattage, "chargingWattage", 60);
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serializer.DataField(ref _chargingEfficiency, "chargingEfficiency", 0.85f);
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}
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[DataField("chargingEfficiency")]
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private float _chargingEfficiency = 0.85f;
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/// <summary>
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/// For attaching UpdateState() to events.
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@@ -10,6 +10,7 @@ using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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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.Server.GameObjects.Components.Power.ApcNetComponents.PowerReceiverUsers
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@@ -42,6 +43,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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public event EventHandler<EventArgs>? OnLightBulbStateChange;
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public event EventHandler<EventArgs?>? OnLightColorChange;
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[DataField("color")]
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private Color _color = Color.White;
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[ViewVariables(VVAccess.ReadWrite)] public Color Color
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@@ -57,12 +59,15 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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public override string Name => "LightBulb";
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[DataField("bulb")]
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public LightBulbType Type = LightBulbType.Tube;
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private int _burningTemperature;
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[DataField("BurningTemperature")]
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private int _burningTemperature = 1400;
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public int BurningTemperature => _burningTemperature;
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private int _powerUse;
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[DataField("PowerUse")]
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private int _powerUse = 40;
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public int PowerUse => _powerUse;
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/// <summary>
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@@ -94,14 +99,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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private LightBulbState _state = LightBulbState.Normal;
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref Type, "bulb", LightBulbType.Tube);
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serializer.DataField(ref _color, "color", Color.White);
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serializer.DataFieldCached(ref _burningTemperature, "BurningTemperature", 1400);
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serializer.DataFieldCached(ref _powerUse, "PowerUse", 40);
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}
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public void UpdateColor()
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{
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if (!Owner.TryGetComponent(out SpriteComponent? sprite))
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@@ -19,8 +19,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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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.Timing;
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using Robust.Shared.ViewVariables;
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@@ -46,13 +45,23 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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private TimeSpan _lastThunk;
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private TimeSpan? _lastGhostBlink;
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private bool _hasLampOnSpawn;
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[ViewVariables] private bool _on;
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[ViewVariables] private bool _currentLit;
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[ViewVariables] private bool _isBlinking;
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[ViewVariables] private bool _ignoreGhostsBoo;
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[DataField("hasLampOnSpawn")]
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private bool _hasLampOnSpawn = true;
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[ViewVariables] [DataField("on")]
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private bool _on = true;
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[ViewVariables]
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private bool _currentLit;
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[ViewVariables]
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private bool _isBlinking;
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[ViewVariables] [DataField("ignoreGhostsBoo")]
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private bool _ignoreGhostsBoo;
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[DataField("bulb")]
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private LightBulbType BulbType = LightBulbType.Tube;
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[ViewVariables] private ContainerSlot _lightBulbContainer = default!;
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@@ -156,14 +165,6 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
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bulb.Owner.Transform.Coordinates = user.Transform.Coordinates;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref BulbType, "bulb", LightBulbType.Tube);
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serializer.DataField(ref _on, "on", true);
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serializer.DataField(ref _hasLampOnSpawn, "hasLampOnSpawn", true);
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serializer.DataField(ref _ignoreGhostsBoo, "ignoreGhostsBoo", false);
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}
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/// <summary>
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/// For attaching UpdateLight() to events.
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/// </summary>
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